[QUOTE=mechanarchy;25240780]Mine's six years old. It's got 1GB RAM, Intel Celeron D 2.66GHz, 2x120GB PATA hard disks, and an ATI Radeon 9600 series graphics card. Currently it's at the stage where I get about 0.25fps on YouTube videos and Minecraft can manage about a frame a second, if it's feeling lucky.
Do I win a prize for shittiest computer out?[/QUOTE]
I code on a netbook :downs:
(admittedly, 3GB RAM and nVidia ION, but thanks to Adobe I also get about 0.25fps on YouTube videos, and compiling is a bit slow on a 1.6GHz Atom)
[QUOTE=TehDoomCat;25242200]I code on a netbook :downs:
(admittedly, 3GB RAM and nVidia ION, but thanks to Adobe I also get about 0.25fps on YouTube videos, and compiling is a bit slow on a 1.6GHz Atom)[/QUOTE]
Update flash.. you can watch 1080p video on atom+ION.
I've been re-writing Zombie Outrage 2.
The previous engine did what it had to do but it's memory management was very poor making it very unstable at times.
While I could of just changed the engine, this happened with most of the classes, making it more easier to just start ground up.
It also gave me an idea on what not to code based from previous mistakes. Like the vehicle due to it being overpowered.
Also, I'm doing a new look. I'm going for a grey theme now:
[media]http://www.youtube.com/watch?v=RqnFU_vxJvE[/media]
[QUOTE=Xera;25242338]Update flash.. you can watch 1080p video on atom+ION.[/QUOTE]
I'm on Linux ): no H.264 acceleration for me, and according to a blog post;
[QUOTE]Another important note: Compiz and GPU-accelerated Flash on Linux do not mix. The Flash Player still works if you have Compiz as your window manager; you just won’t be able to make use of GPU-accelerated features. This is a shame since Compiz is coming with the basic installation of various Linux distributions. Unfortunately, things get unstable when trying to do GPU acceleration in SWFs running under Compiz.[/QUOTE]
So I could disable my flashy desktop effects and watch videos in HD, or keep the effects and just suffer. I'm choosing the latter for now because I actually use some of Compiz' features productively.
[QUOTE=polkm;25241789]Optimized a bunch of stuff, tweaked the chunk management. Added more variation to the terrain. Increased to view distance out 33% more.
please excuse the fps I forgot to record it on 60 fps, I really does run at 60-63 fps.[/QUOTE]
Much, much better. Any idea what you're going to use this for, btw?
[QUOTE=TehDoomCat;25243921]I'm choosing the latter for now because I actually use some of Compiz' features productively.[/QUOTE]
I doubt there is anything in Compiz that you couldn't find elsewhere.
I loathe Compiz with a passion. It's bulky and it makes my games slow.
[QUOTE=ROBO_DONUT;25244031]I doubt there is anything in Compiz that you couldn't find elsewhere.
I loathe Compiz with a passion. It's bulky and it makes my games slow.[/QUOTE]
Writing notes with fire on your desktop.
[QUOTE=xAustechx;25242678]I've been re-writing Zombie Outrage 2.
The previous engine did what it had to do but it's memory management was very poor making it very unstable at times.
While I could of just changed the engine, this happened with most of the classes, making it more easier to just start ground up.
It also gave me an idea on what not to code based from previous mistakes. Like the vehicle due to it being overpowered.
Also, I'm doing a new look. I'm going for a grey theme now:
[media]http://www.youtube.com/watch?v=RqnFU_vxJvE[/media][/QUOTE]
I don't know if that's entirely intentional, but it seems that you're running faster when moving diagonally - making you faster than the zombies when you're moving diagonally, and apparently slower when you're moving horizontally or vertically.
[QUOTE=likesoursugar;25235536]thank god for shaders with GLSL.
[CODE]
for(int i = 0; i <num_models; i++)
{
Light.dolighting(modelPos[i]);
shader.bind();
model[i].draw(modelPos[i]);
shader.unbind();
}
[/CODE][/QUOTE]
thank god for instancing with OGL. wait...
[QUOTE=Parakon;25237939][img]http://i55.tinypic.com/23w8odu.png[/img]
working on a watered down version of pressure ISOSYMMETRY UP IN THIS BITCH[/QUOTE]
What kind of game is pressure? Tried googling but found no info on a game called 'pressure'.
[QUOTE=ZeekyHBomb;25245167]thank god for instancing with OGL. wait...
What kind of game is pressure? Tried googling but found no info on a game called 'pressure'.[/QUOTE]
[url]http://www.pixeleaterstudios.com/digitalaeon/pressure/index.php?title=Main_Page[/url]
[QUOTE=ZeekyHBomb;25245167]thank god for instancing with OGL. wait...
What kind of game is pressure? Tried googling but found no info on a game called 'pressure'.[/QUOTE]
It was posted a few pages back. It's basically a game who's concept was made by 4chan's /v/, I think, that everyone agrees would be the closest to perfection a game could get or something but would be near impossible to make.
[URL]http://www.pixeleaterstudios.com/digitalaeon/pressure/index.php?title=Main_Page[/URL]
There.
:ninja:
[QUOTE=pikzen;25244380]Writing notes with fire on your desktop.[/QUOTE]
You could totally do that without compiz.
You just might need a new desk afterwards.
Or a new [i]house[/i]...
Ever since I've read that page I've been thinking how awesome the actual game would be.
I don't think the game it self is hard to make, but detailed models of huge underwater monsters and stuff like that would take way too much time to make for for free.
[QUOTE=turb__;25241742]*stuff*[/QUOTE]
sorry, but is it vista? [sp]shit, i wanna *coughchangemyXPagaintocough* reinstall vista or windows7, should i do it?[/sp]
[QUOTE=ichiman94;25245490]sorry, but is it vista? [sp]shit, i wanna *coughchangemyXPagaintocough* reinstall vista or windows7, should i do it?[/sp][/QUOTE]
What?
[QUOTE=ROBO_DONUT;25245393]You could totally do that without compiz.
You just might need a new desk afterwards.
Or a new [i]house[/i]...[/QUOTE]
Compiz is cheaper than oil though.
[QUOTE=turb__;25241742]Intel Atom 1.6 GHz, 1GB RAM, 250 GB HDD (Although it is SATA), no graphics card.
[img_thumb]http://ahb.me/Aij[/img_thumb][/QUOTE]
Lightweight.
I have a Pentium 3 798MHz machine with 640Mb of RAM and an 80Gb HDD.
Graphics card has 32Mb onboard RAM, IIRC
Edit:
Of course, I don't use that machine for my day-to-day PC usage :v:
I just have a Intel Core i7 930 4.0GHz with 6GB DDR3 RAM and a 5850 GPU. :frown:
[QUOTE=knutmora;25246461]I just have a Intel Core i7 930 4.0GHz with 6GB DDR3 RAM and a 5850 GPU. :frown:[/QUOTE]
I just have a Core i7 920 overclocked to 3.40Ghz with 6GB DDR3 RAM and a 9800GTX+
[QUOTE=xAustechx;25242678]I've been re-writing Zombie Outrage 2.
The previous engine did what it had to do but it's memory management was very poor making it very unstable at times.
While I could of just changed the engine, this happened with most of the classes, making it more easier to just start ground up.
It also gave me an idea on what not to code based from previous mistakes. Like the vehicle due to it being overpowered.[/QUOTE]
Will you be releasing the last version of zombie outrage 2 that you did before the re-write?
I just have an AMD Phenom II X4 955 @ 3.2GHz, 4GB DDR3 and a HD4350. :geno:
New graphics card definately required.
[QUOTE=BlkDucky;25246971]I just have an AMD Phenom II X4 955 @ 3.2GHz, 4GB DDR3 and a HD4350. :geno:
New graphics card definately required.[/QUOTE]
I had a 4350 before.
Wait, why are we talking about this, again?
[QUOTE=xAustechx;25242678]I've been re-writing Zombie Outrage 2.
The previous engine did what it had to do but it's memory management was very poor making it very unstable at times.
While I could of just changed the engine, this happened with most of the classes, making it more easier to just start ground up.
It also gave me an idea on what not to code based from previous mistakes. Like the vehicle due to it being overpowered.
Also, I'm doing a new look. I'm going for a grey theme now:
[media]http://www.youtube.com/watch?v=RqnFU_vxJvE[/media][/QUOTE]
I'm still dying to know how you did your shadows in SFML.
[QUOTE=NorthernGate;25247222]I'm still dying to know how you did your shadows in SFML.[/QUOTE]
Same, actually. I guess the same principles apply in SDL.
The technique was posted multiple times a while ago.
[url]http://www.gamedev.net/reference/programming/features/2dsoftshadow/[/url]
This lighting technique was written for xna but it is mainly HLSL so it can be used in other stuff too. [url]http://www.catalinzima.com/2010/07/my-technique-for-the-shader-based-dynamic-2d-shadows/[/url]
[QUOTE=Overv;25247621]The technique was posted multiple times a while ago.
[url]http://www.gamedev.net/reference/programming/features/2dsoftshadow/[/url][/QUOTE]
Should have been more specific. I mean in terms of SFML implementation.
[QUOTE=NorthernGate;25248364]Should have been more specific. I mean in terms of SFML implementation.[/QUOTE]
What. How is the SFML implementation any different from OpenGL? The function names are different, but the idea is exactly the same.
[QUOTE=Overv;25248527]What. How is the SFML implementation any different from OpenGL? The function names are different, but the idea is exactly the same.[/QUOTE]
Because I'm an idiot and lazy and never bothered to look over the actual snippets until you said that.
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