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  1. #21
    Super Moderator Petr Schreiber's Avatar
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    Labyrinth Preview

    Hi Eros,

    version with shooting ( but no enemies yet ) is uploaded.

    You ( well not you as you have the hellish fast laptop ) may experience some performance hits, so the number of rockets on scene at once is limited to 12. They collide with the environment, even with the floor and top.

    Petr
    Learn 3D graphics with ThinBASIC, learn TBGL!
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  2. #22
    thinBasic author ErosOlmi's Avatar
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    Labyrinth Preview

    :P :P :P :P :P :P :P :P :P :P :P :P :P
    www.thinbasic.com | www.thinbasic.com/community/ | help.thinbasic.com
    Windows 10 Pro for Workstations 64bit - 32 GB - Intel(R) Xeon(R) W-10855M CPU @ 2.80GHz - NVIDIA Quadro RTX 3000

  3. #23
    Super Moderator Petr Schreiber's Avatar
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    Labyrinth Preview



    Little bug catched in version 1.3 ( bad collision with one wall ), corrected in new version 1.3B

    Petr
    Learn 3D graphics with ThinBASIC, learn TBGL!
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  4. #24
    thinBasic author ErosOlmi's Avatar
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    Labyrinth Preview

    Little problem in this version.
    Fire a rocket and stay there looking. Fire does not disappear and remain there till another rocket is fired.
    www.thinbasic.com | www.thinbasic.com/community/ | help.thinbasic.com
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  5. #25
    Super Moderator Petr Schreiber's Avatar
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    Labyrinth Preview

    Hi Eros,

    yes, this behaviour was not very realistic. I arranged it now, luckily it has very positive effect on performance. The version is marked 1.3C - I updated the file.

    Thanks,
    Petr
    Learn 3D graphics with ThinBASIC, learn TBGL!
    Windows 10 64bit - Intel Core i5-3350P @ 3.1GHz - 16 GB RAM - NVIDIA GeForce GTX 1050 Ti 4GB

  6. #26
    Super Moderator Petr Schreiber's Avatar
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    Labyrinth Preview

    Hi Eros,

    the version 1.3E brings more naturally looking explosions + destruction effect.
    What is destruction effect? Any time you hit the wall, you will see explosion AND pieces of wall flying around you
    Especially in case of multiple explosions it could look interesting.

    Hope you like it,
    Petr
    Learn 3D graphics with ThinBASIC, learn TBGL!
    Windows 10 64bit - Intel Core i5-3350P @ 3.1GHz - 16 GB RAM - NVIDIA GeForce GTX 1050 Ti 4GB

  7. #27
    thinBasic author ErosOlmi's Avatar
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    Labyrinth Preview

    Of course I like!

    I've noted that if a rocket is on the screen, movements are ok.
    If just moving around (and no rockets fired) movement it is quite slow.

    Eros

    ADDED: I think I'v efound the point where the problem is but do not have the correct solution. Problem is inside "help_CalcFramerate" function:
      FUNCTION help_CalcFramerate() AS SINGLE
    
        GLOBAL LastTime AS DWORD
        LOCAL ThisTime AS DWORD
    
        LOCAL FPS AS LONG
    
        ThisTime = GETTICKCOUNT
        FPS = 1000/(ThisTime-LastTime+1)
        IF FPS = 0 THEN FPS = 1
        LastTime = ThisTime
        
        FUNCTION = (FPSCount+FPS)/2
    
      END FUNCTION
    
    and exactly at line "FPS = 1000/(ThisTime-LastTime+1)"
    If I substitute 1000 with a lower value it gets much better and movements are faster but still if rocket is present on the screen movements are much more faster.

    Eros
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  8. #28
    Super Moderator Petr Schreiber's Avatar
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    Labyrinth Preview

    Hi Eros,

    strange problems...

    Off course the lower number instead of 1000 will take effect, all movement calculations are based on returned value, so change from 1000 to 500 will make all movements twice as faster ( and also bad FPS number on screen ).

    That's why I callculate frame rate - when is lower, I need to make bigger steps with camera to compensate it.

    Conclusion ? I have to study it more, but it is evident when rocket appears, thinBASIC has more calculations to do, framerate goes down and so movements are faster. Much faster because GetTickCount has still too poor resolution for scripts which are running on NASA boxes .

    Now I must go out, but I will study QueryPerformanceCounter later, maybe it could help.

    Thanks,
    Petr
    Learn 3D graphics with ThinBASIC, learn TBGL!
    Windows 10 64bit - Intel Core i5-3350P @ 3.1GHz - 16 GB RAM - NVIDIA GeForce GTX 1050 Ti 4GB

  9. #29
    thinBasic author ErosOlmi's Avatar
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    Labyrinth Preview

    Message via Messenger:
    hi eros, just quick-check : the speed difference beetween with/without missiles is by factor of ? ( just your guess )

    how much ( if at all ) drops framerate ?
    On AMD64 Atlon it is of 4/5 times. It is like accelerating on a byke.
    On Centrino Duo it is about 2/3 times.

    It seems the more complex scene the more speed

    Whan a rocket is fired, FPS remain quite stable, when no rockets on the screen, I can see FPS number going from 300 to 10 on both machines.

    Eros
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  10. #30
    Super Moderator Petr Schreiber's Avatar
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    Labyrinth Preview

    Hi Eros,

    maybe you could try to dimensione FPSCount as QUAD integer and then modify the routine to:
      FUNCTION help_CalcFramerate() AS SINGLE
    
        GLOBAL LastTime AS DWORD
        LOCAL ThisTime AS DWORD
    
        LOCAL FPS AS LONG
    
        ThisTime = QUERYPERFORMANCECOUNTER
        FPS = QUERYPERFORMANCEFREQUENCY/(ThisTime-LastTime+1)
        IF FPS = 0 THEN FPS = 1
        LastTime = ThisTime
    
        FUNCTION = (FPSCount+FPS)/2
    
      END FUNCTION
    
    It seems to have a better catch for higher framerates, I hope at least
    I haven't updated the official version with that because I can't say it helps or not; I never go to 300 FPS on my box

    Petr
    Learn 3D graphics with ThinBASIC, learn TBGL!
    Windows 10 64bit - Intel Core i5-3350P @ 3.1GHz - 16 GB RAM - NVIDIA GeForce GTX 1050 Ti 4GB

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