Test my 2D quad game
Community Forums/Showcase/Test my 2D quad game
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Following on from my post about a set a functions I wrote (based on skidracers technequie) about pixel perfect quads heres a little demo showing them in action. I've also released it to see if there are any performance issues, im new to the 3D side of blitz. This is a game in writing with the the help of a top class pixel artist. please post any problems etc. http://www.jabawokie.ukgamers.net/Jester_zombie.zip (844k) ![]() Syntax has added skidracers code to his spritecontrol library, head over to BC to grab that. |
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20 fps 130 quads 11,7 mb vmem used looks great make the run for each zombie different i think its look better |
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Hmmm, seems like a lot of vmem for such an app. You really waste system resources. |
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Panno what gfx card you using how much vram etc. ebusiness, the nature of the system means that there will be some wasted resources, becuase all textures used must be square and of a certain size (32,64,128,256,512,1024... etc) the biggest drain are the two 1024x1024 images used, which i'll eventualy tile which will shave about 3MB of the Vram usage, also the game will run in 16bit so if you run it on a 32bit desktop the vram usage will double. if you run the current demo on a 16bit desktop it only uses 7.7MB, take the 3MB off when the background images are tiled and your left with around 5MB VRam. |
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85 Fps, that's my monitor refresh rate (probably higher). Same VRAM usage as above. |
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tnt2 i see no green man ! |
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I like it |
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I'm not getting any masking/alphaing on the sprites. Lots of black rectancles everywhere. And, I can only see one little man. |
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it runs fine but no way to see if its slow or not, youve locked it to the vsync rate. |
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75 fps (My refresh rate) 11.8MB VRAM runs nice and smoothly and looks fine. |
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It's nice; I like it. Ran fine here (p4 1.4, GeForce2) but - I checked your media, and the amount of vidmem you're wasting is criminal. You could probably get all those graphics onto 2 256x256 tiles. What you do is, you use uv coordinate manipulation to grab whatever part of the tile you need for your sprite... this is what I used to cram in all my sprites, all of them different dimensions, into vidmem with minimum wasted space. |
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I suggest you use a single surface system for a that kind of game... It seems a bit slow with such a small number of tiles. |
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Anthony, I remember you talking about that you used that for your Cletus game back when your relased a little teaser, thats a good idea, I'll do some experiments. Bouncer most cards, only old laptops and onboard chips cant do dual surfaces, but then again these system probably could not run the game any how due to lack of vram and DX7 compatibily. |
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Any clue why it doesn't work on mine? |
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'cos you suck, man! |
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Maybe ;) But more likly your card does not support HWMultiTex (Hardware Multi Texturing), I'll add an option for users to disable this in the next demo. |