(IMHO: nice enough graphics to distract one from driving at some times)
Also... our niche has very limited variation of supported NGPPC HW, it will make optimizing simpler than on the x86.
Edited by KimmoK on 2010/6/9 10:28:33
- Kimmo --------------------------PowerPC-Advantage------------------------ "PowerPC Operating Systems can use a microkernel architecture with all it�s advantages yet without the cost of slow context switches." - N. Blachford
I don't want to release Lugaru just yet. I'd like a couple of testers, you can share it, spread it, I don't care. I just don't want to upload to OS4Depot right now before it's been tested by other people.
Check link a couple of posts below to test it. If there's no testers, it'll get uploaded whether there's problems or not!
nah.. the files are loaded correctly. The problem is elsewhere.. is hard tyo track down those kind of problems. Actually i have a DSI on a lua call and the stacktrace is huge.. i've also raised the stack to 20MB.. but is the same. I'm trying to understand where is the problem..
I am aware that Sam, A1 even Peg-II is too slow for 3d racing games..
But let's hope somebody ports them when X1000 is available.
Do you have an X1000? Don't assume that X1000 will resolve any problem. Actully on my DualG5 with 6GB of RAM and a GT6800 Ultra, World of Warcraft doesn't break the 32-35 fps barrier with all optimizationts turned OFF.. and MacOSX is "a little bit" optimized than OS4... So forget X1000 now.. The problem is not the CPU speed but the low speed of our drivers
Edit: Game is now released on OS4Depot, check page 4.
@kas1e
I even commented out the IsFocused code so it will not freeze up when the game is not in focus anymore.
@all
I'm aware the game isn't really playable in windowed mode with nomousegrab, since the mouse leaves the window too much! If I figure out a way to toggle it with an FKey or something, I will try that, but as I don't know C, it's going to be a copy/paste job and guesswork :)
Please report back different system configurations (gfx card type/memory, CPU mhz) and percieved FPS speed.
It was reported to me by someone earlier that the ground seems "transparent". At first I didn't understand but I see it now. Unfortunately I don't know how to fix this. kas1e!? :)
This also hasn't been tested with the full version of the game.
Edited by MickJT on 2010/6/9 12:12:23 Edited by MickJT on 2010/6/9 12:55:11 Edited by MickJT on 2010/6/9 19:00:47 Edited by MickJT on 2010/6/10 9:45:10 Edited by MickJT on 2010/6/10 9:45:48
and look at requirements.. I've ported it (writing also X86->PPC reading routines)... do you want to try? On my A1 933MHZ 1GB of RAM it makes 4fps.. and it should be usable on a Pentium with 128MB of RAM.. and i have a lot of other games in the same sad situation..
It may sound stupid, but I think all ported games should be released to public although it is slow on current hardware.
I think it is the only way to improve the drivers and change people's will to upgrade their Amiga systems.
Anyway these ports are very good start after long silence.
In May I was able to test 2 new ported games (Homeworld and Freespace2) on my MicroA1. With MickJT and your ports it will be 4 new games in 1 month which is a good thing :)
Hmm.. I think it's fog effects making the ground transparent. If you enable debug mode (config.txt), then press ~ and type "skybox" you will see.
Then if you type "viewdistance 0" then "skybox" again you will see just the skybox backgrounds.
Unfortunately it turns the character into a wireframe, and none of the commands like "funnyrabbit" work for me.
There's code for transparency in Terrain.cpp. I may fiddle with that. No OS4Depot release tonight :)
Edit: Actually windowed mode without "nomousegrab" isn't too bad. You can free the mouse by using amiga+m to go to another screen and then reclaim the mouse back on the workbench screen.
I have to agree with AfxGroup about bad realisation of our drivers and opengl support. Its slow. Maybe someone can say that is better than nothing, but when you have on 2-3 times slower app on amiga, if compared with almost the same config (or worse) with PC, then its pretty sad.
Still i really cant understand, why Hyperion not put in Todo list high priority for the making Mesa + new drivers. All new games for aos4 used OpenGL. Many demos and alt uses OpenGL. Its very big and important part of AOS4 support for end users and for bringing it on the boat, so for me it looks pretty unlogical, while they make x1000 and alt, but not do anything related to OpenGL.
Even speedup of Warp3D (which 100% possible), will speed up automatically our OpenGl realisation in twice.
If Hyperion have no time, and want to stop Warp3d support at all, then, why not make it opensource like MiniGL and SDL, so, we all can speed up it yourself. And we will do it faster that Hyperion (not 2 more years) for sure. But that is only "why" :)
i think we need something to host those sources and maybe a dev forum (related to thoose games)... i have a space to hos the game but i need to write also a forum.. Maybe we can use something ready to use..
Maybe google code ? (like aos4 sdl) ? I have also in stock about 5 games, some of them buggy, some of them slow, will be cool to have ability for uplaoding all that sources for everyone in one place .. But we need gygabates of space (i think google.code are limited by that ?)
The problem is not the CPU speed but the low speed of our drivers
I'm afraid that the CPU speed is the factor that still counts the most ? of course within the current state of the 3D acceleration layer in AmigaOS4. There's been an interview with Hans de Ruiter recently (BlitterWolf, issue 11) and he stated that "Warp3D does not support hardware based transformation, clipping, and lighting". I understand it, that AmigaOS4 hardware 3D acceleration meets the standards of the year 1997 and still (too) much work is done via CPU...
@Radov Yes. And because of it we need new drives and new opengl. Then it will speedup all apps on the same CPUs in 2-3 times. Of course CPU make sense for Math and alt, but for now, our problem its bad realisation of OpenGL (through that rare Warp3d).