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
>> >>
>>
>

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