Author Topic: Vectorlib conversion test  (Read 5155 times)

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Offline TinDragon

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Vectorlib conversion test
« on: September 26, 2006 »
I haven't been doing alot of coding lately but have had a few goes at converting my own version of the TTD vectorlib from blitz2d to bmax, now I havent gone completely 3d, everything is drawn as it was under blitz2d with the exception of using the accelerated polygon drawing commands built into bmax. All the rotation, face culling etc is all done just as it was before and the color lights are maths based (complex and still not 100% accurate  :-[ ) and not hardware lights, this isnt an opengl 3d eyecandy engine. It is a still at heart a 3d in 2d lib :D

I have included 2 exe's, one using opengl and one using dx. let me know how they run and press F to disable vysnc to see how fast your pc can calcualte it all :)

Cheers
Jon

Offline taj

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Re: Vectorlib conversion test
« Reply #1 on: September 26, 2006 »
PC: Intel M processor 2G, 797Mhz 512Meg RAM.
GFX: ATI x800

OGL executable: 300-350 fps, Intel M processor 2G, 797Mhz 512Meg RAM.
D3D Executable: 200-250 fps


??? Could it be driver settings, I'm unsure. For now though OGL results are way better even though its a software demo!!
Are you doing the triangles as software or sending triangles to the hardeware?
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Offline zawran

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Re: Vectorlib conversion test
« Reply #2 on: September 26, 2006 »
D3D - 1200-1600fps
OpenGL - 1300-1600fps

It varies a bit on the fps depending on how many faces are rendered.

It looks great, and its really good to see you are still working with code. I really wish that I could get my act together and do the same.

Offline Shockwave

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Re: Vectorlib conversion test
« Reply #3 on: September 26, 2006 »
Taj, no he's not softrendering the polygons, it's a hardware accelerated program.

It's great to see that you are coding stuff again Jon, here's my results;

D3D: 198 - 223 FPS
OGL: 294 - 350 FPS

Again, I think there is a lot of variation because of the dents in the ball. A plain ball would have given more useful results, but it ran nice and smooth and the lighting looks nice too :)
Shockwave ^ Codigos
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Offline zparticle

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Re: Vectorlib conversion test
« Reply #4 on: September 26, 2006 »
very smooth I get 61 FPS on both versions

Radeon X300 series card

Offline benny!

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Re: Vectorlib conversion test
« Reply #5 on: September 26, 2006 »
Well done ... runs smooth here, too. both version with approx. the same speed!
[ mycroBLOG - POUET :: whatever keeps us longing - for another breath of air - is getting rare ]

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Offline Clyde

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Re: Vectorlib conversion test
« Reply #6 on: September 26, 2006 »
I also get 61fps on both versions, allthough the OGL version seems not to stutter as the DX one appears to do so.
With VSync Off have got upto speeds of 200fps.

GFX5550 with 128mb, P4 2.66Ghz, 512mb Ram and Win XP SP2
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If Only I Knew Then What I Know Now.

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Offline Jim

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Re: Vectorlib conversion test
« Reply #7 on: September 27, 2006 »
d3d:210 gl:300 X1600, 3.0 P4

Jim
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Offline Tetra

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Re: Vectorlib conversion test
« Reply #8 on: September 27, 2006 »
80 d3d, 120 GL

61 with vsync on both

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Offline TinDragon

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Re: Vectorlib conversion test
« Reply #9 on: September 27, 2006 »
Thanks for the results everyone, it seems that in general the OGL version is faster which is the same as I was getting and I am pleased that when vsync is on it looks like everyone is getting the same sort of thing :)

@Shockwave, yes a smooth geoball would have probably given a more static fps reading but I was more interested in how much difference people got with different numbers of polys draw as a measure of how well they cope with the lighting maths I am using and I am pleased to see that there good numbers given how many polys I chucked at it and the 3 lights :) 

Also for those who were asking, yes the triangle's are drawn using bmax's poly drawing and are I assume accelerated by the hardware, but thats all that opengl/dx is doing, everything else is all done in software and rendered to a 2d ortho projection. Might seem daft but I am using the inbuilt bmax commands, all of which are 2d based, and it makes the engine cross-platform so I could do ogl linux & mac versions if I wanted to  >:D

I do have a semi working 3d version but I am not happy with it and will most probably write my own opengl 3d engine at some point as it seems the next logic step. But I also like messing with pixel based effects and have enjoyed messing with tinyptc and freebasic so I might look to get something done in that area next.

Offline Shockwave

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Re: Vectorlib conversion test
« Reply #10 on: September 30, 2006 »
Not forgetting Pouet, I think that you should release something with this vector lib;

Here
Bitfellas
Intro Inferno

and

Pouet.

I think you'll be quite happy with the response as long as the intro / demo is scene-ish it should do ok at Pouet.
The engine has a lot of potential. The only thing that it lacked in my opinion were textures, but then with the nice light sourcing and creative objects you can still make something really appealing.

The best ttd production as far as I am concerned is one that was coded with a line vector scroll.
I thought that had real scene flavour, I cant remember if it was you or Zawran who did it. You could easily surpass that with this lib, you have the power now it would be super cool to see you do something with it :)
Shockwave ^ Codigos
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