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# Could you test my engine please

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Hey Everyone, could you guys please test my engine. If i'm lucky it might become my 2nd finished game. (The last one was a breakout clone) I'm really pleased with this I usually give up after about a week. Just let me know if it runs and what FPS on what hardware. I know there are some bugs and it needs LOADS of optimising. And before anyone says anything I know it rains indoors Heres the link and heres some screenshots: Thanks alot! Lukerd. P.S If you hold space you get bullet time.. i mean slow motion. Oh and sorry shoulda said the models are from polycount so credit to whoever made them. Hyperdev
"To err is human, to really mess up requires a computer"

Missing SDL.dll

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Doh!

SDL DLL
MSVC DLL

[edited by - Lukerd on July 3, 2003 5:19:03 PM]

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Not that this helps much, but on this old P3-600, with a Voodoo3, it gets around 4 fps
The main thing that seems to be lagging it down for me is that transparent fire around the player, though.. wireframe pretty much eliminates everything except for that, and gets almost the same FPS.

Mop~

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Open Lightlist.txt and change the 2 to 0 that turns off the dynamic lights should speed it up loads.

If its still slow open enemylist.txt and change the 10 to 9 to turn off the rain. if its still slow change the 10 to a 7 to turn off the fires as well.

[edited by - Lukerd on July 3, 2003 5:30:27 PM]

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Hmm, that did a little maybe, but running fullscreen got me up to around 20, as opposed to 4-5 in a window. Same effect with my sort of mmorpg-ish engine I''m working on.. windowed gets around 30-40, fullscreen gets well over 100. Must be this voodoo.

Mop~

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Well,

60+ FPS

System:

AMD Athlon 1600+
512mb mem
Windows XP
DirectX 9.0a, SDK(release)

Looks nice Keep up the good work!

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On my p3 507 (overclocked) with a gforce mx2 and 128 megs ram i get anywhere between 14 and 28 fps. It actually goes down in wireframe though... And you''ve got some monsters in some pretty odd places doing some pretty odd things. (funny watching one demon jump on anothers head...)

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anyone tried the bullet time yet? Did it work?

Lukerd

Hyperdev

"To err is human, to really mess up requires a computer"

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Great work!
Constantly over 110 Fps here (800*600*32, AMd XP 2400+ overclocked and radeon 9700 pro)

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I can''t look side to side?!

But other than that, 40+FPS on a laptop with a Radeon Mobility 7500

Looks good, the slow motion is neat and the zoom is pretty functional.

Clutch

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Clutch, You cant look side to side? does the character rotate at all?

Hyperdev

"To err is human, to really mess up requires a computer"

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Great work dude ... bullet time seems to work for me ... but it needs some works ;-)

70+ fps
AMD Athlon 1800+
256 RAM
GeForce 3 ti200
Windows 2000 pro

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around 40 FPS

AMD Duron 600
192 MB Ram
Geforce 2 Ultra 64 MB
Win 2000 pro

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bullettime works.
the bullets don't!

[edited by - BGCJR on July 3, 2003 11:20:14 PM]

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lukerd
i have seen your crosshair is a black TGA with a white crosshair

what blending function did you use to get rid of the black pixels?

runs at
55fps
with:
FFAA 4x
8x anisotropic
texturesharpening
1280*1024
32
on athlon thunderbird 1,400 mhz
512 DDR
GF4 4800

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This is what i get ( Not in full-screen )

Around 60 fps

AMD Athlon 1300+
512mb mem
Geforce 3
Windows XP

and bullet time works..,

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I can''t start the engine. I doubleclick the exe file, the scren flickers for a second tourns black and then puts me back where I were.

Any ideas what''s wrong?

.:3delavnica.com:. Slovenian digital colture
Another day, another bug

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Can''t rotate the head. It can move up and down but not sideways.
Bullet time is nice,

runing in steady 60 fps on

amd xp 1800+
1 GB RAM.

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Good Job!! please check my particle problem topic PPP

~60fps
AthlonXP 2100+
256DDr
gf4ti4200

There aren''''t problems that can''''t be solved with a gun...

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Wow, quite a few replies!

Today ive made quite a few changes to the engine, the collision detection now works great, and ALOT faster, the new version showed a 40% - 50% increase in frame rate on my comp just coz I changed the collision. I'll upload the new version tonight.

Basiror: The texture has an alpha channel when I draw the crosshair I use alpha testing. Like this:

		glPushMatrix();		glEnable(GL_ALPHA_TEST);		glAlphaFunc(GL_LESS, 0.3f);		glColor3f(1, 1, 1);		OrthoMode(0, 0, width, height);		glDisable(GL_DEPTH_TEST);		glBindTexture(GL_TEXTURE_2D,  crosshair.texID);		glBegin(GL_QUADS);			glTexCoord2f(0.0f, 1.0f);	glVertex2i(0, 0);			glTexCoord2f(0.0f, 0.0f);	glVertex2i(0, height);			glTexCoord2f(1.0f, 0.0f);	glVertex2i(width, height);			glTexCoord2f(1.0f, 1.0f);	glVertex2i(width, 0);		glEnd();		glEnable(GL_DEPTH_TEST);		PerspectiveMode();		glColor3f(1, 1, 1);		glDisable(GL_ALPHA_TEST);		glPopMatrix();

The quad really covers the whole screen, from corner to corner but only the crosshair is drawn.

BGCJR: If you mean the bullets dont always kill the enemy, I know what the problem was, and it SHOULD be better. It was just the demon guys collision radius was too small. If thats not what you mean let me know.

CWIZO: Check "Program Log.txt" let me know what the last 3 or 4 lines say.

The crosshair doesnt move left or right on the screen yet. Im gonna add that when I change from MD2 models to MD3 and I can have the torso rotating without the legs doing the same.

Thanks guys. Let me know if you find any other bugs.

Hyperdev

"To err is human, to really mess up requires a computer"

[edited by - Lukerd on July 4, 2003 8:06:05 PM]

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yeah i kinda figured that now

i thought there isn t a alpha channel cause photoshop 7.0 TGA plugin has a bug and doesn t take care about the alpha channel

GAY!

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May I ask why you are drawing a quad from corner to corner if it only draws a small cross-hair? I simply just draw a quad large enough to hold my cross hair, this A.) is more efficient for the gpu to only go through a small quad, and B.) requires a much smaller texture that will have higher quality because it's not being stretched.

--- Edit ---
110fps average windowed, and something isn't right with your bullets, when you shoot after walking around for a while, they just don't work properly.. shooting from a random position at a random angle (aka, not from where the player is, and not at the direction your facing!).

[edited by - Ready4Dis on July 4, 2003 12:31:23 AM]

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Yeah that happened to me earlier, im gonna try and pinpoint whats gone wrong. And I only drew the quad that big coz i didnt know it would make much difference, i''ll try it your way.

thx

Lukerd.

Hyperdev

"To err is human, to really mess up requires a computer"

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