Pretty sure you would have the right immediate solution 8)
Please keep the labyrinth download file updated if you add significant code (if you like of course)
Thanks
Eros
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Pretty sure you would have the right immediate solution 8)
Please keep the labyrinth download file updated if you add significant code (if you like of course)
Thanks
Eros
Petr,
just one more thing, if possible, also post labyrinth preview image here. It was left in post under bug report :cry:
Maybe 2/3 images could help possible users to understand what's going on with TBGL potentialities.
Thanks
Eros
Hi Eros,
new version uploaded - it has the side walk implemented and also there are some tiny optimizations on the particle engine ( prototype particle is display list, it means parsing of 1 line instead of 25 or so ).
Also, regarding the framerate on your laptop - if it is about 50-60 FPS independently on resolution, it can be graphics card driver feature - probably the vertical synchronization is enabled.
V-sync assures the display is not updated more frequently than it is possible ( no 333 FPS on 60Hz display ). If this is enabled, it has possitive impact on generated image quality, no hectic redraws are done.
Thanks,
Petr
Thanks a lot Petr.
I'm working on optimization too inside thinCore.dll module.
I've already got some more speed but not much at the moment. I will test on a different machine tomorrow. Mine is too fast and sometime it is difficult to understand if some changes had effect or not.
Intel Centrino Duo is really amazing!
Ciao
Eros
Petr fantastic!
New moves are fine. Particles are much faster and FPS is between 60/100 not sure exactly what. Maybe an average calculation should help understand better.
Now I ask another one (please excuse me :D ): moving head? I mean looking UP and DOWN simulatying movimg of the head?
Ciao
Eros
I couldn't be more lucky to have a thinBasic user like you :occasion:
Thanks a lot for all.
:D
thanks Eros, I couldn't be more lucky to have a language developer and friend like you !
Version with moving head up and down ( using PgUp / PgDown ) is ready to download.
The "jumping", hard to read FPS report, is still there I will think about it.
The average value would be more suitable, maybe it could be presented in some graphics way...
Petr
Works perfectly!
Petr,
is it difficult to add a missile/rocket ?
Just for fun.
Eros
Hi Eros,
of course it isn't :).
I will have to redesign the collision code in some way to be more general, with some BYREFs. This would allow to use it for both player camera and bullets or missiles.
And it would be also good to include something to hit. Some poor robotic victims :). I will work on it during this weekend. At least some simple shooting should be easy to do.
Bye,
Petr