View Full Version : My Cool Demo
DudeMiester
08-01-2005, 06:28 PM
http://ca.geocities.com/dudemiester@rogers.com/UltraVoilet.zip
It's all in the readme. Enjoy! http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif
Fat John
08-01-2005, 06:35 PM
Explain?
DudeMiester
08-01-2005, 06:37 PM
It's a demo. A short expose of my programming prowess. That's all. You can find similar things say at www.humus.ca (http://www.humus.ca)
Fat John
08-01-2005, 06:41 PM
Any system requirements?
DudeMiester
08-01-2005, 06:52 PM
DudeMiester said:
It's all in the readme. Enjoy! http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif
http://forums.3drealms.com/ubbthreads/images/graemlins/doh.gif
laffer
08-02-2005, 12:52 AM
It doesn't work http://forums.3drealms.com/ubbthreads/images/graemlins/frown.gif
All I get are lots of squares flickering.
DudeMiester
08-02-2005, 01:08 AM
You have to move back first, lol
Also I updated it, now 40% faster.
When I load it it just crashes out and gives that generic "Send error to Microsoft" message.
DudeMiester
08-02-2005, 01:26 AM
Well it works on a nuber of other people's computers, and I use no extensions, just core OpenGL 2.0 stuff. Well it might not work on a Geforce 2 ar something.
I only tried it on my laptop which has a 64mb Radeon Mobility 9200 AGP.
Nexus_sa
08-02-2005, 09:50 PM
Doesn't work on my machine either. Errors out like ADM.
Nex
laffer
08-02-2005, 10:12 PM
This is what it looks like for me :
Destroyer
08-03-2005, 01:02 AM
very cool dude. http://forums.3drealms.com/ubbthreads/images/graemlins/cool.gif how long was the code for this?
DudeMiester
08-03-2005, 02:00 PM
All in all I'd say 20,000 lines. Thing is there's a lot of backend code that isn't absolutly necessary, but it's there for testing purposes.
No one at Beyond3D has really had a problem, but if you have old drivers or a Geforce 2 class card, I could see why it doesn't work, as I'm using OpenGL 2.0 as a base (although no shaders yet)
http://www.beyond3d.com/forum/showthread.php?t=22272
Destroyer
08-03-2005, 02:44 PM
how long did that take you to cook up?
DudeMiester
08-03-2005, 03:03 PM
Well the actual particle system maybe 2/3 weeks, but all the backend code has been in the works for at least 2 years.
Night Hacker
08-03-2005, 05:15 PM
DudeMiester said:
Well it works on a nuber of other people's computers, and I use no extensions, just core OpenGL 2.0 stuff. Well it might not work on a Geforce 2 ar something.
You should add in code that checks for support of the opengl functions you're trying to use and display the appropriate message if the video card doesn't support them and exit nicely.
Edit: Just checked it out. That was confusing at first until I pressed the down arrow. http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
Maybe you should set the starting position back a bit (-Z).
Nice work anyhow.
I've been doing some OpenGL programming as well. Still adding to my little landscape program (http://home.cogeco.ca/~silentsam/Test3D.zip).
Here's a screenshot... you can adjust a few things including detail levels so it runs on slower system, tree density etc. I am still working on adding in some optimizations like Frustum Culling, Occlusion Culling, Octrees (or Quadtrees), billboarding (for trees at a distance) etc... I love OpenGL. I thought of trying my hand at Direct3D though I hate anything that isn't portable to other OSes.
http://home.cogeco.ca/~silentsam/Test3D.jpg
DudeMiester
08-03-2005, 07:52 PM
I know, I think I've seen you post at GameDew.
Also, I updated with a new version featuring a loading screen and a silly perlin noise effect. That's the reason I need to have a loading screen, as there are 10 frames of animation at 1024x1024 I have to precompute. I tried generating it on the fly, but the performance I want (60fps) just isn't there, even at 256x256 (~45fps).
Destroyer
08-04-2005, 02:02 AM
wow your project tottaly kicks ass too. I whish I can make something like this in a yr or 2. anyways it laggs out on my PC when I press '0'. Direct3d is great man. its considerably harder to learn then OGL, but I know your an experienced programmer compared to me, so that shouldnt be a problem. I think you should give it a shot. you will like it.
Night Hacker
08-04-2005, 11:26 AM
Yeah, I have absolutely NO optimization for speed in my program at all! heheh... that will be coming soon.
If you want a little more speed, press F8 to turn off the extended terrain (it copies the terrain all around you to give the illusion of the terrain going on forever), then press INS to turn off most of the text on screen, THEN press zero and maybe minus a few times. http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
I really have to buckle down and program in some optimizations for speed. I need to do a Quadtree (or octree) then frustum culling. That alone will make a huge difference in speed. Then I want to billboard the trees (where the trees are flat off in the distance and detailed up close).
Direct3D shouldn't be any faster than OpenGL, it's just my lack of optimizations at the moment.
With everything turned on to the highest quality and maximum tree density, I get 2FPS with my GF6800! heheheh... (16FPS if I turn off extended terrain and stats)
I have recently been playing with particles and have come up with some nice smoke effects.
Destroyer
08-04-2005, 04:34 PM
Night Hacker said:
Direct3D shouldn't be any faster than OpenGL, it's just my lack of optimizations at the moment.
im not saying it is. im just saying its pretty cool. and if you never worked with it. you should give it a shot.
DudeMiester
08-04-2005, 06:00 PM
I have no intention to use DirectX, unless there is no other choice (e.g. a job requirement).
NightHacker, you'd be surprised how much bad/bloated data structures in you core compontents (the ones used most often) can affect you performance. In my case I've more then doubled my FPS simply by pruning my core data stuctures. In the demo in this thread there are 3000 particles simulating only linear effects (i.e. translation) at ~90fps. Now I can do the same with angular effects (i.e. rotation), which means more then double the math, at ~105fps. Without drawing anything, I get ~170fps and ~195fps respectively. If it wasn't for my GPU, I could do 10,000 particles with traslation/rotation, or 20,000 with just tranlation, at almost 60fps. Unfortunitly, you do need to draw them, so I get 34fps and 26fps in each case, but that is entirely GPU bound (without GPU it's 60fps and 50fps).
Vasyl
08-04-2005, 08:24 PM
Night, I have to say, your little Test3D there is pretty slick. I remember trying it when you first put it out and it's certainly come a long way!
Add some monsters and weapons and you're good to go. http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
Rider
08-15-2005, 04:29 AM
The demo's are really cool... the motionblur is a but 'much' though... can't look around too fast or you'll get disoriented http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif
but VERY cool nonetheless!
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