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[A5] Dune Smasher - Framework Test |
Dario ff
Member #10,065
August 2008
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Dune Smasher!
EDIT: Updated 1/15
New version! There´s a bunch of new features in this update!
Use your high-tech heavy armored tank to blast the enemy jeeps! Shoot 'em, blast 'em, crash 'em, zap'em, burn'em, pierce'em, pursuit'em, and finally... nuke'em! Nothing is enough for this great tank. I've decided to start fresh this year with a new framework(mostly inspired by Mark's one Screenshot
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Questions
1) Does it even run? Smooth? No stutters? TranslatorHack 2010, a human translation chain in a.cc. |
blargmob
Member #8,356
February 2007
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1) Smooth, however I think it crashed when I hit Escape in the middle of the game... 2) 60 FPS on AMD Athlon 64 Dual Core 4400+ at 2.44 GHz with an NVidia GeForce 9600 GT 3) Just right, score: 998573856 4) More variety would be nice Cool game --- |
Fishcake
Member #8,704
June 2007
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1. It runs without a hitch. Oh, and I like the creepy background music.
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MiquelFire
Member #3,110
January 2003
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1) Runs smooth --- |
Mark Oates
Member #1,146
March 2001
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dario ff said: mostly inspired by Mark's one Yea, baby. What does K in KGF stand for? I'm assuming is GF "Game Framework". You should add a check for the window's close button. Other than that everything works for me. I was playing and ran into an enemy and was like "enemies blow up? hell yea!" To which I proceeded to plow through all my enemies. Also, you should turn on the anisotropic or linear filter to smooth out the jaggies. It's available in the allegro.cfg somewhere. -- |
Trent Gamblin
Member #261
April 2000
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I'm pretty sure anisotropic filtering does not work in A5, but linear does. I'll try this game later, probably.
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Shravan
Member #10,724
February 2009
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GullRaDriel
Member #3,861
September 2003
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Windows 7 x64, Geforce 8600M GT. Run smooth at my lcd's refresh rate: 60 hz. "Code is like shit - it only smells if it is not yours" |
ImLeftFooted
Member #3,935
October 2003
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It's okay but why doesn't it support my 3D monitor? |
Dario ff
Member #10,065
August 2008
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blargmob said: I think it crashed when I hit Escape in the middle of the game... I hate those post-closing crashes. Something is not deleting well as it should. blargmob said: Just right, score: 998573856
I said: Post your score! (F12 to save the Score in a screen)
Screenshot or it didn´t happen Fishcake said: Oh, and I like the creepy background music. That song is part of one the best games ever made. Let´s see who´s the first one who recognises it. Mark Oates said: Yea, baby. You knew your lazy coding style would inspire people. Mark Oates said: What does K in KGF stand for? It´s a secret! Mark Oates said: Also, you should turn on the anisotropic or linear filter to smooth out the jaggies. It's available in the allegro.cfg somewhere.
Thanks! I was wondering why rotation in A5 looked like software-accelerated @Shravan: I´m happy to see you took the time to press F12 Dustin Dettmer said: It's okay but why doesn't it support my 3D monitor?
Maybe I can code an exclusive version for you with 3D jeeps and explosions So far, it seems no one ran into problems. Til Paul or Felix come in to crash the party. Maybe they should test it anyway, since I´m using A4.9.16 now. TranslatorHack 2010, a human translation chain in a.cc. |
Shravan
Member #10,724
February 2009
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Mark Oates said: What does K in KGF stand for? I'm assuming is GF "Game Framework". dario ff said: It´s a secret! May be its a recursive acronym for KGF Game Framework.
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Samuel Henderson
Member #3,757
August 2003
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dario ff said: That song is part of one the best games ever made. Let´s see who´s the first one who recognises it. It sounds very familiar but I can't quite place it... ================================================= |
Mark Oates
Member #1,146
March 2001
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You should rename it to Poon Smasher. -- |
Dario ff
Member #10,065
August 2008
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New version Uploaded! Check the first post for details. There´s a lot of new gameplay elements now. Need testing! TranslatorHack 2010, a human translation chain in a.cc. |
Sirocco
Member #88
April 2000
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Mark Oates said: You should rename it to Poon Smasher. Is that like a _cunt punt? --> |
Mark Oates
Member #1,146
March 2001
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dario ff said: this is A4.9.16, which has some bugs corrected regarding font drawing A side note abou this. My framework caches rendered text to a bitmap which is subsequently used instead of direct font drawing. As I recall, there were still problems with framerate playback despite this, so it may not be font drawing that's causing the speed issues that some people have noticed. Sirocco said: Is that like a _cunt punt? It's a little different, like, "The other night I met this hot chick and we went back to her place and I smashed that poon!" -- |
Thomas Fjellstrom
Member #476
June 2000
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Mark Oates said: A side note abou this. My framework caches rendered text to a bitmap which is subsequently used instead of direct font drawing. As I recall, there were still problems with framerate playback despite this, so it may not be font drawing that's causing the speed issues that some people have noticed. The fancy new deferred rendering stuff in the latest WIP has reduced the font rendering overhead significantly. Allegro 4.9 also did cached font rendering, and it was still slow, the slow part was sending all those drawing commands in spurts. Or so it seems. Batching them all up at once in a single go seems to have sped it up a lot. -- |
Dario ff
Member #10,065
August 2008
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Samuel Henderson said: It sounds very familiar but I can't quite place it...
Here's an obvious clue: Mark Oates said: My framework caches rendered text to a bitmap which is subsequently used instead of direct font drawing.
Thomas Fjellstrom said: Allegro 4.9 also did cached font rendering
So you cached a cache? Mark Oates said: You should rename it to Poon Smasher. Give me 3 good reasons and I'll do it. Shravan said: Maybe it's a recursive acronym for KGF Game Framework. FTFY. TranslatorHack 2010, a human translation chain in a.cc. |
SiegeLord
Member #7,827
October 2006
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dario ff said:
So you cached a cache? There are 3 different caches. The first is caching the glyph bitmaps loaded from the font file, this the only thing Allegro used to do (it still does it). The second is caching the drawing operations (instead of many al_draw_bitmaps using in effect one), this is the new feature in 4.9.16, courtesy of the deferred rendering. The third is caching the output of those draw bitmap calls, this is what Mark does, but Allegro does not. Using the third cache (in addition to using the previous two) should be still a little faster than than using only the first two, although the difference should be much smaller now than before (when only the first cache was used). We could add a third cache of our own, caching the kerning values, but that will have to wait until someone starts complaining of the slowness of TTF font drawing again Hopefully that made sense EDIT: I suppose the second cache is more properly called a batch... w/e not rewriting my post "For in much wisdom is much grief: and he that increases knowledge increases sorrow."-Ecclesiastes 1:18 |
Dario ff
Member #10,065
August 2008
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SiegeLord said: I suppose the second cache is more properly called a batch... Indeed. That's how every allegro dev named it. I don´t know, and ain´t interested either in the exact terminology, but I always assumed cache goes for storing something and avoid loading or processing the same data again, and batch goes stacking up piles of commands for a single call later. I also hope this made sense. TranslatorHack 2010, a human translation chain in a.cc. |
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