Benchmark: My PC has a Core i7 2600k at 4.7GHz and a GTX 480 at around 835 on the core, performs like a GTX 580.
I used render distances 1, 6, 10
At 1 it ran at 60fps, looks like you have some sort of VSync implemented
At 6 it ran at 15-16fps
At 10 it ran at 5-6fps
You really need to do some sort of optimization on this, cause if a game like this can bring my GTX 480 down to its knees yet it can run BF3 at 1080p ultra details at around 30-45fps then there is something wrong.
Its really simple, but I like it.
Rollback Post to RevisionRollBack
Try my map named Survival Earth http://adf.ly/4APq1 VVVV My custom built rig:
Benchmark: My PC has a Core i7 2600k at 4.7GHz and a GTX 480 at around 835 on the core, performs like a GTX 580.
I used render distances 1, 6, 10
At 1 it ran at 60fps, looks like you have some sort of VSync implemented
At 6 it ran at 15-16fps
At 10 it ran at 5-6fps
You really need to do some sort of optimization on this, cause if a game like this can bring my GTX 480 down to its knees yet it can run BF3 at 1080p ultra details at around 30-45fps then there is something wrong.
Its really simple, but I like it.
Thank you (and wolley too, again) for the benchmarks. I know the performance is really bad; if I get to find out how to properly add VBO's, the FPS should increase greatly.
Wow, I simply adapted your code for the real game. It works like a charm, but I'm having trouble with the seed. Terminal gives me an error every time I enter a seed :sleep.gif:
Error:
Exception in thread "main" java.lang.UnsatisfiedLinkError: Can't load library: /Users/(My Name)/Desktop\native\macosx/liblwjgl.jnilib
at java.lang.ClassLoader.loadLibrary(ClassLoader.java:1706)
at java.lang.Runtime.load0(Runtime.java:770)
at java.lang.System.load(System.java:1020)
at org.lwjgl.Sys$1.run(Sys.java:70)
at java.security.AccessController.doPrivileged(Native Method)
at org.lwjgl.Sys.doLoadLibrary(Sys.java:66)
at org.lwjgl.Sys.loadLibrary(Sys.java:95)
at org.lwjgl.Sys.<clinit>(Sys.java:112)
at lwjgl_test_02.Render3D.getTime(Render3D.java:155)
at lwjgl_test_02.Render3D.run(Render3D.java:182)
at lwjgl_test_02.Main.main(Main.java:90)
My-Name-MacBook-Air:Desktop nikanzandian$
Adapted Code:
cd /Users/(Your Name)/Desktop/
java -jar swiss_cheese_snapshot/swiss_cheese.jar
This looks like an error on my part. I'll try to get a fix out ASAP.
Hey nice program. Sorry to burst your bubble but I have an error. See I already have Wine installed and I clicked the Run.BAT file and got this error. Sorry if this is newb post. :smile.gif:
Model Name: iMac
Model Identifier: iMac9,1
Processor Name: Intel Core 2 Duo
Processor Speed: 2.66 GHz
Number Of Processors: 1
Total Number Of Cores: 2
L2 Cache: 6 MB
Memory: 2 GB
Bus Speed: 1.07 GHz
Boot ROM Version: IM91.008D.B08
SMC Version (system): 1.44f0
Serial Number (system): W89146M80TF
Hardware UUID: BD6B8F72-32CE-5D5F-84F9-7548C141DE25
###BOTTLING### Turn on Coreaudio...
wine: created the configuration directory '/Users/billyjoe/Wine Files'
Task returned with status 15. (It got stuck on Turning on Coreaudio I stopped it)
Hey nice program. Sorry to burst your bubble but I have an error. See I already have Wine installed and I clicked the Run.BAT file and got this error. Sorry if this is newb post. :smile.gif:
Model Name: iMac
Model Identifier: iMac9,1
Processor Name: Intel Core 2 Duo
Processor Speed: 2.66 GHz
Number Of Processors: 1
Total Number Of Cores: 2
L2 Cache: 6 MB
Memory: 2 GB
Bus Speed: 1.07 GHz
Boot ROM Version: IM91.008D.B08
SMC Version (system): 1.44f0
Serial Number (system): W89146M80TF
Hardware UUID: BD6B8F72-32CE-5D5F-84F9-7548C141DE25
###BOTTLING### Turn on Coreaudio...
wine: created the configuration directory '/Users/billyjoe/Wine Files'
Task returned with status 15. (It got stuck on Turning on Coreaudio I stopped it)
WINE isn't what you call stable, so I can't really do anything about it. I think it's better if you run swiss_cheese.jar from the terminal. Since my texture code finally works (it just needs to be tweaked a little bit), I will upload the new version tomorrow, containing some fixes for Mac and Linux.
Could you change the window size to 720p? Not everybody has a huge-ass monitor...
Also, jmm98's suggestion sounds like it would help. The build in my siggy struggles with.....this. That is very, very sad. You should research a lot of optimization techniques, and it may help to look at the Minecraft sourcecode to see how Notch pulled his off.
Could you change the window size to 720p? Not everybody has a huge-ass monitor...
Also, jmm98's suggestion sounds like it would help. The build in my siggy struggles with.....this. That is very, very sad. You should research a lot of optimization techniques, and it may help to look at the Minecraft sourcecode to see how Notch pulled his off.
Notch does not even do what jmm said to do. Minecraft renders every thing within view from bedrock to the sky.
Good News! I'm currently studying the Unix language, so I can help you with the code for the Launching of the game. I can even make the launcher executable by running a command in Terminal.
Don't use Wine to launch this. The Windows version uses completely different paths. Wine can't change those paths. This type of game is not a normal exe that can be turned into an .app. An exe like this is similar to a Mac's .Jar file. Wine can't turn .jar style exe's into Mac .apps.
Btw, You might want to censor out your personal information, like your Serial Number :wink.gif:
Whoa, the thread continued without me knowing :tongue.gif:
I'll enable the PM-when-somebody-replies setting for this thread, that will help.
Anyway, to be honest, I haven't added much the last days. I was very busy with my server, and also learning C++.
The texture mapping sort of works now, but I still need to change it quite drastically.
Also, I still don't know how to do VBO's. There are enough examples on the internet, but none of them seem to actually tell me what's going on and why.
This is actually why I started learning C++. If I have basic knowledge of this language, I can understand the OpenGL code in it, so I can port it to Java. Or maybe I should just stick with C++. It is said to be more efficient, after all.
About the OS choice feature:
I did know of the System.getProperty("os.name") method, but I did not know which kinds of output it would generate for different versions/distros of Windows, Mac and Linux.
A simple-to-use Linux script would be appreciated :smile.gif:
Also, I did add the algorithm which only renders blocks exposed to air. In combination with this, Minecraft also uses backface culling, which I too have enabled as well.
I still think there is something else wrong in my code. I highly doubt adding VBO's will give me Minecraft-like FPS rates. Maybe the render passes should be managed by each chunk object itself, instead of one method which renders all chunks.
So, how can I help with the Terminal coding? I tried out an Executable that Executes SwissCheese.jar perfectly when double clicked. I can post it tomorrow for testing if you want. By the way, you should post an official name for the .Jar file that won't change. Every time you change the name of the .Jar, I need to change the Code. You also forgot to post the Updated version...
So, how can I help with the Terminal coding? I tried out an Executable that Executes SwissCheese.jar perfectly when double clicked. I can post it tomorrow for testing if you want. By the way, you should post an official name for the .Jar file that won't change. Every time you change the name of the .Jar, I need to change the Code. You also forgot to post the Updated version...
The .Jar file will always be named swiss_cheese.jar :smile.gif:
Well, always is a big word, but it will be for the foreseeable future.
Is there a way I could get the source? I may be able to help and I want to see how it works. (I have some java knowlege)
Here you go. This RAR file contains a full NetBeans project folder. If you don't have NetBeans, you can find the .java files in the src/ directory. Pretty straightforward, huh :wink.gif:
Here you go. This RAR file contains a full NetBeans project folder. If you don't have NetBeans, you can find the .java files in the src/ directory. Pretty straightforward, huh :wink.gif:
public class OSValidator {
public static void main(String[] args) {
if (isWindows()) {
System.out.println("This is Windows");
} else if (isMac()) {
System.out.println("This is Mac");
} else if (isUnix()) {
System.out.println("This is Unix or Linux");
} else if (isSolaris()) {
System.out.println("This is Solaris");
} else {
System.out.println("Your OS is not support!!");
}
}
public static boolean isWindows() {
String os = System.getProperty("os.name").toLowerCase();
// windows
return (os.indexOf("win") >= 0);
}
public static boolean isMac() {
String os = System.getProperty("os.name").toLowerCase();
// Mac
return (os.indexOf("mac") >= 0);
}
public static boolean isUnix() {
String os = System.getProperty("os.name").toLowerCase();
// linux or unix
return (os.indexOf("nix") >= 0 || os.indexOf("nux") >= 0);
}
public static boolean isSolaris() {
String os = System.getProperty("os.name").toLowerCase();
// Solaris
return (os.indexOf("sunos") >= 0);
}
}
I have added a slightly modified version of class to my application. Thank you :smile.gif:
Finally, the texture system is working flawlessly :biggrin.gif:
This means that pre_06 is now released. I have re-enabled the FPS counter, but it didn't cooperate, so I have to disappoint you when the FPS counter makes you think you have extraterrestial hardware.
Now since all the texture crap is actually working (including different textures for different block faces, yay!), I can actually start trying to get all this crap buffered. If that works (it won't the first few times, mark my words), I can hopefully upload all of it to the VideoRAM, to allow for FPS rates that exceed your wildest dreams.
Phenom ii x4 955 stock clocks
Radeon 6850 850MHz Core 1.1GHz Memory
i5-4690K @4.6GHz ~ ASRock Z97X Fatal1ty Killer ~ EKWB Supremacy MX ~ Watercooled SLI STRIX 970s
Project RedShift
I used render distances 1, 6, 10
At 1 it ran at 60fps, looks like you have some sort of VSync implemented
At 6 it ran at 15-16fps
At 10 it ran at 5-6fps
You really need to do some sort of optimization on this, cause if a game like this can bring my GTX 480 down to its knees yet it can run BF3 at 1080p ultra details at around 30-45fps then there is something wrong.
Its really simple, but I like it.
The source in its current form is unstable, to say the least. I'll revert it and send you a stable version. It may take a few hours, though.
Thank you (and wolley too, again) for the benchmarks. I know the performance is really bad; if I get to find out how to properly add VBO's, the FPS should increase greatly.
This looks like an error on my part. I'll try to get a fix out ASAP.
Error:SILENT.......................:
http_proxy...................:
https_proxy..................:
ftp_proxy....................:
socks5_proxy.................:
Hardware:
Hardware Overview:
Model Name: iMac
Model Identifier: iMac9,1
Processor Name: Intel Core 2 Duo
Processor Speed: 2.66 GHz
Number Of Processors: 1
Total Number Of Cores: 2
L2 Cache: 6 MB
Memory: 2 GB
Bus Speed: 1.07 GHz
Boot ROM Version: IM91.008D.B08
SMC Version (system): 1.44f0
Serial Number (system): W89146M80TF
Hardware UUID: BD6B8F72-32CE-5D5F-84F9-7548C141DE25
###BOTTLING### Turn on Coreaudio...
wine: created the configuration directory '/Users/billyjoe/Wine Files'
Task returned with status 15. (It got stuck on Turning on Coreaudio I stopped it)
WINE isn't what you call stable, so I can't really do anything about it. I think it's better if you run swiss_cheese.jar from the terminal. Since my texture code finally works (it just needs to be tweaked a little bit), I will upload the new version tomorrow, containing some fixes for Mac and Linux.
Also, jmm98's suggestion sounds like it would help. The build in my siggy struggles with.....this. That is very, very sad. You should research a lot of optimization techniques, and it may help to look at the Minecraft sourcecode to see how Notch pulled his off.
Notch does not even do what jmm said to do. Minecraft renders every thing within view from bedrock to the sky.
Don't use Wine to launch this. The Windows version uses completely different paths. Wine can't change those paths. This type of game is not a normal exe that can be turned into an .app. An exe like this is similar to a Mac's .Jar file. Wine can't turn .jar style exe's into Mac .apps.
Btw, You might want to censor out your personal information, like your Serial Number :wink.gif:
I'll enable the PM-when-somebody-replies setting for this thread, that will help.
Anyway, to be honest, I haven't added much the last days. I was very busy with my server, and also learning C++.
The texture mapping sort of works now, but I still need to change it quite drastically.
Also, I still don't know how to do VBO's. There are enough examples on the internet, but none of them seem to actually tell me what's going on and why.
This is actually why I started learning C++. If I have basic knowledge of this language, I can understand the OpenGL code in it, so I can port it to Java. Or maybe I should just stick with C++. It is said to be more efficient, after all.
About the OS choice feature:
I did know of the System.getProperty("os.name") method, but I did not know which kinds of output it would generate for different versions/distros of Windows, Mac and Linux.
A simple-to-use Linux script would be appreciated :smile.gif:
Also, I did add the algorithm which only renders blocks exposed to air. In combination with this, Minecraft also uses backface culling, which I too have enabled as well.
I still think there is something else wrong in my code. I highly doubt adding VBO's will give me Minecraft-like FPS rates. Maybe the render passes should be managed by each chunk object itself, instead of one method which renders all chunks.
The .Jar file will always be named swiss_cheese.jar :smile.gif:
Well, always is a big word, but it will be for the foreseeable future.
Here you go. This RAR file contains a full NetBeans project folder. If you don't have NetBeans, you can find the .java files in the src/ directory. Pretty straightforward, huh :wink.gif:
Thanks!
I have added a slightly modified version of class to my application. Thank you :smile.gif:
This version has some simple support for textures. Note that you now also have to extract the tex/ folder.
Well yes, actually, 8 classes is all it currently needs, because the TTFont just sits there doing nothing. I am currently at 930 lines of code.
Oh and thank you :happy.gif:
Oh textures, why you so silly... Why don't you tell me what I'm doing wrong...
Edit:
One single line of code was written one single line too low... Most bugs have easy solutions.
This means that pre_06 is now released. I have re-enabled the FPS counter, but it didn't cooperate, so I have to disappoint you when the FPS counter makes you think you have extraterrestial hardware.
Now since all the texture crap is actually working (including different textures for different block faces, yay!), I can actually start trying to get all this crap buffered. If that works (it won't the first few times, mark my words), I can hopefully upload all of it to the VideoRAM, to allow for FPS rates that exceed your wildest dreams.
So far the theory.