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More steady steps forward!

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In Soviet Russia, game code YOU!

Skirmish Online makes more steps today through its tender infancy on the fast-track to becoming something that can be considered a game.

Today I fixed up a few remaining (minor) map bugs, which finished off the map milestone I had set. I quickly followed that with the creation of the "LID Generator", which creates one big lump of data from a large number of individual bitmaps. This not only prevents the vast majority of art-theft, but it also looks infinitely cleaner in the directory than seeing 200+ bitmap files strewn about. It's just bad housekeeping. (LID stands for "Lump of Image Data", BTW)

The sprite engine now uses std::list rather than std::vector, since I'm under the impression that std::list traversal is quicker than the vector equivalent. Time will tell. Resources -- at least the key ones -- now are neatly deallocated when they aren't needed anymore. At the moment this primarily texture data, since they're easily the biggest memory-eater in the game.

The 'Player' class is now underway! Players can now be fully drawn, based on their weapon type (unarmed, rifle, single pistol, dual pistols, or cannon), if they are in a running state or a firing state, and what colour their external armour is. All of which fully animating.

So why not make a silly demo out of it, and toss in 100 randomized soldiers on a map?



(Arrow keys to scroll!)


Download Skirmish Online v0.1 Sprite Demo


If you do give it a try, be sure to let me know what sort of framerate you're getting (displayed in the outputted Log.html file), and of course any abnormal occurances that may occur. I realize the file size of ~1.9mb might be a little daunting at such an early stage, but once the planned autopatcher is in place, updating your version will be a snap!

Additionally added today was game-update-regulation, which is a fancy compound word for ensuring that the game moves forward at the same speed irregardless of how fast the game is drawing. This is accomplished by getting the ratio of how long the frame took to render, to how long an ideal render should take (1000 / 60 = ideal 60FPS rate). With this I can run twice as many game logic updates if the player is running at 30FPS to compensate for their inferior video card ([lol]), or at half the updates if they are flying along at 120FPS. Not a vastly complex thing, but it was a huge problem before I implemented it in the last Skirmish for low-framerate players. [smile]

Up for tomorrow is player movement/control/physics, and collisions with both the map and map objects. Pixel-based detection should be a fun challenge. Afterwards I can get onto figuring out how on Earth I'll pull off movement prediction.

(And give Ravuya's latest Glow demo a go, too! [smile])

(EDIT: And Sir Sapo's!)
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It ran really good and I didn't have any errors.

Here's the bottom of my log:

WARNING: Invalid map object; no valid texture. Removed. (Blood_21)
WARNING: Invalid map object; no valid texture. Removed. (Blood_21)
WARNING: Invalid map object; no valid texture. Removed. (Blood_21)
DEBUG: Added 423 Map Objects.
LOG: Current FPS: 0
LOG: Current FPS: 736
LOG: Current FPS: 499
LOG: Current FPS: 550
LOG: Current FPS: 628
LOG: Current FPS: 575
LOG: Current FPS: 589
LOG: Current FPS: 543




Now you've made me want to make a top-down shooter lol.

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Quote:
The application has failed to start because the application configuration is incorrect


:( Stupid work pc, maybe it doesn't like the onboard graphics? Nevermind I'll try it at home later

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No errors, and a consistent 60FPS on my Athlon 64 4000+ w/ GeForce 6800GT.

Looks very nice, and I think I may have to get in on this next beta test....

Thanks for the plug BTW!

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Pretty Nice. A smooth 60fps on my 64mb Nvidia GeForce 4 MX, 2.6ghz, 1gb ram.

Keep up the good work, skirmish was a lot of fun before!


WARNING: Invalid map object; no valid texture. Removed. (Blood_21)
WARNING: Invalid map object; no valid texture. Removed. (Blood_21)
WARNING: Invalid map object; no valid texture. Removed. (Blood_21)
DEBUG: Added 423 Map Objects.
LOG: Current FPS: 0
LOG: Current FPS: 60
LOG: Current FPS: 60
LOG: Current FPS: 60
LOG: Current FPS: 60
LOG: Current FPS: 60

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Guest Anonymous Poster

Posted

The map is displaying much nicer! All the layers seem to be working flawlessly :D

WARNING: Invalid map object; no valid texture. Removed. (Blood_21)
WARNING: Invalid map object; no valid texture. Removed. (Blood_21)
WARNING: Invalid map object; no valid texture. Removed. (Blood_21)
DEBUG: Added 423 Map Objects.
LOG: Current FPS: 0
LOG: Current FPS: 559
LOG: Current FPS: 467
LOG: Current FPS: 490
LOG: Current FPS: 471
LOG: Current FPS: 465
LOG: Current FPS: 467
LOG: Current FPS: 460
LOG: Current FPS: 463
LOG: Current FPS: 459
LOG: Current FPS: 435
LOG: Current FPS: 421
LOG: Current FPS: 422


This would make a good screen-saver :)

-DarkCampainger

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Same error on my home pc. Its a fairly standard machine, Ath64 3200, GF 6800 GS and 2GB RAM. Do I need any particular drivers for it to work?

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