Is it too late to add widescreen support? This looks really cool (I've never played the game though) but 4x3 on a 16x10 monitor doesn't look very attractive :)
On Tue, Dec 2, 2008 at 8:49 AM, Luke Paireepinart <[EMAIL PROTECTED]> wrote: > modern graphics cards are horrible at 2d. My 5 year old laptop ( 1.6 > ghz amd proc, 512 mb ram, 32mb dedicated, 96mb shared vram) runs Age > of Kings/Starcraft/Diablo II better than my intel core 2 quad machine > @ 2.4ghz with 4 gb of DDR2 and an overclocked GeForce 8800GT w/ 512 mb > of vram. > > I dunno if this is the problem you're running into or not, but 3d > graphics cards seem to bottleneck the 2d games AFAICT. > > On Tue, Dec 2, 2008 at 1:23 AM, josch <[EMAIL PROTECTED]> wrote: >> >> hey guys! >> >> after thinking that i got my tile engine finally finished (30 to 60 >> fps with intel gfx on linux) i gave it to a friend with a windows box >> and a powerful ati gfx and it failed badly.... >> >> problem one: >> to circumvent limitations of my no-vram intel gfx i do animations by >> blitting the new animation frame into the texture where the old >> texture region was located. this enormously speeds up things on this >> hardware because loading everything into vram slows the app down below >> 1fps. on the other hand on systems with better gfx the blitting slows >> the rendering down and loading stuff into vram heavily speeds things >> up. i can do a cli switch for both of these options but somehow this >> is only a mere nuisance compared to: >> >> problem two: >> rendering on windows and/or modern gfx is slooow compared to my crap >> intel gfx. to correctly draw map objects in the right ordering (check >> out the screenshots below) i use texture groups with ordered groups as >> a parent and one level of order per map row so that objects that have >> a greater Y value on the map are drawn behind others. i have to do >> this as i am unable to control the ordering with the order i put data >> in the vertex lists due to the fact that i have to use many textures >> for drawing. >> now you can imagine that this switching between textures to preserve >> the ordering of the orderedgroups heavily slows things down - up to >> several hundred groups per draw when zooming far out. >> >> conclusion: neither on my crap intel system nor on the ati windows box >> of my friend i get more than 30fps. >> and why is that? >> >> as this will be a clone of heroes of might and magic 3 shadow of death >> you have to own the original game (the complete version) to really try >> it out. i thought about preparing a folder with symlinks of all files >> needed that redirect to one single dummy file but afaik this will not >> work on windows boxes and my main troubles i only have with windows >> boxes - on the same hardware my game runs slower than on linux. >> >> as you can see i do not have many benchmark tests - all i know is >> based on my intel/linux and his windows/ati system so i may be wrong >> with my conclusions but i cant imagine why he has so poor framerates >> even though his system is incredible fast. >> >> so what i would like to request is that some people with the original >> game try it out on their boxes and that people that would like to help >> have a quick look on the current drawing code (located in lib/ >> mapview.py). >> all i do is to fill up vertex lists on moving around and window >> resizing but as it is slow even when doing nothing i presume that the >> needed texture switching for correct ordering is the culprit. >> >> and what do i do on the long term? as the other guy is no newbie and i >> dont think that he made a mistake on his string windows box i cant >> imagine that the game should run this slow. is this only due to python/ >> ctypes? would it be worth the effort to implement the rendering in c >> and say pyglet goodby? or is sdl (pygame) the solution? will software >> rendering be capable enough to even draw zoomed out scenes fast? >> >> check out screenshots of how it currently looks here: >> http://www.assembla.com/spaces/heroes-renaissance >> >> and get the code with git: >> git clone git://git.assembla.com/heroes-renaissance.git >> >> read the readme for further instructions when you want to run it and >> drop me a mail when you have troubles. >> >> the code is half commented so it most things should be clear. >> >> and however this thread turns out: i want to finish this! so if you >> are (hopefully) more skilled than i am with python and opengl and also >> a hereos3 fanatic than you will be more than welcome! >> >> cheers >> josch >> >> >> > --~--~---------~--~----~------------~-------~--~----~ You received this message because you are subscribed to the Google Groups "pyglet-users" group. To post to this group, send email to pyglet-users@googlegroups.com To unsubscribe from this group, send email to [EMAIL PROTECTED] For more options, visit this group at http://groups.google.com/group/pyglet-users?hl=en -~----------~----~----~----~------~----~------~--~---