Unleashed progress thread. (Previously Line Rider C progress thread.)
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Summoning
Sssschiller
Commandercoke
StingReay
shammies
Wolf_Spirit
gaoyubao
OTDE
theacp127
roflmaoqwerty
Ph0enix
crash2burn
Fauxfyre
LineMagiX
Stallie
GhostY
Binglinerider
WishLine
Chuggers
Yobanjojoe
NachoGrande96
KillinTime2792
CamQuartr
automatizer
Hedgehogs4Me
Rafael
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Vermillion
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I_Vermillion
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Blesshiscottonsocks
14mRh4X0r
darklight
Conundrumer
[senpai] kevans
Opal Rider
efrazable
Cereal
Sheldon
Wizzy
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Helios Pavonine
TheRevTastic
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Derpinator
mhenr18
52 posters
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Re: Unleashed progress thread. (Previously Line Rider C progress thread.)
any way you can make it work w/ macs with less than 10.7? I nearly jizzed my pants when I saw this, only to be crushed by an error message. I'm way too cheap to upgrade yet. maybe christmas.
darklight- Member
Re: Unleashed progress thread. (Previously Line Rider C progress thread.)
Yeah I've still got the Snow Leopard SDK and Xcode 3. I'll do a build later.
Any less and you're SOL.
Any less and you're SOL.
Re: Unleashed progress thread. (Previously Line Rider C progress thread.)
My god......
I just spent the past day implementing a [censored] of texture caching in Unleashed.
It paid off.
I'm panning around a track with 2 million lines in it.
6.1% CPU
734MB RAM
60fps
There's literally no difference between any line count any more. This is surreal, once I fix the bugs LR's gonna be a totally different game. The only limit is now the amount of RAM in your system. 1 million lines = 365MB.
EDIT: oh good god I just disabled vsync and let it render frames as fast as the system can handle. I'm getting over 1800fps with 2 million lines
I just spent the past day implementing a [censored] of texture caching in Unleashed.
It paid off.
I'm panning around a track with 2 million lines in it.
6.1% CPU
734MB RAM
60fps
There's literally no difference between any line count any more. This is surreal, once I fix the bugs LR's gonna be a totally different game. The only limit is now the amount of RAM in your system. 1 million lines = 365MB.
EDIT: oh good god I just disabled vsync and let it render frames as fast as the system can handle. I'm getting over 1800fps with 2 million lines
Re: Unleashed progress thread. (Previously Line Rider C progress thread.)
mhenr18 wrote:My god......
I just spent the past day implementing a [censored] of texture caching in Unleashed.
It paid off.
I'm panning around a track with 2 million lines in it.
6.1% CPU
734MB RAM
60fps
There's literally no difference between any line count any more. This is surreal, once I fix the bugs LR's gonna be a totally different game. The only limit is now the amount of RAM in your system. 1 million lines = 365MB.
EDIT: oh good god I just disabled vsync and let it render frames as fast as the system can handle. I'm getting over 1800fps with 2 million lines
OMFG!
Re: Unleashed progress thread. (Previously Line Rider C progress thread.)
i dont think you'll be able to get as good as that in your flash builds hehe
Re: Unleashed progress thread. (Previously Line Rider C progress thread.)
i can have 11.000.000 lines then... wierd
Derpinator- Member
Re: Unleashed progress thread. (Previously Line Rider C progress thread.)
Hang on.... I think Ive spotted a bit of an error.
During the time when I tried to make LR HD/Engine 2, I noticed some stuff.
[this being said in a nut shell] In order to make it run the same speed at 60 FPS, I had to change a few numbers. This meant different physics. So basically there was two trade offs...
1) Same physics, slightly faster speed
2) Normal speed, new physics.
Mhenr, you saying that this runs at 60 fps, does this mean one of the previous said situations, or is this only for testing?
During the time when I tried to make LR HD/Engine 2, I noticed some stuff.
[this being said in a nut shell] In order to make it run the same speed at 60 FPS, I had to change a few numbers. This meant different physics. So basically there was two trade offs...
1) Same physics, slightly faster speed
2) Normal speed, new physics.
Mhenr, you saying that this runs at 60 fps, does this mean one of the previous said situations, or is this only for testing?
Re: Unleashed progress thread. (Previously Line Rider C progress thread.)
kevansevans wrote:Hang on.... I think Ive spotted a bit of an error.
During the time when I tried to make LR HD/Engine 2, I noticed some stuff.
[this being said in a nut shell] In order to make it run the same speed at 60 FPS, I had to change a few numbers. This meant different physics. So basically there was two trade offs...
1) Same physics, slightly faster speed
2) Normal speed, new physics.
Mhenr, you saying that this runs at 60 fps, does this mean one of the previous said situations, or is this only for testing?
This is a different programming language so some errors from another probably don't appear in other languages.
Re: Unleashed progress thread. (Previously Line Rider C progress thread.)
it's multithreaded so the game logic isn't tied to the rendering speed
Re: Unleashed progress thread. (Previously Line Rider C progress thread.)
Line Rider++mhenr18 wrote:I think I want to give the C version a title. Line Rider: Unleashed. Why? Because I've finally unleashed your machine and let it ride the lines like never before. Also it sounds cool
Thoughts?
No.kevansevans wrote:Conundrumer wrote:Up for a linux port? :|
I think that isn't necessary because Linux is designed to run win32 programs.
mhenr18 wrote:it's multithreaded so the game logic isn't tied to the rendering speed
14mRh4X0r- Member
- Nobody appreciates the term 'hacker' anymore
Re: Unleashed progress thread. (Previously Line Rider C progress thread.)
14mRh4X0r wrote:Line Rider++mhenr18 wrote:I think I want to give the C version a title. Line Rider: Unleashed. Why? Because I've finally unleashed your machine and let it ride the lines like never before. Also it sounds cool
Thoughts?No.kevansevans wrote:Conundrumer wrote:Up for a linux port? :|
I think that isn't necessary because Linux is designed to run win32 programs.mhenr18 wrote:it's multithreaded so the game logic isn't tied to the rendering speed
lolwut?
Re: Unleashed progress thread. (Previously Line Rider C progress thread.)
Linux is definately not designed to run win32 programs. It's even more likely that a mac program runs on linux than that a win32 program runs on it (without compatibility layer)
Also, @mhenr: I'm for GTK myself, but you could consider using OpenGL.
Also, @mhenr: I'm for GTK myself, but you could consider using OpenGL.
14mRh4X0r- Member
- Nobody appreciates the term 'hacker' anymore
Re: Unleashed progress thread. (Previously Line Rider C progress thread.)
14mRh4X0r wrote:Linux is definately not designed to run win32 programs. It's even more likely that a mac program runs on linux than that a win32 program runs on it (without compatibility layer)
Also, @mhenr: I'm for GTK myself, but you could consider using OpenGL.
The whole engine uses OpenGL, but I need a GUI framework to get the OpenGL context to render into, get mouse/keyboard events from the OS, show OS dialogs, that sort of thing. I'll probably go with GTK.
Re: Unleashed progress thread. (Previously Line Rider C progress thread.)
Heh, already thought so, just had to mention it.
14mRh4X0r- Member
- Nobody appreciates the term 'hacker' anymore
Re: Unleashed progress thread. (Previously Line Rider C progress thread.)
Right, I've done as much render optimizing as I can be bothered to do for now. I still need to implement a dirty rect system so that when you add new lines it doesn't need to recache everything and just recaches modified render tiles. Anyway, it's still lightning fast, although you might get a jitter or two when panning around if you're working with massive line counts. I'll explain the whole system later once I finalise it. Also, lines that get drawn anywhere outside the bottom left quadrant (anywhere left or above where the lines get added by the add 10k button) aren't rendered right now because although the grid is working fine, I haven't bothered to rewrite the grid access functions to support all four quadrants.
Mac: http://dl.dropbox.com/u/49905412/Line%20Rider%20Unleashed_Mac_0.05.zip
Windows: http://dl.dropbox.com/u/49905412/Line%20Rider%20Unleashed_win32_0.05.zip
edit: oh yeah, there's two bugs I already know about. One is a random crash bug, it's due to a memory error that I'm still trying to debug, the other is that sometimes the color of the line isn't rendered. I'll fix 'em soon
Mac: http://dl.dropbox.com/u/49905412/Line%20Rider%20Unleashed_Mac_0.05.zip
Windows: http://dl.dropbox.com/u/49905412/Line%20Rider%20Unleashed_win32_0.05.zip
edit: oh yeah, there's two bugs I already know about. One is a random crash bug, it's due to a memory error that I'm still trying to debug, the other is that sometimes the color of the line isn't rendered. I'll fix 'em soon
Re: Unleashed progress thread. (Previously Line Rider C progress thread.)
I click the New track button, nothing's happening =/
Helios Pavonine- Member
Re: Unleashed progress thread. (Previously Line Rider C progress thread.)
Same for me, but I'm running under wine, so that could be my issue
14mRh4X0r- Member
- Nobody appreciates the term 'hacker' anymore
Re: Unleashed progress thread. (Previously Line Rider C progress thread.)
Works for me...
Okay... so you get line tool to work, but not pencil? And it seems that lines are drawn upside down, as in when drawn left to right, it shows up as left to right.
And could you worry about making the mouse change to said tool before making it work. it's a little bothersome that I can't tell if it switched tools or not.
also, you need to make the black side further from the blue side.
Okay... so you get line tool to work, but not pencil? And it seems that lines are drawn upside down, as in when drawn left to right, it shows up as left to right.
And could you worry about making the mouse change to said tool before making it work. it's a little bothersome that I can't tell if it switched tools or not.
also, you need to make the black side further from the blue side.
Re: Unleashed progress thread. (Previously Line Rider C progress thread.)
The physics don't exist yet. When they do, it's gonna be different because it's unlikely he'll be using the same exact code as fsk's and floating point errors may be different.kevansevans wrote:Hang on.... I think Ive spotted a bit of an error.
During the time when I tried to make LR HD/Engine 2, I noticed some stuff.
[this being said in a nut shell] In order to make it run the same speed at 60 FPS, I had to change a few numbers. This meant different physics. So basically there was two trade offs...
1) Same physics, slightly faster speed
2) Normal speed, new physics.
Mhenr, you saying that this runs at 60 fps, does this mean one of the previous said situations, or is this only for testing?
Also, he's worrying about performance and rendering, not the gui. It's kinda irrelevant to bring up issues with the gui.
Conundrumer- Line Rider Legend
- actually working on OII
Re: Unleashed progress thread. (Previously Line Rider C progress thread.)
kevansevans wrote:Works for me...
Okay... so you get line tool to work, but not pencil? And it seems that lines are drawn upside down, as in when drawn left to right, it shows up as left to right.
And could you worry about making the mouse change to said tool before making it work. it's a little bothersome that I can't tell if it switched tools or not.
also, you need to make the black side further from the blue side.
It's early stages dude, right now I'm not caring about the interface or making the compositing as accurate as possible. I'm just caring about speed.
Re: Unleashed progress thread. (Previously Line Rider C progress thread.)
Thought I'd post something of an update, because I'm going on a road trip tomorrow morning and might not be quite as active for the next few days.
Simulation's working reasonably well - I've yet to fully implement line snapping. It's pretty nice to have simulation running with a few million lines. And yes, it's the normal 40 ticks/second for the physics engine, there's no change in speed or anything - it feels identical to beta 2. Yay for multithreading.
I've made considerable progress on render performance and resource use - I've now got it to behave a whole lot smarter in terms of choosing where to render new tiles. My next step is having the renderer use the textures for bosh and the sled so you see more than just some dots.
Lines render perfectly in the editor now - I totally rewrote fsk's original code for that so now it's bulletproof - the small bugs you used to see in the rendering in 6.2 are gone.
I've made quite a bit of UI progress too, menus and checkboxes now work.
I need to fix up a bug in my grid insertion code, which should then fix up a few other things that are broken.
Once I make all the fixes that I need to and get simulation going flawlessly, my next goal will be saving/loading and then the eraser.
Simulation's working reasonably well - I've yet to fully implement line snapping. It's pretty nice to have simulation running with a few million lines. And yes, it's the normal 40 ticks/second for the physics engine, there's no change in speed or anything - it feels identical to beta 2. Yay for multithreading.
I've made considerable progress on render performance and resource use - I've now got it to behave a whole lot smarter in terms of choosing where to render new tiles. My next step is having the renderer use the textures for bosh and the sled so you see more than just some dots.
Lines render perfectly in the editor now - I totally rewrote fsk's original code for that so now it's bulletproof - the small bugs you used to see in the rendering in 6.2 are gone.
I've made quite a bit of UI progress too, menus and checkboxes now work.
I need to fix up a bug in my grid insertion code, which should then fix up a few other things that are broken.
Once I make all the fixes that I need to and get simulation going flawlessly, my next goal will be saving/loading and then the eraser.
Re: Unleashed progress thread. (Previously Line Rider C progress thread.)
Hell yeah!
Say, now we have a somewhat laggles system, would you be able to implement music importing for track syncing :3
Say, now we have a somewhat laggles system, would you be able to implement music importing for track syncing :3
Blesshiscottonsocks- Line Rider Legend
Re: Unleashed progress thread. (Previously Line Rider C progress thread.)
Blesshiscottonsocks wrote:Hell yeah!
Say, now we have a somewhat laggles system, would you be able to implement music importing for track syncing :3
That sounds easy. Maybe it can run like unbound did? Simple drag and drop music into folder, on/off setting for play music.
Re: Unleashed progress thread. (Previously Line Rider C progress thread.)
that's ridiculous. This computer is 16 months old.
Re: Unleashed progress thread. (Previously Line Rider C progress thread.)
rabid squirrel wrote:
that's ridiculous. This computer is 16 months old.
He probably hasn't added backwards capability for Mac OSX yet, or since you're a mac user, upgrade to Lion .
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