porfirio wrote:It crash when i hit the limits (wall)
Also, this version I have the frame limiter disabled, so be carefull those of you with fast machines, there is no clipping and if you go outside of the level it will crash!
yea ebx will be 0 and div ebx crashed it's normal. :-)
Ok.. that's not too bad -- would you guys say if it runs at 60fps on a 500mhz with 320x240 that would be good enough? (i.e. for a playable game on what I would consider past bottom of the line these days)
Looks real god here. How do you see the FPS though? I didn't appear to be getting any readout. Quite smooth though, even in 640x480 (I'm on 450 mhz, lower than your bottom level =P)
This is a very good piece of work. I am glad that you harness the full power of the processor; too many engines nowadays are just bloated, slow, failures of computing, that require top-notch graphics cards just to print 'hello world!' on the screen.
BTW, divide by zero is what you get for using fixed-point arithmetic ;p
I tested it on my (old) 1.8 GHz P4 with 256MB ram, and 640x480 runs at about 90fps.
Afaik a lot of 3D games made the move to either an optional 60fps or a steady 30fps. You can't get away with such low refresh rates on 2D stuff unless you use blurs and that sort of thing, but with 3D you can definitely survive at 30fps.
You press F, and the a messagebox will come up with the average FPS at that point, after which it will reset the counter (for best results run around the level for 20 or 30 seconds and then press F)
One of the good things, that maybe hurts the framerate a little bit tho... is that the floor and ceeling are drawn first, and the walls are drawn ontop... this means I'm not excluding sections from the mappers that are cut off by the walls, but this also means the framerate won't cut in half when you look down a long hallway like with my last engine... plus the new algorithm I created for the mappers wouldn't make such clipping usefull... and it's a much faster algorithm than the last one (i.e. no muls or divs in the inner loop) (to sum it up: the framerate will be steady most of the time)
What is this div/0 talk I keep hearing? was this the result of someone walking outside the map, or some kind of bug I'm not aware of?
anonymous1337: I suppose you're right, I'm kinda hoping that nek will convert his game from this engine when it's finished (as he was using my previous engine, but gave up because it was too slow), but I'm sure he will want 60fps.. and want it to run on a slow machine... where is he anyway? (nek are you there? (hello?))
One more test version... I've done a lot of "weird" optimizations, using my little knowledge of computer archictecture -- although I havn't tested this on my slow computer, it seems to have increased speed for the higher resolutions, while giving 320x240 a little hit.
Alright I'll edit this post with my fps in a bit, but when I go near walls under 1024 x 768 I end up with *really* low FPS ...18 :D I don't know why it would slow down just because I'm looking at a wall but it's barely rotatable hah. Other than that on the 1024x768 I get 36 fps.
anonymous1337 wrote:Intel Pentium 4 2.8ghz processor w/ 512mb ram
Windows XP Home Edition Service Pack 2
320x240: 320 fps
640x480: 93fps
Now:
320x240: 312 fps
640x480: 60fps
1024x768: 36
It really depends on how often I go by the borders, which I just realized cause a slowdown.