Jump to content
  • Advertisement

Archived

This topic is now archived and is closed to further replies.

CallMeNeo8Ball

Beta Testing

This topic is 5741 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I need some people to test an early beta version of my engine. It''s not much to look at but it''s fine to test compatibility. It requires Windows 95 or above and DirectX 9.0 and Hardware acceleration of some kind is nice preferably the Geforce series of cards. You can download at: http://www.geocities.com/callmeneo8ball/PuNkRoCkEngine.zip Just Unzip and run setup. If any thing goes wrong just email me or post the PRELog.txt that is gengerated. EMAIL: CallMeNeo8Ball@yahoo.com THANKS, Frank

Share this post


Link to post
Share on other sites
Advertisement
Doesn''t look like you''re doing rendering optimizations.
I get 14 FPS with ATI 9700 PRO
P4 2666 mhz
512 ddr

Share this post


Link to post
Share on other sites
quote:
Original post by MOVSW
Doesn''t look like you''re doing rendering optimizations.
I get 14 FPS with ATI 9700 PRO
P4 2666 mhz
512 ddr




Actually its quite heavlay optimized. The level consists of around 65,000 polygons. Although I''m not too sure why your chipset is going so slow.


Your card is ATI’s RADEON 9700 PRO 128MB DDR right?






Share this post


Link to post
Share on other sites

On a side note. How dose the Loading screen look? Right now it seems to
Severely offset the actually level. The game this engine is going to power is going to
have large free environments with a whole lot of Zombies, demons and other such
goodies, which you find all sorts of cool ways to kill be it with bullets or cars.


The models, animation, levels are still in the works and we didn''t want to release them but we are working on some better test levels. Currently I''ve just stated to implemented the environment damage schema which allows bullet holes the to remain permanently on objects with no speed hit.


-Frank

Share this post


Link to post
Share on other sites
quote:
Original post by CallMeNeo8Ball
[quote]Original post by MOVSW
Doesn''t look like you''re doing rendering optimizations.
I get 14 FPS with ATI 9700 PRO
P4 2666 mhz
512 ddr




Actually its quite heavlay optimized. The level consists of around 65,000 polygons. Although I''m not too sure why your chipset is going so slow.


Your card is ATI’s RADEON 9700 PRO 128MB DDR right?








Yes, running on an 4X AGP slot. How much do you rely on VSYNC? Because my monitor''s rate is 72Hz. Not like that should make much difference.

Share this post


Link to post
Share on other sites
Guest Anonymous Poster
''The web site you are trying to access has exceeded its allocated data transfer. ''

Share this post


Link to post
Share on other sites

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!