New version: Try out my engine demo?

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35 comments, last by cozzie 10 years, 7 months ago

Keyboard key W only tells whether your character is moving or not moving. So lets say your movement code looks like


if(isKeyDown(VK_W))
	character.position.x += 10;

This will move your character 10 units every frame. With 60 FPS that's 600 / second, with 1000 FPS that's 10000 / second. This is why you multiply by delta.

Mouse events, on other hand, tell how much it moved, not only whether it's moving or not. When player moves mouse 1 inch you get event it moved 10 units and it doesn't matter whether you rendered 1 or 100 frames during that time.

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Thats clarifying, thanks.
The only thing I have to do then is find the right amount for good feeling mouselook.
I'll upload the new demo ZIP tonight, it someone wants to take a peak.

Crealysm game & engine development: http://www.crealysm.com

Looking for a passionate, disciplined and structured producer? PM me

Here's the new version:

http://www.sierracosworth.nl/gamedev/2013-08-29_demo_vsync.zip

V-sync mouselook solved and some minor non-visible changes.

Always happy to get feedback.

I personally prefer V-sync on, because tearing is clearly visible when turned off (at least on my machine)

Crealysm game & engine development: http://www.crealysm.com

Looking for a passionate, disciplined and structured producer? PM me

The music is far too epic for that scene :P.

Anyway, on GeForce GTX 660 TI the circular artifact is not visible. But the weaker computer does support pixel shader 3, so maybe your detection code is a little bit too aggressive in cutting down anisotropic filtering and what-not.

I know, but it's such a good song/ theme :)

Thanks for the feedback on the SM2 / SM3 variances, I'll do some research and tweak it.

Honestly I'm trying to think about a cool scene to make, just for testing the engine. Any suggestions? :)

Crealysm game & engine development: http://www.crealysm.com

Looking for a passionate, disciplined and structured producer? PM me

I'd say the performance is pretty good!

I'm on an Athlon X3 450 and GeForce240 DDR3.

Windowed locks at 60fps, about 15%CPU@800Mhz.

Sync-off goes easily over 200fps.

If you want to test geometric subsystems, I think maps from Quake3 "geometrical competitions" are awesome. They got basically no pixel detail so no fancy shader tricks and can easily blow 20k triangles per view. But they're pretty un-handy if you don't have the filter ready to go.

Previously "Krohm"

Sounds good, thanks krohm.
I'm back to adding new stuff and parked diving into more performance testing, I'll do that again when I have new functionalities and another testscene.

Crealysm game & engine development: http://www.crealysm.com

Looking for a passionate, disciplined and structured producer? PM me

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