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2D All the way! / I need reports

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heartbone
21
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Joined: 9th Nov 2002
Location:
Posted: 13th Jan 2004 22:51
After you download and run this 1 MB DBC program would you kindly supply me with these 4 categories of information:

CPU/Speed
OS
Graphics Card
FPS windowed/ FPS fullscreen
---------------------------------------------------------
Athlon 900 MHz
Windows 98SE
Sis730 32MB
20/18

Athlon 900Mhz
Windows 98SE
GeForce MX200 PCI 32MB
18/16
----------------------------------------------------------
Thank you for your assistance.

Peace, the anti-Bush.
Kwiki Mart
20
Years of Service
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Joined: 9th Dec 2003
Location: PA
Posted: 14th Jan 2004 00:38
Athlon 750
Win ME
ATI Radeon 7200 64MB
320MB RAM
19/17

runs smooth. Cool game.

On target, On time!
Pincho Paxton
21
Years of Service
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Joined: 8th Dec 2002
Location:
Posted: 14th Jan 2004 01:05
Athlon 1800+
Win ME
TNT2
9/9


Pincho.

spooky
21
Years of Service
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Joined: 30th Aug 2002
Location: United Kingdom
Posted: 14th Jan 2004 01:11
P4 2.53 Ghz
Windows XP SP1
ATI Mobility Radeon 9000 64MB
30/30

Boo!
indi
21
Years of Service
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Joined: 26th Aug 2002
Location: Earth, Brisbane, Australia
Posted: 14th Jan 2004 02:27
Pentium III 933 mhz /512ram
Windows 98se
Tnt2m64 32meg
14 - 15 windowed (32bit desktop) / 19 - 20 fullscreen
heartbone
21
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Joined: 9th Nov 2002
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Posted: 14th Jan 2004 03:11 Edited at: 14th Jan 2004 03:16
Congrats Spooky, you are the first that I know of to achieve the max. Your system probably would go a lot faster, but that's the max.

My ulterior motive is to understand what is the minimum type of configuration to get the 30. Will it be CPU clock or the GFX card that is the dominant factor?

I've never seen it running at 30 FPS. I'm guessing it should be a little too fast for me to play comfortably at speed 3 (@ 30 FPS).

Thanks indi for bringing up the bit depth. My SiS is certainly sensitive to that and I have been running at 16-bit. My bad. My SiS figures are much lower at 32-bit color. I haven't tested the nVidia MX200 at 32-bit color.

Thanks Naval Gunz for the compliment. That is my pay.

Pincho gracias for the report. Will a 16-bit display get you into double digits? I had to oversize some sprites to eliminate false collisions and that dropped the frame rate by 20%. If you switch on and off the AI you'll see the frame rate is unaffected. The system resources are practically all spent in graphics processing.

Peace, the anti-Bush.
Pincho Paxton
21
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Joined: 8th Dec 2002
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Posted: 14th Jan 2004 03:46
I always run my computer in 16 bit 800*600. The only game that works fast in 32 bit is Half Life.

Pincho.

the_winch
21
Years of Service
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Joined: 1st Feb 2003
Location: Oxford, UK
Posted: 14th Jan 2004 18:23
windowed mode the fps won't display
full screen 4/430
p4 2.0ghz
win 2k
Nvidia geforce4 4200 go 64mb

heartbone
21
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Joined: 9th Nov 2002
Location:
Posted: 14th Jan 2004 21:33
The program does not run in wndowed mode?
Your fullscreen rate is 30?

So far a P4 >= 2Ghz and 64MB video card seems to be the ticket to make my 1MB 2D sprite program run at full speed!

Peace, the anti-Bush.
Pincho Paxton
21
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Joined: 8th Dec 2002
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Posted: 14th Jan 2004 21:46 Edited at: 14th Jan 2004 21:49
Sprites are slow, those icons in the middle of the screen don't really need to be sprites. They could be images with zones, or arrays. Think of it as a breakout game with lots of bricks. You could easily make a breakout game with 400 bricks onscreen at once in DB Classic because I am doing it, and have tested the speed. My speed is...... well full speed! I never bother to test my FPS, I just make sure that my games don't slow down at all. You could easily do a distance check to them as well. Or you could do a distance check for the round images, and a zone check for the square images. Or even just have the round images as sprites, etc etc.

Pincho.

heartbone
21
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Joined: 9th Nov 2002
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Posted: 14th Jan 2004 22:31
Then I'd have to write pixel level sprite collision routines. Since they are not rectangular, they need to be sprites to keep the programming simple. Anyway it's the 10 big sprites that comprise the bases which cause the slowdown. If this were an important project I'd consider recoding it, but based on the response I'd better move on to bigger and better things. Yet I'd still like to know how this performs on various hardware.

Peace, the anti-Bush.
Pincho Paxton
21
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Posted: 14th Jan 2004 22:49
Oh the bases are sprites! I suppose that is the easiest method, I definately wouldn't have done that though.

Pincho.

heartbone
21
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Joined: 9th Nov 2002
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Posted: 23rd Jan 2004 18:32 Edited at: 23rd Jan 2004 18:34
There's a new version 1.2 of Two Flags available for download.
http://www.heartbone.com/download/tf.zip

- Redid the collision sensing to compensate for collision bugs. These changes should yield ~ 20% framerate increase.

Celeron @ 1.8 Ghz
WinXP Home
ATI Radeon (9000 series) IGP 340M 64MB @ 32-bit color
26/30

Peace, the anti-Bush.
Pincho Paxton
21
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Joined: 8th Dec 2002
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Posted: 23rd Jan 2004 18:56 Edited at: 23rd Jan 2004 18:57
Now I get..

12/11

although the windowed 12 seems slower than the full screen 11???

Anyway it was more playable.

Pincho.

heartbone
21
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Joined: 9th Nov 2002
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Posted: 24th Jan 2004 22:50 Edited at: 24th Jan 2004 22:55
Thanks Pincho, that's about as good as it's gonna get unless I rewrite to not use the big sprites. Too bad about the crappy performance.

After months of fruitless searching, I finally found a working video driver for my 1.8 GHz Celeron COMPAQ laptop that increased the display performance. Before it was a dismal 10/14 with DarkBASIC collision problems galore. Most of the collision problems are still there, but I've finally gotten the 2D performance that I originally expected from this computer system. 26/30
And I can play at full speed. I'll probably get the under 1:00 for a 5 round game.

Pincho I'm recommending that you obtain the official Microsoft signed ME driver for your TNT2.

Peace, the anti-Bush.
Pincho Paxton
21
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Joined: 8th Dec 2002
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Posted: 25th Jan 2004 00:16
Yeah I do..it is..I have it..n' all that.

heartbone
21
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Joined: 9th Nov 2002
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Posted: 25th Jan 2004 21:09 Edited at: 25th Jan 2004 21:10
Your TNT2+Athlon 1800+Win ME should give you more than 12/11.

My Sis730+Athlon 900+Win98 was at 20/18 with the previous version of Two Flags. It will now be at least 20% higher. (24/22 ?)

Something has to be wrong with your TNT2 video driver.

Peace, the anti-Bush.
Pincho Paxton
21
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Posted: 26th Jan 2004 19:34
Nothing wrong with my Drivers. I've tried some old ones, and some new ones, they are all the same. I was looking at the Home/bases in your game, and they are all a set distance from the centre of the screen. I think that a distance formula, combined with pi could be used for collision. Then you could get rid of the big sprites.

Pincho.

heartbone
21
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Joined: 9th Nov 2002
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Posted: 27th Jan 2004 05:54
You know Pincho in the last revision I tweaked the collision sensing to do just that. But for an entirely different reason. As you know there are bugs in the collision routines and I was getting false positives. I now throw away collisions that happen too close to the center. In the upper part of the playfield the (blue/red on the left or the blue/green on the right) goals meet in the diagonal line I also need to discard phantom collisions and I do a second test using line equations and throw away bad hits. Same hardware with different drivers will give different phantom hits.

It is still easier to use the builtin hardware collision where it works than to code it in software. It's really too bad about the poor collision accuracy. I wonder where the error is?

Pincho trust me, if your system with those specs performs that slowly with this program, then there must be a problem with your video driver or hardware.

Peace, the anti-Bush.
heartbone
21
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Posted: 27th Jan 2004 08:30
Still Pincho since you think that your drivers are acceptable (and indeed they may be for 'regular' programs), I should take your suggestion and investigate the elimination of the player/flag with base sprites hardware collision checks, and revamp them with distance and angle checks. That would certainly bump the frame rate up there for all drivers matter how poorly they support DBC.

Peace, the anti-Bush.
Pincho Paxton
21
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Posted: 27th Jan 2004 10:33
Quote: " there are bugs in the collision routines and I was getting false positives."


How do you do that clickable text?

Pincho.

heartbone
21
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Joined: 9th Nov 2002
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Posted: 27th Jan 2004 11:19
Quote: "How do you do that clickable text?"

If you are referring to the setup interface buttons, those are rectangular test areas against the mouse position. Based on the position I blit button images to the button positions. No sprites are used there.

Peace, the anti-Bush.
Don Malone
21
Years of Service
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Joined: 27th Apr 2003
Location: Birmingham, Alabama
Posted: 27th Jan 2004 13:37
Athlon 1800+
Win XP
Geforce 2 400 PCI
10/10

Wasting CPU Cycles since the 286 was a hot machine.
Pincho Paxton
21
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Joined: 8th Dec 2002
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Posted: 27th Jan 2004 14:16
No I meant on Apollo. How do you make blue clickable text on here?

heartbone
21
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Joined: 9th Nov 2002
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Posted: 27th Jan 2004 20:09
[ u r l = http://www.xxx.org ]text goes here[ / u r l ]

Remove the spaces inside the square brackets.

Peace, the anti-Bush.
Kwiki Mart
20
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Joined: 9th Dec 2003
Location: PA
Posted: 9th Feb 2004 05:21
Ok got a new computer.
AMD Athlon 64 3200+
ATI Radeon 9600 128Mb
Win XP
31/31

I love this new machine

On target, On time!

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