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TIGSource ForumsCommunityDevLogsKyoto
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eddietree
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« Reply #180 on: May 16, 2012, 07:54:29 AM »

The bug was actually me being a super silly buns.

Basically, if you are dynamic linking shaders during runtime, you are going to have a bad time. I thought OpenGL behaved like Nvidia CG in that you can, during run-time, bind vertex and fragment shaders into programs and link them on the fly. Thus, I thought I can get away with just one glProgram, and just have it all vertex/fragment bind to that single program. However,  it turns out that the linking is very very very very very expensive, such that it might even possibly do shader patching if you are unlucky.

Thus, I removed all runtime calls to glLinkProgram and precached all shader programs. Now, not only does it not crash on ATI cards, it also sped up the system by about 10-20 times! Double win!!

Now that it is all fixed, I am very happy!
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eddietree
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« Reply #181 on: May 16, 2012, 07:55:56 AM »

And here is a list of graphics cards that were experiencing crashes. Now, it all works!

ATI Radeon HD 4600 Series
ATI Radeon HD 4800 Series (x4)

ATI Mobility Radeon HD 5800 Series
ATI Radeon HD 5700 Series
ATI Radeon HD 5800 Series

AMD Radeon HD 6450
AMD Radeon HD 6620G
AMD Radeon HD 6770
AMD Radeon HD 6800 Series
AMD Radeon HD 6800 Series
AMD Radeon HD 6900 Series
AMD Radeon HD 6900M Series
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screwtape
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« Reply #182 on: May 16, 2012, 08:34:57 AM »

wow, this speed increase is super amazing! I was getting about 10fps before, now I've got a solid 30.
I can fully enjoy it now, it looks so good!
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Dylan93
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« Reply #183 on: May 16, 2012, 08:54:25 AM »

Yup, the game is even playable now on the Intel GPU :D Nice job with the speed increase.
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eddietree
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« Reply #184 on: May 16, 2012, 09:16:09 PM »

Yes, I rewrote my entire shader system last night and it is much more optimized now (about 10x faster on my GPU). Now, I have so much GPU frame-time I don't know what to do with it!

Wait, yes, I do! Playing Diablo 3 last night inspired me to do some screen-space warp distortion. I implemented it today and now the screen interactions feels a tad more "fluid", as if you are touching some water surface.


Here is a sample image of a small distortion on the spawned stars:
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Pandara_RA!
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« Reply #185 on: May 16, 2012, 10:54:42 PM »

Just to let you know the video playtest is uploading to youtube now and will be online shortly. Was really impressed!
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eddietree
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« Reply #186 on: May 16, 2012, 10:57:08 PM »

Youtube video? Smiley

Fantastic! I think it will be the first Kyoto video on youtube. Hook a brotha up when it is uploaded.
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iffi
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« Reply #187 on: May 17, 2012, 02:43:01 AM »

I just gave this a go, and I must say it was quite a pleasing experience. Nice job! Smiley
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eddietree
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« Reply #188 on: May 18, 2012, 07:26:34 PM »

I just gave this a go, and I must say it was quite a pleasing experience. Nice job! Smiley

Thanks iffi!

I fixed a few bugs
- sound clipping issue happens when you play the same sound multiple times in one frame. What ends up happening is the sound becomes additive and can really hurt your ears if you accumulate many of the same sounds. So every frame, I queue the sounds I want to play, and if the sounds are already in the queue, I just ignore.


Implemented a few more graphical features
- screen distortion. It adds a minor visual flare but makes it a bit more interesting when you are interacting with the orbs
- parallax stars moon when you interact with the moon.


Press news: mentioned on giant bomb


Download new version: http://illogictree.com/games/kyoto/
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DustyDrake
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« Reply #189 on: May 18, 2012, 08:15:51 PM »

huh, wierd.
I just tried to download it, but the download page just gave me a white screen, so I had to pop open the source and get the download link from that.

I've had to do that more often recently than I thought I would ever do
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eddietree
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« Reply #190 on: May 22, 2012, 06:30:46 AM »

The game is now finished and released! Thanks to all who have helped along the way! It was quite a fun journey.
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emacs
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« Reply #191 on: May 22, 2012, 11:45:45 AM »

Congratulations!
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Sheepolution
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« Reply #192 on: May 22, 2012, 12:34:17 PM »

That was beautiful. The audio and effects are amazing! Congratulations with finishing your game!
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harkme
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« Reply #193 on: May 22, 2012, 03:14:40 PM »

Great job! It's running silky smooth here.
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BlueSweatshirt
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« Reply #194 on: May 22, 2012, 05:01:56 PM »

Yaaaaaaaaaaaaaaaaaaaay!!~

I should add this to my portfolio site now.  Grin


It's a shame that the majority of our coverage happened when the game was so buggy. I have a feeling that a lot of people weren't able to enjoy the game fully.
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Guillaume
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« Reply #195 on: May 24, 2012, 08:38:39 AM »

Man, this on retina iPad would be gorgeous. Selling it for 1.99 would probably get you a neat amount of cash too.
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nyyjen
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« Reply #196 on: May 24, 2012, 10:51:10 AM »

Kyoto looks gorgeous. Lovely just like the city. Any chance for a Mac release? iOS would be great too.
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eddietree
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« Reply #197 on: May 24, 2012, 04:19:39 PM »

Yes, several people have suggested to have it on their MacOSX. I don't have that OS so I cannot port it. But maybe it would be an interesting project in the future..

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eddietree
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« Reply #198 on: May 24, 2012, 04:26:29 PM »

The game only runs on 1280x720 right now. After suggestions from several players, I am now trying to make it work fullscreen on any resolution. SDL is nice in that it allows you to query the pixel-resolution of the monitor, so blowing up fullscreen should not be too difficult.

Also, I added a humble little donate button on the official site, so if you want to make my broke ass filthy rich, here is your chance! Muhaha  
Hand Knife Right Cheesy Hand Knife Right
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Scott
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« Reply #199 on: June 18, 2012, 04:48:06 AM »

 Sad Too slow on older integrated intel to be playable, especially since at ~5 fps, it seems to sample the mouse position (versus the line from last position to current position) so it misses, like, every move I make. Anyway it looks nice, and congratulations!
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