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1 Oct 2024 15:22:03 EDT (-0400)
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From: Orchid XP v7
Subject: Re: NearInfinity game demo
Date: 26 Mar 2008 10:49:34
Message: <47ea708e$1@news.povray.org>
Nicolas Alvarez wrote:

>> If you can find a way to run a DirectX game *without* Windows, I'll be 
>> impressed! ;-)
> 
> Wine.
> 
> In fact, I bet this game works on Wine.

Wine supports DirectX?

OK, I'm impressed!

-- 
http://blog.orphi.me.uk/
http://www.zazzle.com/MathematicalOrchid*


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From: stbenge
Subject: Re: NearInfinity game demo
Date: 26 Mar 2008 11:04:22
Message: <47ea7406@news.povray.org>
Orchid XP v7 wrote:
> Nicolas Alvarez wrote:
> 
>>> If you can find a way to run a DirectX game *without* Windows, I'll 
>>> be impressed! ;-)
>>
>> Wine.
>>
>> In fact, I bet this game works on Wine.
> 
> Wine supports DirectX?
> 
> OK, I'm impressed!

Well don't be too impressed until you get it to work ;)

Sam


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From: stbenge
Subject: Re: NearInfinity game demo
Date: 26 Mar 2008 11:08:08
Message: <47ea74e8@news.povray.org>
scott wrote:
>> I hope you enjoy my little game. To make it more interesting, I have 
>> hidden a few easter eggs for you to find. Questions and comments are 
>> always appreciated. Have fun!
> 
> It's really cool, the controls remind me a little of the game Thrust I 
> had on my old BBC computer - I loved that game.  I can see this could 
> turn into a really fun game to play too.  Good job.

Thanks! Is the collision detection too bouncy? I kind of like it that
way, as it makes the game feel "softer".

As a side note, this was more of a "proof of concept", rather than a
demo. I could have chosen a better description.

> For the whole frame rate / game speed thing, I recommend you read this 
> article - it really explains very simply how to make sure your game runs 
> exactly the same way (in terms of physics and speed) no matter what the 
> frame rate is.
> 
> http://www.gaffer.org/game-physics/fix-your-timestep

Thanks, I will read that. I tried to implement a lower limit to the FPS,
but everything I did resulted in an exponential speed increase, hence my
crappy patch in the config file. At least I'm learning to control the 
framerate without compromising functionality (ie. collision detection).

> Not many people have 640x480 monitors anymore, perhaps you could make 
> some higher resolution tiles and give the option to change the screen 
> resolution?

I thought all monitors were backward-compatible. What resolution would
you suggest? 1280x880? I think maybe I could get away with having a
variable resolution, as it appears any speed bottleneck occurs when more
pixels are drawn to the screen. A person could choose a lower res if a
high one is too slow.

> I don't know what plans you have for the gameplay, but you could vary 
> the colour of the tiles over a large scale (say repeating every 2000 
> units) so that the player has some idea to remember which parts of the 
> map they are visiting - it's very easy to get lost because everything 
> looks the same.

That's a good idea. It is possible to do this, and I could change the
color at each corner of every sprite for a smoother look. Maybe I could
do it with a perlin noise function, although the only one I found 
repeats rather quickly, hence my question in p.programming.

Sam


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From: Nicolas Alvarez
Subject: Re: NearInfinity game demo
Date: 26 Mar 2008 11:24:23
Message: <47ea78b7$1@news.povray.org>

> I thought all monitors were backward-compatible.

It still doesn't look good to have such a big screen and have low 
resolution images (or a tiny 640x480 *window* centered in the screen).


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From: Nicolas Alvarez
Subject: Re: NearInfinity game demo
Date: 26 Mar 2008 11:25:22
Message: <47ea78f2@news.povray.org>

> Wine supports DirectX?
> 
> OK, I'm impressed!

I think the Wine developers worked more on DirectX than on anything 
else. How would you get *any* game working on it otherwise? :)


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From: Orchid XP v7
Subject: Re: NearInfinity game demo
Date: 26 Mar 2008 11:31:13
Message: <47ea7a51@news.povray.org>
>> OK, I'm impressed!
> 
> I think the Wine developers worked more on DirectX than on anything 
> else. How would you get *any* game working on it otherwise? :)

I was under the impression that virtually nothing works properly on Wine 
beyond *the* most basic applications. If they can get something as 
complex as DirectX to work, that's pretty damn impressive as far as I 
can tell. (Especially since Linux doesn't really support 3D hardware 
acceleration yet...)

-- 
http://blog.orphi.me.uk/
http://www.zazzle.com/MathematicalOrchid*


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From: Nicolas Alvarez
Subject: Re: NearInfinity game demo
Date: 26 Mar 2008 12:10:27
Message: <47ea8383$1@news.povray.org>

> (Especially since Linux doesn't really support 3D hardware 
> acceleration yet...)

...

I think I'll let Warp answer that.


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From: Jim Henderson
Subject: Re: NearInfinity game demo
Date: 26 Mar 2008 12:37:45
Message: <47ea89e9$1@news.povray.org>
On Wed, 26 Mar 2008 16:31:27 +0000, Orchid XP v7 wrote:

> Especially since Linux doesn't really support 3D hardware acceleration
> yet..

Funny, worksforme here, both ATI and NVidia cards.  XGL won't run without 
HW acceleration.  Maybe you should tell the XGL and Compiz folks that 
their software doesn't work... ;-)

Jim


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From: Eero Ahonen
Subject: Re: NearInfinity game demo
Date: 26 Mar 2008 13:19:30
Message: <47ea93b2$1@news.povray.org>
Jim Henderson wrote:
> 
> Funny, worksforme here, both ATI and NVidia cards.  XGL won't run without 

I'll add Matrox G400/550 and Intel GMA945 on the list.

> 
> Jim

-- 
Eero "Aero" Ahonen
    http://www.zbxt.net
       aer### [at] removethiszbxtnetinvalid


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From: Orchid XP v7
Subject: Re: NearInfinity game demo
Date: 26 Mar 2008 13:27:49
Message: <47ea95a5$1@news.povray.org>
Nicolas Alvarez wrote:

>> (Especially since Linux doesn't really support 3D hardware 
>> acceleration yet...)
> 
> ...
> 
> I think I'll let Warp answer that.

OK, let me rephrase: "Especially since most hardware manufacturers still 
don't support Linux yet." That better?

-- 
http://blog.orphi.me.uk/
http://www.zazzle.com/MathematicalOrchid*


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