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Messages - Tukimitzu

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1
General / Re: Optimize this City Map application?
« on: May 18, 2018, 10:41:32 pm »
Why does your average slowly count up? And what exactly does the value mean?

Help section is the right place, as you're asking for help and not discuss something in general. ;)

It's because I calculate the average based on the last 500 records, so it takes a while for it to stabilize the average when I suddenly add more polygons to the screen. Everytime my draw everything function is called, it records the time it took and updates the average.

Anyway. I should probably mention I was doing something really stupid: rather than putting every triangle in one sf::VertexArray, had one sf::VertexArray for every polygon. When I changed this, so I only have to do one draw(...) call, I had a huge performance gain.

How many triangles do you have in total? It looks like you need a lot, to define areas with so many details. What about pre-rendering all that stuff and drawing it with textured quads? It's just an idea though, I don't know if it will give better results. If you want to know for sure what should be improved, use an OpenGL profiler and check what the bottleneck is.

The dream is to display every block, which in total is close to 1.000.000 triangles. But even with the optimization cited above, it's too much for my machine, which takes 80ms in average to do so.

Now I'm trying to do something smarter, which is the way you usually see being done with interactive maps: I'll break it into layers and tiles and only draw a tile if the camera is zoomed in enough and it is within the view boundaries.

I would also pre render your city, as it does not seem to change?

I don't want to prerender if I can avoid it because I want it to experiment doing some cool stuff with the polygons.

Wish me luck!

2
General / Optimize this City Map application?
« on: May 18, 2018, 12:55:59 am »
EDIT: just realized this should be in General Discussion board, I think.

I'm doing this application where it shows a city, which is divided in neighborhoods, and then when the user clicks on one of them, it shows the urban blocks and streets in another view. I'm hoping I can improve the rendering performance because right now it is pretty bad.



On the top left you can see the time it takes to render going up until it stabilizes at 14-15 milliseconds. I only create the polygons once (which are not sf::ConvexShape, rather they are sf::VertexArray triangles for the filling part and sf::VertexArray line strips for the outline), and redraw them every frame. I was hoping sf::VertexBuffer would improve the performance, which it did, but only for 5-10%. Do you have any tips? How would YOU use SFML to do something like this?

3
Ah! Of course! I just needed a clean build of my entire program. It works just fine!

Thanks!

4
What I did is I changed the path where it looks for the libs, so it now looks at the proper place, i.e., SFML-2.5.0/lib

5
EDIT: Solution at the end of this thread.

Hello!

I'm having a linking error that only happens when I try to build on debug mode.

obj\main.o:main.cpp:(.rdata$_ZTV16SFMLRenderWindow[__ZTV16SFMLRenderWindow]+0x1c)||undefined reference to `sf::RenderWindow::activate(bool)'|
obj\main.o:main.cpp:(.rdata$_ZTV16SFMLRenderWindow[__ZTV16SFMLRenderWindow]+0x34)||undefined reference to `non-virtual thunk to sf::RenderWindow::activate(bool)'|

I've built SFML 2.5.0 from scratch, with CMake, with the MinGW g++ compiler version 6.2.0 (i686-posix-dwarf-rev1, Built by MinGW-W64 project).

I'm sure I'm doing something wrong, but I can't find out what. Again, release build works just fine, it only happens on the debug build.

Thanks!

6
SFML projects / Re: Pointless Wars - [Turn-Based Pointless Strategy]
« on: June 09, 2017, 03:11:36 pm »
Thanks for the feedback Elias!

* It took me quite some time to understand that I can click on buildings/stuff on the main screen. I though it was a title screen, tried to press buttons, then I though:"Oh well, must be a cutscene"... And started waiting. :D
* Choosing more than 50 and only then learning that I can't select this much was a bit disappointing. :D

Yep, these are on my to do list already.

* Stampede skill should show which enemies got crushed, it took me a while to understand that it actually crushed some
* Maybe total number of units left should be in bigger/bolder font with different backgrounds based on teams? Will be great to read this information easier

These I'll add to my to do list.

* Maybe the GUI should be at the bottom? At least it'll be cool to have it configurable to down/bottom. It's just easier for me to look down for info then up.

This I'll consider, for sure.

* The game didn't set my desktop resolution which is 1080p. Maybe it's SFML problem?

The game sets a resolution of 1280x720 by default, if supported. The reason is because the art style looks better in this resolution. You can change it though.

* I installed it on Windows 10, but in Start Menu in "Pointless Wars" folder I only have "Uninstall" shortcut for some reason.

Ah, good to know, it's the first time I've made an installer for anything, so I'm still figuring things out.

Now to the positives: the game feels and looks great! I love the humor. The game looks very professional, it's great how many things you've already implemented and how it just feels right.

Thanks man! I appreciate it!

P. S. Post it on Twitter and I'll retweet it, maybe more people will check it out! Don't forget to include the prettiest screenshot you have. :D

Will do (:

Wow man its so good to see that a game of my land is getting really good...

parabéns Tukimitzu, orgulho de br huehuehue  ;D

Haha, thanks Carlos! É nós!

7
SFML projects / Re: Pointless Wars - [Turn-Based Pointless Strategy]
« on: June 08, 2017, 09:29:44 pm »
Heey! It's been a while...
I've uploaded and alpha version of the game at itch.io, if you want to take a look go ahead!
It doesn't have much, but...



And multiplayer works theoretically!

Download at:
pointlesswars.com

8
Feature requests / Re: File system
« on: January 11, 2017, 02:33:58 pm »
Nice! That's life changing actually. Thanks for letting me know!

9
Feature requests / File system
« on: January 11, 2017, 05:39:34 am »
Can we please have some file system features?
I wish I didn't had to add boost::filesystem as a dependency, it's so janky.
Start small, no need for directory iteration, but a sf::getAppPath() to get the application data directory would be nice.

I haven't used it, but it looks like SDL does just that with char* SDL_GetBasePath(void).

Thanks!

10
SFML projects / Re: Screenshot Thread
« on: December 19, 2016, 11:18:12 pm »
@Hapax
Awesome demo!

11
SFML projects / Re:creation - a top down action adventure about undeads
« on: December 05, 2016, 04:28:45 pm »
Can you explain how did you made so your console input text box stay active after pressing enter?
(click to show/hide)

12
SFML projects / Re: Racod's lair - a coop dungeon crawler [Demo Release]
« on: December 01, 2016, 12:35:33 pm »
Hey, I went as far as the 3rd floor, this is my feedback.

- The game crashed once when pressed ESC during a game, but I've failed to reproduce this problem (Windows 10, x64). Other than that, no other significant technical issues.

- I would rather use the mouse for facing a direction and attacking, but if you do commit to the arrow keys to change players face direction, make so the players ALWAYS face the direction they are walking UNLESS they are pressing the arrow keys. Since you are walking through straight corridors, the enemies will always appear in front of you, so it makes sense to have you facing walking direction by default.

- Make the ladders more visible so the player inevitably notice it if he finds it.

- Since there's a lot of walking around, you should consider having a sprint button if you haven't yet.

- The health bar is red. The health increased labels are green. I'm confused.

- The ranged combat has some skill involved since you can dodge projectiles and completely avoid melee enemies, which is good. The melee combat on the other hand doesn't seem to have any skill involved. You can't block, you can't predict when the enemies' melee attacks are going to land, you hold space bar and hope you don't die. Something you can do though is strategically place your character in a 1 tile wide corridor so only one enemy can hit you at a time, so maybe you can explore this idea further when implementing abilities.

Anyway, it has growth potential. About your plans to change the perspective, I particularly like the top-down perspective, as long as everything is polished in the final version. These new prototype sprites look pretty good though, reminds me of Crawl.
Good job, keep up the good work!

13
SFML projects / Re: [Development] [Video Playback] SFVLC
« on: November 16, 2016, 01:01:16 pm »
Seems simple enough to use and distribute, I like it.

14
SFML projects / Re: experiment on Terrains
« on: November 03, 2016, 03:34:16 am »
Pretty cool!

15
SFML projects / Re: Pointless Wars - [Turn-Based Pointless Strategy]
« on: October 27, 2016, 08:36:51 pm »
Exactly, this clip is all game screen capture, I actually load and draw the logo in the game. I still don't know what was causing that, but it fixed after a rebuild. It seems too specific to happen in Windows only and only with the logo, or at least that's the only time I've noticed it. I'm definitely missing something.

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