:P :P :P :P :P :P :P :P :P :P :P :P :P
Hi Eros,
version with shooting ( but no enemies yet ) is uploaded.
You ( well not you as you have the hellish fast laptop ) may experience some performance hits, so the number of rockets on scene at once is limited to 12. They collide with the environment, even with the floor and top.
Petr
Learn 3D graphics with ThinBASIC, learn TBGL!
Windows 10 64bit - Intel Core i5-3350P @ 3.1GHz - 16 GB RAM - NVIDIA GeForce GTX 1050 Ti 4GB
:P :P :P :P :P :P :P :P :P :P :P :P :P
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Windows 10 Pro for Workstations 64bit - 32 GB - Intel(R) Xeon(R) W-10855M CPU @ 2.80GHz - NVIDIA Quadro RTX 3000
Little bug catched in version 1.3 ( bad collision with one wall ), corrected in new version 1.3B
Petr
Learn 3D graphics with ThinBASIC, learn TBGL!
Windows 10 64bit - Intel Core i5-3350P @ 3.1GHz - 16 GB RAM - NVIDIA GeForce GTX 1050 Ti 4GB
Little problem in this version.
Fire a rocket and stay there looking. Fire does not disappear and remain there till another rocket is fired.
www.thinbasic.com | www.thinbasic.com/community/ | help.thinbasic.com
Windows 10 Pro for Workstations 64bit - 32 GB - Intel(R) Xeon(R) W-10855M CPU @ 2.80GHz - NVIDIA Quadro RTX 3000
Hi Eros,
yes, this behaviour was not very realistic. I arranged it now, luckily it has very positive effect on performance. The version is marked 1.3C - I updated the file.
Thanks,
Petr
Learn 3D graphics with ThinBASIC, learn TBGL!
Windows 10 64bit - Intel Core i5-3350P @ 3.1GHz - 16 GB RAM - NVIDIA GeForce GTX 1050 Ti 4GB
Hi Eros,
the version 1.3E brings more naturally looking explosions + destruction effect.
What is destruction effect? Any time you hit the wall, you will see explosion AND pieces of wall flying around you
Especially in case of multiple explosions it could look interesting.
Hope you like it,
Petr
Learn 3D graphics with ThinBASIC, learn TBGL!
Windows 10 64bit - Intel Core i5-3350P @ 3.1GHz - 16 GB RAM - NVIDIA GeForce GTX 1050 Ti 4GB
Of course I like!
I've noted that if a rocket is on the screen, movements are ok.
If just moving around (and no rockets fired) movement it is quite slow.
Eros
ADDED: I think I'v efound the point where the problem is but do not have the correct solution. Problem is inside "help_CalcFramerate" function:
and exactly at line "FPS = 1000/(ThisTime-LastTime+1)"FUNCTION help_CalcFramerate() AS SINGLE GLOBAL LastTime AS DWORD LOCAL ThisTime AS DWORD LOCAL FPS AS LONG ThisTime = GETTICKCOUNT FPS = 1000/(ThisTime-LastTime+1) IF FPS = 0 THEN FPS = 1 LastTime = ThisTime FUNCTION = (FPSCount+FPS)/2 END FUNCTION
If I substitute 1000 with a lower value it gets much better and movements are faster but still if rocket is present on the screen movements are much more faster.
Eros
www.thinbasic.com | www.thinbasic.com/community/ | help.thinbasic.com
Windows 10 Pro for Workstations 64bit - 32 GB - Intel(R) Xeon(R) W-10855M CPU @ 2.80GHz - NVIDIA Quadro RTX 3000
Hi Eros,
strange problems...
Off course the lower number instead of 1000 will take effect, all movement calculations are based on returned value, so change from 1000 to 500 will make all movements twice as faster ( and also bad FPS number on screen ).
That's why I callculate frame rate - when is lower, I need to make bigger steps with camera to compensate it.
Conclusion ? I have to study it more, but it is evident when rocket appears, thinBASIC has more calculations to do, framerate goes down and so movements are faster. Much faster because GetTickCount has still too poor resolution for scripts which are running on NASA boxes .
Now I must go out, but I will study QueryPerformanceCounter later, maybe it could help.
Thanks,
Petr
Learn 3D graphics with ThinBASIC, learn TBGL!
Windows 10 64bit - Intel Core i5-3350P @ 3.1GHz - 16 GB RAM - NVIDIA GeForce GTX 1050 Ti 4GB
Message via Messenger:On AMD64 Atlon it is of 4/5 times. It is like accelerating on a byke.hi eros, just quick-check : the speed difference beetween with/without missiles is by factor of ? ( just your guess )
how much ( if at all ) drops framerate ?
On Centrino Duo it is about 2/3 times.
It seems the more complex scene the more speed
Whan a rocket is fired, FPS remain quite stable, when no rockets on the screen, I can see FPS number going from 300 to 10 on both machines.
Eros
www.thinbasic.com | www.thinbasic.com/community/ | help.thinbasic.com
Windows 10 Pro for Workstations 64bit - 32 GB - Intel(R) Xeon(R) W-10855M CPU @ 2.80GHz - NVIDIA Quadro RTX 3000
Hi Eros,
maybe you could try to dimensione FPSCount as QUAD integer and then modify the routine to:
It seems to have a better catch for higher framerates, I hope at leastFUNCTION help_CalcFramerate() AS SINGLE GLOBAL LastTime AS DWORD LOCAL ThisTime AS DWORD LOCAL FPS AS LONG ThisTime = QUERYPERFORMANCECOUNTER FPS = QUERYPERFORMANCEFREQUENCY/(ThisTime-LastTime+1) IF FPS = 0 THEN FPS = 1 LastTime = ThisTime FUNCTION = (FPSCount+FPS)/2 END FUNCTION
I haven't updated the official version with that because I can't say it helps or not; I never go to 300 FPS on my box
Petr
Learn 3D graphics with ThinBASIC, learn TBGL!
Windows 10 64bit - Intel Core i5-3350P @ 3.1GHz - 16 GB RAM - NVIDIA GeForce GTX 1050 Ti 4GB
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