Great stuff, what does the diagonal yellow line mean?
Valid moves. Didn't you ever play computerized chess before? The "illuminated" always mean that those are your valid moves.Originally Posted by savage
Right. If you click on a piece, the moves you can do, are allowed.
By the way, 3069 LOC so far.
The whole chess logic is ready to go?
Bah! Don't tell me again you are not that far as I am
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To be honest, he had this one "prepared before", as they say in cooking shows ;-)
But yes, he's really a discovery. I think I'm gonna kidnap him and tie him to a workstation in my basement.
Again, you're giving away my secrets.
Alright, I gotta concede: The chess code is from a chess project I could not finish due to problems in the network classes.
@huehnerschaender: And I'm definitely way behind your project, you just gotta take a look at the graphic: I have no idea how to get the antialiasing and particle effects done. I'm not really the one to do 3D-things, but there's noone else to do it for now.
Can you post a simple SDL code example that would recreate the slowness you described in Dirk's thread?
Maybe some of us can help you speed things up.
Seems like everything was nothing but an optical illusion. FPS counter says 60 FPS all the time.
Correction: It was not an optical illusion.
In fact the DeltaTime (the time between two rendering steps) is 7 ms in window mode and 17 ms in fullscreen mode. I have no idea why, but that's not the problem, as it still looks fluent. The real problem about it is that NewtonUpdate seems to be slower. I mean the objects fall slower.
DeltaTime is the time since the last call of NewtonUpdate. Is there any possible reason for this strange behaviour?Code:NewtonUpdate(FNewtonWorld, DeltaTime);
After creating Newton you should set Newtons minimum framerate (which is set to 60 by default). In my case I want Newton to update 100 frames a second. If the game runs too slow, Newton will interpolate the Newton steps to the current framerate.
So in my case (100) I call:
My DeltaTime is calculated between 0 and 1, so I update Newton by calling:Code:NewtonSetMinimumFrameRate(NewtonWorld,100);
where time_ is my Deltatime...Code:NewtonUpdate(NewtonWorld,(1/100)*time_);
As you can see, I tell Newton to update 100 frames per second, no matter what framerate I have (because I multiply by my delta)...
What you do is telling Newton it should update as fast as the current framerate is, which of course differs from PC to PC... So this is no good idea.
Try my way and tell me if it works better...
Greetings,
Dirk
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