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Demo

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Tape_Worm

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Yeah, so I put up a demo here.

Requirements:
  • Direct X 9.0 + Managed DirectX, specifically the June 2006 update.
  • .NET 2.0
  • Whiskey
Just unzip and run. Hit escape to exit, hit F1 to switch between fullscreen and windowed mode. If it doesn't work, leave a message here with specifics on the error (no specifics, no reply).

I've only tested it on 2 other machines, one had a lousy Intel chipset and the other a GeForce 6800. Both worked flawlessly.

The demo is poorly written. Very poorly written because it's my test bed and I like all the errors to be show stoppers when I'm designing, this way I don't miss out on anything. Hence, if it throws an exception, then it's done.

At any rate, if you run it and it by some small miracle actually runs, then please leave a comment with your FPS and hardware config, I'd like to get some idea on how slow this will be.

And NO, you cannot change the # of sprites, I rushed this together, 6000 is what I left it at. Maybe in the future I'll allow something variable, don't bug me about it.

Legal bullshit:
I take no responsibility if this thing does anything that you could sue me for, you've been warned. Use at your own risk.
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Quote:
Original post by Tape_Worm
Yeah, so I put up a demo here.

Requirements:
  • Direct X 9.0 + Managed DirectX, specifically the June 2006 update.
  • .NET 2.0
  • Whiskey


Just unzip and run. Hit escape to exit, hit F1 to switch between fullscreen and windowed mode. If it doesn't work, leave a message here with specifics on the error (no specifics, no reply).

I've only tested it on 2 machines, one had a lousy Intel chipset and the other a GeForce 6800. Both worked flawlessly.

The demo is poorly written. Very poorly written because it's my test bed and I like all the errors to be show stoppers when I'm designing, this way I don't miss out on anything. Hence, if it throws an exception, then it's done.

At any rate, if you run it and it by some small miracle actually runs, then please leave a comment with your FPS and hardware config, I'd like to get some idea on how slow this will be.

And NO, you cannot change the # of sprites, I rushed this together, 6000 is what I left it at. Maybe in the future, so don't bug me about it.

Legal bullshit:
I take no responsibility if this thing does anything that you could sue me for, you've been warned. Use at your own risk.

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ssssssssuuuuuuuuurrrrrrrreeeeeeeeeeee

I bet it was never for download.

=)

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[07/27/2006 06:59:41 AM] **** Gorgon logging begins ****


[Begin: Gorgon]
[07/27/2006 06:59:41 AM] Initializing...
[07/27/2006 06:59:41 AM] Allow background processing: False
[07/27/2006 06:59:41 AM] Allow screen saver: False
[07/27/2006 06:59:41 AM] Use vertical sync: False
[07/27/2006 06:59:41 AM] Vertical sync interval: IntervalNone
[End: Gorgon]

[Begin: DriverList]
[07/27/2006 06:59:41 AM] Retrieving driver list...
[07/27/2006 06:59:41 AM] Getting video adapter information for device #0...
[End: DriverList]

[Begin: Driver]
[07/27/2006 06:59:41 AM] WHQL Data not enumerated.
[07/27/2006 06:59:41 AM] Driver Name: trid3d.dll
[07/27/2006 06:59:41 AM] Device Name: \\.\DISPLAY1
[07/27/2006 06:59:41 AM] Description: Trident Video Accelerator Blade 3D/ProMedia
[07/27/2006 06:59:41 AM] GUID: {d7b71ec3-c640-11cf-bd73-a7acafc2c835}
[07/27/2006 06:59:41 AM] Version: 5.0.2471.46
[07/27/2006 06:59:41 AM] Vendor ID: 0x00001023
[07/27/2006 06:59:41 AM] Device ID: 0x00008500
[07/27/2006 06:59:41 AM] Sub-System ID: 0x85001023
[07/27/2006 06:59:41 AM] Revision: 0
[07/27/2006 06:59:41 AM] Capabilities...
[07/27/2006 06:59:41 AM] Is hardware accelerated: True
[07/27/2006 06:59:41 AM] Is transform and lighting accelerated: False
[End: Driver]

[Begin: VideoModeList]
[07/27/2006 06:59:41 AM] Enumerating video modes...
[07/27/2006 06:59:41 AM] Filtering: Always, Parameters: *x*x* *Hz.
[07/27/2006 06:59:41 AM] W x H x Bpp Format Refresh Rate W x H x Bpp Format Refresh Rate W x H x Bpp Format Refresh Rate W x H x Bpp Format Refresh Rate
[07/27/2006 06:59:41 AM] =========== ====== ============ =========== ====== ============ =========== ====== ============ =========== ====== ============
[07/27/2006 06:59:41 AM] 320x200x32 (BufferRGB888) 70 Hz 320x240x32 (BufferRGB888) 60 Hz 512x384x32 (BufferRGB888) 60 Hz 640x400x32 (BufferRGB888) 70 Hz
[07/27/2006 06:59:41 AM] 640x480x32 (BufferRGB888) 60 Hz 640x480x32 (BufferRGB888) 75 Hz 640x480x32 (BufferRGB888) 85 Hz 8

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What's frustrating is that this piece of crap Intel chipset runs it fine. I wonder what's so different about the trident chipset? Sometimes I wish I got paid to work on this thing, cause it's eating at me and I MUST figure it out, but I'm at the office and have crap to do.

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Hey!!! guess what...

I ran it... This is heavy shit my friend!
the counter mouse thing is very bad for a whyskeyed brain....

48-50 fps. very stable


AMD 3200+
2g ram
Radeon X800XT 256mo

I ran it in 1280x1024@85 and 640*480@60. Fullscreen/windowed
Always same fps.... bizare?

See ya...

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Quote:
Original post by Paclaw
Hey!!! guess what...

I ran it... This is heavy shit my friend!
the counter mouse thing is very bad for a whyskeyed brain....

48-50 fps. very stable


AMD 3200+
2g ram
Radeon X800XT 256mo

I ran it in 1280x1024@85 and 640*480@60. Fullscreen/windowed
Always same fps.... bizare?

See ya...


Awesome, rating++ for you.

Yeah, with that many sprites I expect that I'm more CPU bound than anything, thus why you're probably seeing the same FPS. I ran it on my co-worker's laptop at like 1900x1200 (GF6800 I think) and it was doing 85-90 FPS (this was a couple of days ago, it could be lower now due to my changes). Much better than the 6 FPS I got on my work machine's Intel chipset. [grin]

As an up side, I did get pixel drawing on textures at a reasonable framerate. Go me.

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