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Author Topic: Test my platformer engine (WIP) (testing done, thanks!)  (Read 2821 times)
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mh114
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« Reply #30 on: March 30, 2009, 11:44:43 am »

It works but I have no sound Sad
You mean the music doesn't play when you press M? There is not actually any sounds yet, apart from the music test piece.. Smiley
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Mr. Gol
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« Reply #31 on: March 30, 2009, 12:52:21 pm »

I have to say this looks extremely promising. The framerate was about 30 fps on my MacBook, running OS X 10.5.6 and Java 1.5.0_16.

Code:
[9:46:04 PM] Log file 'engine.log' opened.
[9:46:04 PM] Engine: Running on Java 1.5.0_16 (Apple Inc.) in Mac OS X (10.5.6, i386).
[9:46:04 PM] Engine: Available processors/cores: 2
[9:46:04 PM] Settings: Unable to load the settings from "settings.cfg", reverting to defaults.
[9:46:04 PM] Settings: Successfully saved the settings to "settings.cfg".
[9:46:04 PM] Engine: Using the following settings:
[9:46:04 PM] useControllers = false
[9:46:04 PM] resolution = 800x600
[9:46:04 PM] useAudio = true
[9:46:04 PM] vsync = true
[9:46:04 PM] antiAlias = 0
[9:46:04 PM] fxLighting = true
[9:46:04 PM] disablePBuffer = false
[9:46:04 PM] disableFBO = false
[9:46:04 PM] colorDepth = 32
[9:46:04 PM] fullscreen = false
[9:46:04 PM] fxBloom = true
[9:46:04 PM] lineSmooth = false
[9:46:04 PM]
[9:46:04 PM] Renderer: Initializing LWJGL 2.1.0..
[9:46:04 PM] Renderer: Requesting display mode 800x600, 32 bpp.. ok!
[9:46:04 PM] Renderer:
 * Card: Intel GMA X3100 OpenGL Engine(Intel Inc.).
 * OpenGL version: 1.2 APPLE-1.5.36.
[9:46:04 PM]  * Driver: null (null).
[9:46:04 PM] Renderer: Using Intel GMA series.
[9:46:04 PM] Renderer: Available OpenGL extensions:
[9:46:04 PM] GL_ARB_transpose_matrix, GL_ARB_vertex_program, GL_ARB_vertex_blend, GL_ARB_window_pos,
[9:46:04 PM] GL_ARB_shader_objects, GL_ARB_vertex_shader, GL_ARB_shading_language_100, GL_EXT_multi_draw_arrays,
[9:46:04 PM] GL_EXT_clip_volume_hint, GL_EXT_rescale_normal, GL_EXT_draw_range_elements, GL_EXT_fog_coord,
[9:46:04 PM] GL_EXT_gpu_program_parameters, GL_EXT_geometry_shader4, GL_EXT_transform_feedback, GL_APPLE_client_storage,
[9:46:04 PM] GL_APPLE_specular_vector, GL_APPLE_transform_hint, GL_APPLE_packed_pixels, GL_APPLE_fence,
[9:46:04 PM] GL_APPLE_vertex_array_object, GL_APPLE_vertex_program_evaluators, GL_APPLE_element_array, GL_APPLE_flush_render,
[9:46:04 PM] GL_APPLE_aux_depth_stencil, GL_NV_texgen_reflection, GL_NV_light_max_exponent, GL_IBM_rasterpos_clip,
[9:46:04 PM] GL_SGIS_generate_mipmap, GL_ARB_texture_env_crossbar, GL_ARB_texture_border_clamp, GL_ARB_multitexture,
[9:46:04 PM] GL_ARB_texture_env_add, GL_ARB_texture_cube_map, GL_ARB_texture_env_dot3, GL_ARB_texture_env_combine,
[9:46:04 PM] GL_ARB_texture_compression, GL_ARB_texture_mirrored_repeat, GL_ARB_shadow, GL_ARB_depth_texture,
[9:46:04 PM] GL_ARB_fragment_program, GL_ARB_fragment_program_shadow, GL_ARB_fragment_shader, GL_ARB_occlusion_query,
[9:46:04 PM] GL_ARB_point_sprite, GL_ARB_texture_non_power_of_two, GL_ARB_vertex_buffer_object, GL_ARB_pixel_buffer_object,
[9:46:04 PM] GL_ARB_draw_buffers, GL_EXT_framebuffer_object, GL_EXT_framebuffer_blit, GL_EXT_texture_rectangle,
[9:46:04 PM] GL_ARB_texture_rectangle, GL_EXT_texture_env_add, GL_EXT_blend_color, GL_EXT_blend_minmax,
[9:46:04 PM] GL_EXT_blend_subtract, GL_EXT_texture_lod_bias, GL_EXT_abgr, GL_EXT_bgra,
[9:46:04 PM] GL_EXT_stencil_wrap, GL_EXT_texture_filter_anisotropic, GL_EXT_separate_specular_color, GL_EXT_secondary_color,
[9:46:04 PM] GL_EXT_blend_func_separate, GL_EXT_shadow_funcs, GL_EXT_stencil_two_side, GL_EXT_texture_compression_s3tc,
[9:46:04 PM] GL_EXT_texture_compression_dxt1, GL_EXT_texture_sRGB, GL_EXT_blend_equation_separate, GL_EXT_packed_depth_stencil,
[9:46:04 PM] GL_APPLE_flush_buffer_range, GL_APPLE_ycbcr_422, GL_APPLE_vertex_array_range, GL_APPLE_texture_range,
[9:46:04 PM] GL_APPLE_pixel_buffer, GL_APPLE_object_purgeable, GL_NV_blend_square, GL_ATI_texture_env_combine3,
[9:46:04 PM] GL_SGIS_texture_edge_clamp, GL_SGIS_texture_lod
[9:46:04 PM] Renderer: Failed to set the window icon..
[9:46:04 PM] Renderer: Failed to set the window icon..
[9:46:04 PM] TextureManager: Non-power-of-two textures are supported.
[9:46:04 PM] TextureManager: Available RTT support:
[9:46:04 PM]  * FBOs supported (great!).
[9:46:04 PM]    -- Packed depth-stencil FBO extension supported.
[9:46:04 PM]  * PBuffers supported.
[9:46:04 PM] TextureManager: Maximum texture size is 2048 x 2048.
(...)
[9:46:33 PM] PROFILER RESULTS:
[9:46:33 PM] ============================================================================
[9:46:33 PM] Method                                            Calls     Seconds  Percentage
[9:46:33 PM] initialize:                                     1 calls     0.695 s  100.0 %
[9:46:33 PM]   initialLoading:                               1 calls     0.166 s   23.9 %
[9:46:33 PM]     TextureManager_bindTexture:                 1 calls     0.000 s    0.0 %
[9:46:33 PM]
[9:46:33 PM]
[9:46:33 PM] mainLoop:                                       1 calls    28.067 s  100.0 %
[9:46:33 PM]   Display_sync:                               748 calls     0.001 s    0.0 %
[9:46:33 PM]   Display_update:                             749 calls     8.338 s   29.7 %
[9:46:33 PM]   TextRenderer_renderString:                 1144 calls     0.368 s    1.3 %
[9:46:33 PM]     TextRenderer_renderGlyph:               67496 calls     0.243 s   66.0 %
[9:46:33 PM]       TextureManager_bindTexture:              21 calls     0.000 s    0.0 %
[9:46:33 PM]
[9:46:33 PM]   TextureManager_bindTexture:                  45 calls     0.000 s    0.0 %
[9:46:33 PM]   Engine_update:                              748 calls     3.379 s   12.0 %
[9:46:33 PM]     TextureManager_bindTexture:                 1 calls     0.000 s    0.0 %
[9:46:33 PM]
[9:46:33 PM]     ModuleManager_update:                    1516 calls     2.915 s   86.3 %
[9:46:33 PM]       initialLoading:                           1 calls     2.478 s   85.0 %
[9:46:33 PM]         TextureManager_bindTexture:            15 calls     0.001 s    0.0 %
[9:46:33 PM]       World_simulate:                        1514 calls     0.223 s    7.7 %
[9:46:33 PM]       Player_update:                         1514 calls     0.192 s    6.6 %
[9:46:33 PM]         PolyAnim_update:                     1514 calls     0.075 s   39.1 %
[9:46:33 PM]
[9:46:33 PM]     ModuleManager_infreqUpdate:               748 calls     0.014 s    0.4 %
[9:46:33 PM]
[9:46:33 PM]     updateLights:                             748 calls     0.351 s   10.4 %
[9:46:33 PM]       TextureManager_bindTexture:            1147 calls     0.001 s    0.3 %
[9:46:33 PM]
[9:46:33 PM]   Game_render:                                746 calls    15.773 s   56.2 %
[9:46:33 PM]     Game_renderToTexture:                     746 calls     3.299 s   20.9 %
[9:46:33 PM]       TextureManager_bindTexture:             746 calls     0.000 s    0.0 %
[9:46:33 PM]       Level_render:                           746 calls     2.006 s   60.8 %
[9:46:33 PM]         Level_renderOutlines:                 746 calls     0.277 s   13.8 %
[9:46:33 PM]         LevelShape_render:                 129395 calls     1.654 s   82.5 %
[9:46:33 PM]           TextureManager_bindTexture:       12462 calls     0.007 s    0.4 %
[9:46:33 PM]       Level_renderFG:                         746 calls     0.612 s   18.6 %
[9:46:33 PM]         LevelShape_render:                  42435 calls     0.586 s   95.8 %
[9:46:33 PM]           TextureManager_bindTexture:        3881 calls     0.002 s    0.3 %
[9:46:33 PM]       renderLightMap:                         746 calls     0.062 s    1.9 %
[9:46:33 PM]         TextureManager_bindTexture:           746 calls     0.001 s    1.6 %
[9:46:33 PM]       Player_render:                          746 calls     0.476 s   14.4 %
[9:46:33 PM]         PolyAnim_render:                      746 calls     0.473 s   99.4 %
[9:46:33 PM]
[9:46:33 PM]     bloomEffect:                              746 calls     9.135 s   57.9 %
[9:46:33 PM]       bloomEffect_bloom:                      746 calls     0.268 s    2.9 %
[9:46:33 PM]         TextureManager_bindTexture:          1492 calls     0.001 s    0.4 %
[9:46:33 PM]         bloomEffect_renderQuad:              1492 calls     0.124 s   46.3 %
[9:46:33 PM]       bloomEffect_composite_shader:           746 calls     8.857 s   97.0 %
[9:46:33 PM]         TextureManager_bindTexture:          1492 calls     0.001 s    0.0 %
[9:46:33 PM]         bloomEffect_renderQuad:               746 calls     8.839 s   99.8 %
[9:46:33 PM]
[9:46:33 PM]     debugText:                                746 calls     3.327 s   21.1 %
[9:46:33 PM]       TextRenderer_renderString:            20142 calls     3.058 s   91.9 %
[9:46:33 PM]         TextRenderer_renderGlyph:          680839 calls     2.299 s   75.2 %
[9:46:33 PM]           TextureManager_bindTexture:         746 calls     0.003 s    0.1 %
[9:46:33 PM]
[9:46:33 PM]
[9:46:33 PM] ============================================================================
[9:46:33 PM] GlyphCache: 92 glyphs in 1 page(s).
[9:46:33 PM] TextureManager: Destroyed render texture 'sceneRTT'.
[9:46:33 PM] Closing 'engine.log'..

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mh114
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« Reply #32 on: March 30, 2009, 01:04:12 pm »

I have to say this looks extremely promising. The framerate was about 30 fps on my MacBook, running OS X 10.5.6 and Java 1.5.0_16.

Code:
...
[9:46:04 PM] Renderer: Failed to set the window icon..
[9:46:04 PM] Renderer: Failed to set the window icon..
(...)
[9:46:33 PM] PROFILER RESULTS:
[9:46:33 PM] ============================================================================
...
[9:46:33 PM]   Game_render:                                746 calls    15.773 s   56.2 %
[9:46:33 PM]     Game_renderToTexture:                     746 calls     3.299 s   20.9 %
[9:46:33 PM]       TextureManager_bindTexture:             746 calls     0.000 s    0.0 %
[9:46:33 PM]       Level_render:                           746 calls     2.006 s   60.8 %
[9:46:33 PM]         Level_renderOutlines:                 746 calls     0.277 s   13.8 %
[9:46:33 PM]         LevelShape_render:                 129395 calls     1.654 s   82.5 %
[9:46:33 PM]           TextureManager_bindTexture:       12462 calls     0.007 s    0.4 %
[9:46:33 PM]       Level_renderFG:                         746 calls     0.612 s   18.6 %
[9:46:33 PM]         LevelShape_render:                  42435 calls     0.586 s   95.8 %
[9:46:33 PM]           TextureManager_bindTexture:        3881 calls     0.002 s    0.3 %
[9:46:33 PM]       renderLightMap:                         746 calls     0.062 s    1.9 %
[9:46:33 PM]         TextureManager_bindTexture:           746 calls     0.001 s    1.6 %
[9:46:33 PM]       Player_render:                          746 calls     0.476 s   14.4 %
[9:46:33 PM]         PolyAnim_render:                      746 calls     0.473 s   99.4 %
[9:46:33 PM]
[9:46:33 PM]     bloomEffect:                              746 calls     9.135 s   57.9 %
...
[9:46:33 PM]     debugText:                                746 calls     3.327 s   21.1 %
Finally someone with a Mac, thank you!  Cool Seems that the window icon code fails, I'll have to investigate.

Performance seems to vary a lot between different Intel GMA models. On my laptop the game runs mostly at 60 fps (except the shaders don't work, so it only does lighting). If you disable the bloom (press B), you should get a nice speed increase - judging from the profiler results almost 60% of rendering time was spent on the bloom shader..

Edit: Ok, seems that Display.setIcon() always returns 0 on Mac OS X.. No icons for Mac then. Tongue
« Last Edit: March 30, 2009, 01:28:14 pm by mh114 » Logged

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« Reply #33 on: April 01, 2009, 08:15:51 pm »

Code:
Engine: Running on Java 1.5.0_16 (Apple Inc.) in Mac OS X (10.5.6, i386).
Engine: Available processors/cores: 2
Settings: Successfully loaded the settings from "settings.cfg".
Engine: Using the following settings:
useControllers = false
resolution = 800x600
vsync = true
useAudio = true
antiAlias = 0
fxLighting = true
disablePBuffer = false
colorDepth = 32
disableFBO = false
fullscreen = false
fxBloom = true
lineSmooth = false

Renderer: Initializing LWJGL 2.1.0..
Renderer: Requesting display mode 800x600, 32 bpp.. ok!
Renderer:
 * Card: NVIDIA GeForce 9400M OpenGL Engine(NVIDIA Corporation).
 * OpenGL version: 2.0 NVIDIA-1.5.36.
 * Driver: null (null).
Renderer: Available OpenGL extensions:
GL_ARB_transpose_matrix, GL_ARB_vertex_program, GL_ARB_vertex_blend, GL_ARB_window_pos,
GL_ARB_shader_objects, GL_ARB_vertex_shader, GL_ARB_shading_language_100, GL_EXT_multi_draw_arrays,
GL_EXT_clip_volume_hint, GL_EXT_rescale_normal, GL_EXT_draw_range_elements, GL_EXT_fog_coord,
GL_EXT_gpu_program_parameters, GL_EXT_geometry_shader4, GL_EXT_transform_feedback, GL_APPLE_client_storage,
GL_APPLE_specular_vector, GL_APPLE_transform_hint, GL_APPLE_packed_pixels, GL_APPLE_fence,
GL_APPLE_vertex_array_object, GL_APPLE_vertex_program_evaluators, GL_APPLE_element_array, GL_APPLE_flush_render,
GL_APPLE_aux_depth_stencil, GL_NV_texgen_reflection, GL_NV_light_max_exponent, GL_IBM_rasterpos_clip,
GL_SGIS_generate_mipmap, GL_ARB_imaging, GL_ARB_point_parameters, GL_ARB_texture_env_crossbar,
GL_ARB_texture_border_clamp, GL_ARB_multitexture, GL_ARB_texture_env_add, GL_ARB_texture_cube_map,
GL_ARB_texture_env_dot3, GL_ARB_multisample, GL_ARB_texture_env_combine, GL_ARB_texture_compression,
GL_ARB_texture_mirrored_repeat, GL_ARB_shadow, GL_ARB_depth_texture, GL_ARB_fragment_program,
GL_ARB_fragment_program_shadow, GL_ARB_fragment_shader, GL_ARB_occlusion_query, GL_ARB_point_sprite,
GL_ARB_texture_non_power_of_two, GL_ARB_vertex_buffer_object, GL_ARB_pixel_buffer_object, GL_ARB_draw_buffers,
GL_ARB_shader_texture_lod, GL_EXT_compiled_vertex_array, GL_EXT_framebuffer_object, GL_EXT_framebuffer_blit,
GL_EXT_framebuffer_multisample, GL_EXT_texture_rectangle, GL_ARB_texture_rectangle, GL_EXT_texture_env_add,
GL_EXT_blend_color, GL_EXT_blend_minmax, GL_EXT_blend_subtract, GL_EXT_texture_lod_bias,
GL_EXT_abgr, GL_EXT_bgra, GL_EXT_stencil_wrap, GL_EXT_texture_filter_anisotropic,
GL_EXT_secondary_color, GL_EXT_blend_func_separate, GL_EXT_shadow_funcs, GL_EXT_stencil_two_side,
GL_EXT_depth_bounds_test, GL_EXT_texture_compression_s3tc, GL_EXT_texture_compression_dxt1, GL_EXT_texture_sRGB,
GL_EXT_blend_equation_separate, GL_EXT_texture_mirror_clamp, GL_EXT_packed_depth_stencil, GL_EXT_bindable_uniform,
GL_EXT_texture_integer, GL_EXT_gpu_shader4, GL_EXT_draw_buffers2, GL_APPLE_flush_buffer_range,
GL_APPLE_ycbcr_422, GL_APPLE_vertex_array_range, GL_APPLE_texture_range, GL_APPLE_float_pixels,
GL_ATI_texture_float, GL_ARB_texture_float, GL_ARB_half_float_pixel, GL_APPLE_pixel_buffer,
GL_APPLE_object_purgeable, GL_NV_point_sprite, GL_NV_register_combiners, GL_NV_register_combiners2,
GL_NV_blend_square, GL_NV_texture_shader, GL_NV_texture_shader2, GL_NV_texture_shader3,
GL_NV_fog_distance, GL_NV_depth_clamp, GL_NV_multisample_filter_hint, GL_NV_fragment_program_option,
GL_NV_fragment_program2, GL_NV_vertex_program2_option, GL_NV_vertex_program3, GL_ATI_texture_mirror_once,
GL_ATI_texture_env_combine3, GL_ATI_separate_stencil, GL_SGIS_texture_edge_clamp, GL_SGIS_texture_lod
Renderer: Failed to set the window icon..
Renderer: Failed to set the window icon..
TextureManager: Non-power-of-two textures are supported.
TextureManager: Available RTT support:
 * FBOs supported (great!).
   -- Packed depth-stencil FBO extension supported.
 * PBuffers supported.
TextureManager: Maximum texture size is 8192 x 8192.
TextRenderer: Loaded a font from "media/fonts/bluehigh.ttf" [size: 32.0].
TextureManager: Loaded a texture from "media/mhgames.png".
ModuleManager: Added module 'InitialLoadingModule'.
TextureManager: Created a new render texture (FBO) "lightmap" (256 x 256).
LightManager: Initialized the light map.
GlyphCache: Created a new page, number 0.
ScriptManager: Using Pnuts v1.2.1.
ScriptManager: Executing the startup script..
ScriptManager: Cached script 'media/scripts/startup.pnuts'.
Hello from "startup.pnuts"!
SoundSystem: Initializing OpenAL..
ShaderManager: Compiled a shader program from "media/shaders/blur_v.glsl + media/shaders/bloomblend.glsl".
ShaderManager: Compiled a shader program from "media/shaders/blur_h.glsl + media/shaders/bloomblend.glsl".
ShaderManager: Compiled a shader program from "media/shaders/bloomcomposite.glsl".
TextureManager: Created a new render texture (FBO) "bloomRT1" (256 x 256).
TextureManager: Created a new render texture (FBO) "bloomRT2" (256 x 256).
BloomEffect: Created successfully.
TextureManager: Created a new render texture (FBO) "sceneRTT" (800 x 600).
RenderPath: Selected the BEST render path.
Game settings dir: /Users/James/.platformer
SoundEngine: Started update thread.
TextureManager: Loaded a texture from "media/light1.png".
LevelLoader: Loading a level from media/house.svg..
MaterialLoader: Parsed 8 materials.
TextureManager: Loaded a texture from "media/mat/leaves.png".
TextureManager: Loaded a texture from "media/mat/wallpaper.png".
TextureManager: Loaded a texture from "media/mat/rocks.png".
TextureManager: Loaded a texture from "media/mat/bricks.png".
TextureManager: Loaded a texture from "media/mat/rocks2.png".
TextureManager: Loaded a texture from "media/mat/dirt.jpg".
TextureManager: Loaded a texture from "media/mat/texture.png".
TextureManager: Loaded a texture from "media/light2.png".
TextureManager: Loaded a texture from "media/light3.png".
ScriptManager: Cached script 'media/scripts/lightswitch.pnuts'.
Generating outlines for 36 polygons..
Outline generation took 71.73 ms.
LevelLoader: Level loaded from media/house.svg.
TextureManager: Loaded a texture from "media/bg.png".
ModuleManager: Added module 'GameModule'.
TextRenderer: Loaded a font from "media/fonts/vera.ttf" [size: 11.0].
« Last Edit: April 01, 2009, 08:18:50 pm by Ru5tyNZ » Logged
Mr. Gol
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« Reply #34 on: April 04, 2009, 05:59:52 am »

Edit: Ok, seems that Display.setIcon() always returns 0 on Mac OS X.. No icons for Mac then. Tongue

That's entirely possible, since Mac windows never have icons Smiley You should supply an application icon though, you can set it either in the Application Bundle when you distribute your stuff (search Apple's site) or in the command line add -Xdock:icon=<path>

And after I pressed B the framerate went up to about 58-59.


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mh114
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« Reply #35 on: April 04, 2009, 07:16:52 am »

That's entirely possible, since Mac windows never have icons Smiley You should supply an application icon though, you can set it either in the Application Bundle when you distribute your stuff (search Apple's site) or in the command line add -Xdock:icon=<path>
Yep, I'll keep this in mind for later. Thanks again! Smiley
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« Reply #36 on: April 20, 2009, 02:59:50 am »

I'm on my notebook right now.
HP compaq, ATI/AMD tech stuff

I get this error, while starting up the game:
"An error occured and the game will exit:
Exception: org.lwjgl.opengl.OpenGLException: Invalid value (1281)"
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« Reply #37 on: April 20, 2009, 06:00:34 am »

I'm on my notebook right now.
HP compaq, ATI/AMD tech stuff

I get this error, while starting up the game:
"An error occured and the game will exit:
Exception: org.lwjgl.opengl.OpenGLException: Invalid value (1281)"
I may have solved this problem.. Could you try this version, it has some debug traces to help me narrow down the problem -- and it doesn't take the whole game down when the error occurs. It would help if you'd post the engine.log to me after you've tried it. Smiley
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« Reply #38 on: April 20, 2009, 06:51:22 am »

Actually it seems to work just fine now, everything

But I can't find the engine.log =P
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« Reply #39 on: April 20, 2009, 07:09:01 am »

Actually it seems to work just fine now, everything

But I can't find the engine.log =P

It's in APPDATA\platformer\engine.log on Windows, HOME\.platformer\engine.log on Linux and others (HOME is your home directory, like /home/username/ in Linux).
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« Reply #40 on: April 20, 2009, 07:35:26 am »

was a little too big to post =D

http://www.artificialzeromedia.com/engine.log
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« Reply #41 on: April 20, 2009, 07:39:48 am »

I just noticed: Loaded a font from "media/fonts/bluehigh.ttf"

I am also using BlueHigh from time to time =D
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« Reply #42 on: April 20, 2009, 09:50:08 am »

Ran it on Mac, all was smooth at around 58 fps with all features on. 2.4 ghz Intel Core 2 Duo MacBook Pro with 4 GB ram.
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« Reply #43 on: April 27, 2009, 11:42:08 am »

Ran flawlessly (50fps without bloom, +- 42fps with bloom) on IE & FF (jre 1.6.0_11) on winxp, core2dua 2.4Ghz, geforce 8600GT
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« Reply #44 on: April 27, 2009, 01:26:01 pm »

Very nice.  Makes me wish I could code better. Tongue

Windows xp with Intel Chip set.  3 gigs ram.   2.5ghz.

B didn't seem to do anything.
I did see rotating lights so I think that was the bloom.  Just didn't toggle.
FPS 50-60.
Could not find the log file on xp.
Sound worked. 
Loved the zoom. 
11 mb used of 15 mb allocated.
I really wanted space bar to jump with instead of up arrow.
Perhaps alpha blend behind the cave wall so we know where you are. 

great stuff


 
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« Reply #45 on: April 27, 2009, 01:42:35 pm »

B didn't seem to do anything.
I did see rotating lights so I think that was the bloom.  Just didn't toggle.
FPS 50-60.
Could not find the log file on xp.
Sound worked. 
Loved the zoom. 
11 mb used of 15 mb allocated.
I really wanted space bar to jump with instead of up arrow.
Perhaps alpha blend behind the cave wall so we know where you are.
Thanks for the detailed report. Smiley The log file is in C:\Documents and settings\USERNAME\Application Data\platformer (IIRC).
Bloom doesn't work on (most) Intel chips, the rotating lights are not related to it. Smiley The keys will be customizable, of course. The cave wall trick is just a test for hidden passages, so I can do secret rooms and whatnot, alpha blending would give the secrets away.. Wink

Everyone: thanks to the people who found time to test the engine and send me reports! Smiley I'm going to pull the game offline in some days, as the testing has fullfilled its purpose (made it more robust in general) -- so now it's the time to test it if you still want to. The debug version linked above is newer and has larger level, so try that if you want. Smiley
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« Reply #46 on: April 27, 2009, 01:51:27 pm »

Thanks for the detailed report. Smiley The log file is in C:\Documents and settings\USERNAME\Application Data\platformer (IIRC).

no worries.

Yeah I saw that post with directory above but my pc does not have...I did a full hd search and nothing.

C:\Documents and settings\USERNAME\Application Data\

No /application data/ anywhere.   

Darrin
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« Reply #47 on: April 27, 2009, 11:56:20 pm »

Yeah I saw that post with directory above but my pc does not have...I did a full hd search and nothing.

C:\Documents and settings\USERNAME\Application Data\

No /application data/ anywhere.
APPDATA is hidden by default, you need to set up Explorer to show hidden files and folders. But perhaps I should just store to user home directory, like I do for Linux? It would be easier to find then. I guess I'll change it like that (but I won't be updating that web start demo anymore, it's old already). Smiley
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« Reply #48 on: April 28, 2009, 01:17:41 am »

APPDATA is hidden by default, you need to set up Explorer to show hidden files and folders. But perhaps I should just store to user home directory, like I do for Linux? It would be easier to find then. I guess I'll change it like that (but I won't be updating that web start demo anymore, it's old already). Smiley

found it, how can I send the log to you, too big for post or pm :/
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« Reply #49 on: April 28, 2009, 01:23:32 am »

found it, how can I send the log to you, too big for post or pm :/
If you want to, you can email it to me (see my website for the address), or upload it somewhere, like Pastebin.
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« Reply #50 on: April 28, 2009, 03:36:32 am »

APPDATA is hidden by default, you need to set up Explorer to show hidden files and folders. But perhaps I should just store to user home directory, like I do for Linux? It would be easier to find then. I guess I'll change it like that (but I won't be updating that web start demo anymore, it's old already). Smiley

duh forgot my computer was only two weeks old and hadn't set it up to show all that stuff yet.   
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« Reply #51 on: May 06, 2009, 07:03:23 am »

As I mentioned earlier, I've taken the game down, as no further testing is necessary at this point. The goal I set for this public testing has been fulfilled ("hopefully I can get some useful results and make the engine more robust in terms of compatibility.") Thanks to the people who tried the game! Smiley

I'll create a new thread when the time is right (not too soon, though). Anyone interested can follow the game progress on my blog -- although it is updated quite infrequently.. Smiley
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« Reply #52 on: May 12, 2009, 11:54:18 am »

This thread most definitely belongs to the new WIP forum. Feel free to move. Smiley
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