• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.


  • Content count

  • Joined

  • Last visited

Community Reputation

117 Neutral

About Helios_vmg

  • Rank

Personal Information

  • Location
  1. [quote name='Hodgman' timestamp='1354264230' post='5005622']Hah! That's interesting... So it doesn't occur if you ensure PE isn't running?[/quote]Yep. If I shut it off I can get a stable framerate with up to 15k sprites on the screen, which is well above my target. If I couldn't handle such a measly number without stuttering, I was going going to be in trouble once I turned scripting and audio back on and added the 3D bits. [quote name='Hodgman' timestamp='1354264230' post='5005622']To build your own GPU-side frame-timer, you basically want to create a ring-buffer of "event"/"query" objects and submit one at the start of each frame -- e.g. an array of 3 or more queries, and increment a counter (wrapping around to 0 at the top of the array) that selects which one you'll be submitting that frame. You need more than one query because of the latency between the CPU and GPU. Before you reuse a event/query, you can read it's actual time value, which hopefully has actually been written by the time your array/ring wraps around. I've not done this with OpenGL, but I believe you can use the ARB_timer_query extension. Most of the game engines I've used have had some kind of on-screen display of this timer info , e.g. two bars at the bottom of the screen, one for CPU time in ms and one for GPU time in ms, with lines/markings on the bars showing 16.6 and 33.3ms (60FPS and 30FPS, respectively).[/quote]Alright, thanks. I'll look into it later.
  2. I figured it out. Remember I said the lag spikes happened once every second regardless of framerate? Remember also I said I could monitor GPU usage from Process Explorer? Turns out, PE's probing of the GPU was adding a huge amount of delay (up to 15 ms) to a few frames once every second. I still think it's strange that only OpenGL applications behave like this, though. Hodgman: What you said about sending work to the GPU faster than it can handle it, how could I determine if this was happening? Not that I think it's happening now, but I would like to be prepared if the need arose. Could you recommend a profiler?
  3. Well, it's an engine, not a specific game, so I don't really have a fixed target performance. Although I admit I am getting sidetracked a bit.
  4. Suppose I inserted an empty loop in the middle of my game loop such that I can be sure that the time spent outside of rendering amounts to over 95% of the run time of the program and the framerate never exceeds 40 fps. What does it mean if the framerate still drops quite visibly? I can also monitor GPU usage from Process Explorer and it practically idles to run my program. EDIT: If the answer to the above question is "it doesn't mean anything", is there any way I can improve my code? My target is being able to draw as many sprites as possible as efficiently as possible, considering that they'll be moving constantly and independently, and that sprites may be created or destroyed at any time.
  5. Update: I've determined that the problem doesn't appear to be my code. I observed the exact same performance pattern when I tried running Quake 3 Arena without vsync. Only OpenGL applications have this problem. Well, now I really don't know what to do. If it's a driver issue, all I can do is hope it gets fixed eventually or try to find an older version that doesn't have this problem.
  6. Hi. I'm working on my first big project using OpenGL, and I've encountered a problem that's left me stumped. I wanted to see how many sprites I could handle without going below 60 fps on my computer. It seems like it would be able to handle 10k sprites just fine, but at regular inters (AFAICT, exactly every second regardless of framerate) my framerate drops by as much as 75%. I've narrowed it down to the call to glSwapBuffers() arbitrarily taking longer for no apparent reason. Even if all I do every frame is call my renderer, I still get lag. I'll post my main rendering function, in the hope that someone can spot something I'm doing that's obviously wrong: [code] typedef GLuint texture_t; struct Vertex{ real_t x,y; }; struct Color{ real_t rgba[4]; }; struct ComplexVertex{ Vertex screen_coordinate; Color color; Vertex texture_coordinate; }; struct Quad{ ComplexVertex vertices[4]; }; typedef Quad VertexArrayElement; void Device::draw(){ this->sprite_count=this->sprite_list.size(); if (this->sprite_list.size()){ size_t sprite_count=this->sprite_list.size(); this->sorting_structure.resize(sprite_count); sprite *s_p=&this->sorting_structure[0]; this->vertex_array.resize(sprite_count); OpenGL::VertexArrayElement *va_p=&this->vertex_array[0]; boost::unordered_set<texture_t> textures_in_use; glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnableClientState(GL_COLOR_ARRAY); // ... populate textures_in_use and sorting_structure ... if (textures_in_use.size()>1){ std::sort(this->sorting_structure.begin(),this->sorting_structure.end(),spritecmp()); texture_t last_texture=0; size_t interval_count=0; this->intervals.resize(textures_in_use.size()); this->copy_array.resize(this->vertex_array.size()); // ... populate intervals ... glVertexPointer(2,GL_FLOAT,sizeof(OpenGL::ComplexVertex),&(this->copy_array[0].vertices[0].screen_coordinate.x)); glTexCoordPointer(2,GL_FLOAT,sizeof(OpenGL::ComplexVertex),&(this->copy_array[0].vertices[0].texture_coordinate.x)); glColorPointer(4,GL_FLOAT,sizeof(OpenGL::ComplexVertex),&(this->copy_array[0].vertices[0].color.rgba[0])); for (size_t a=0;a<this->intervals.size();a++){ glBindTexture(GL_TEXTURE_2D,this->intervals[a].texture); glDrawArrays(GL_QUADS,this->intervals[a].start*4,this->intervals[a].size*4); } }else{ glVertexPointer(2,GL_FLOAT,sizeof(OpenGL::ComplexVertex),&(this->vertex_array[0].vertices[0].screen_coordinate.x)); glTexCoordPointer(2,GL_FLOAT,sizeof(OpenGL::ComplexVertex),&(this->vertex_array[0].vertices[0].texture_coordinate.x)); glColorPointer(4,GL_FLOAT,sizeof(OpenGL::ComplexVertex),&(this->vertex_array[0].vertices[0].color.rgba[0])); glBindTexture(GL_TEXTURE_2D,this->sorting_structure.front().texture); glDrawArrays(GL_QUADS,0,sprite_count*4); } } SDL_GL_SwapBuffers(); } } [/code] Any ideas?