Need some testing

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PureLeo
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Re: Need some testing

Post by PureLeo »

Hi again, now that's weird...
I just opened ATI Control Panel and changed some silly configs in 3d tab like anti aliasing, mipmap, filtering, and it's running fine now...
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flaith
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Re: Need some testing

Post by flaith »

Actually, i'm not really try to make a game but to make a 2D library game
I need to know if it runs on several computer without any issue, unfortunately that's not the case (but it's only the beginning of the work :wink: )

this is a part of the program, the main part :

Code: Select all

; - Main ******************************
InitSprite():InitKeyboard()

If OpenWindow(0, 0, 0, #SCREEN_Width, #SCREEN_Height, "Test Anim Sprite V"+#VERSION, #PB_Window_SystemMenu | #PB_Window_ScreenCentered | #PB_Window_SizeGadget)
  If OpenWindowedScreen(WindowID(0), 0, 0, WindowWidth(0), WindowHeight(0), 1, 0, 0, #PB_Screen_NoSynchronization)
    ; On indique la fréquence de rafraichissement pour le flipbuffers
    SetFrameRate(#FRAME_RATE)
    ; Création de nos feuilles de sprites
    ImGSpriteZombies  = GS_CatchAnimSprite(?DS_SpriteZombies, "ZOMBIE", #SPR_W_ZOMBIE, #SPR_H_ZOMBIE, 18, $FF00FF)
;     ImgMapLvl1        = GS_LoadAnimSprite("GNG_MAP_Sprite_Lvl01.png","MAP01", 32, 32, 104, $FF00FF)
    ImgMapLvl1        = GS_CatchAnimSprite(?DS_SpriteLvl1, "MAP01", #SPR_W_LVL1, #SPR_H_LVL1, 104, $FF00FF)
    ;ScriptZombie = " "
    ;ScriptZombieMoving = CreateScript(ImGSpriteZombies, @ScriptZombie)

    If ImGSpriteZombies And ImgMapLvl1 And GS_CreateLayers("MAP01")
      ; Création des animations en fonction de nos feuilles préalablement créées
      SprAnimZombie1  = GS_CreateAnimSprite(#PB_Any, "ZOMBIE", 7, 9, 400)
      SprAnimZombie2  = GS_CreateAnimSprite(#PB_Any, "ZOMBIE", 16, 18, 400)
      SprAnimZombie3  = GS_CreateAnimSprite(#PB_Any, "ZOMBIE", 1, 7, 1000, -1)
      Water           = GS_CreateAnimSprite(#PB_Any, "MAP01", 86, 88)
      ; On génére une séquence d'animation dans une des couches
      GS_CreateSequence($E000, water)

      PosX_Zombie1    = Random(#SCREEN_Width-#SPR_W_ZOMBIE-3*32)

      Repeat
        Repeat
          Event = WaitWindowEvent(5)

          Select Event 
            Case #PB_Event_Gadget
              If EventGadget() = 0
                quit = 1
              EndIf
            
            Case #PB_Event_CloseWindow
              quit = 1 
          EndSelect
        Until Event = 0

        ExamineKeyboard()
        If KeyboardPushed(#PB_Key_Escape) : quit = 1 : EndIf

        FlipBuffers()
        ClearScreen(0)
  
        If StartDrawing(ScreenOutput())
          DrawText(0,222,"FPS: "+Str(GS_GetFPS()))
          ; ---------------
          ;Affiche les couches dans un ordre bien précis
          GS_DrawLayer("LAYER_01")
          GS_DrawLayer("LAYER_02")
          GS_DrawLayer("LAYER_03")
          ; ---------------            
          ;Zombies
          GS_DrawAnimSprite(SprAnimZombie2,  10, 5*32-#SPR_H_ZOMBIE)
          CurFrameZombie3 = GS_DrawAnimSprite(SprAnimZombie3, PosX_Zombie1, 5*32-#SPR_H_ZOMBIE)
          If CurFrameZombie3 = 7 And NextSprite = #False
            GS_RemoveAnimSprite(SprAnimZombie3, #True)
            NextSprite = #True
          ElseIf NextSprite = #True
            GS_DrawAnimSprite(SprAnimZombie1, PosX_Zombie1, 5*32-#SPR_H_ZOMBIE)
            PosX_Zombie1 + #SPEED_ZOMBIE
            If PosX_Zombie1 > #SCREEN_Width And CurFrameZombie3 = 7 : PosX_Zombie1 = Random(#SCREEN_Width-#SPR_W_ZOMBIE-3*32) : NextSprite = #False : GS_RemoveAnimSprite(SprAnimZombie3, #False) : EndIf
          EndIf
          GS_DrawLayer("LAYER_04")
          GS_DrawLayer("LAYER_SEQUENCE")
          ; ---------------
          StopDrawing()
          ; un peu de temps pour le processeur :)
          Delay(#DELAY_FOR_PROC)
        Else
          ;Error: Ne peut dessiner sur l'écran
        EndIf
      Until Quit = 1
    Else
      ;Error: Création des sprites
    EndIf
  Else
    ;Error: Problème d'ouverture de l'écran
  EndIf
EndIf
PS: I'm using only "MAP" functions :mrgreen:
PS2: Again, thanks a lot to all for testing :D
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Foz
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Re: Need some testing

Post by Foz »

Foz wrote:Works on my AMD X2 4400, with a (new) GTX460.

Incidentally, it works just fine with the GPU maxed out (I've got the CUDA cores on 100% processing) - even stretched to 1600x1200 :)

Maybe an FPS counter would be helpful?
It's fixed at 2% CPU and 44-45 FPS, regardless of window size (original to 1600x1200). Note that my VSync is 75hz, so I wasn't expecting 44-45 FPS - at all! Is that good or bad?

If I'm maxing out my GPU doing processing while testing, the 1600x1200 drops to 22 FPS, but that's a not very relevant issue :wink:
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Re: Need some testing

Post by flaith »

Foz wrote:
Foz wrote:Works on my AMD X2 4400, with a (new) GTX460.

Incidentally, it works just fine with the GPU maxed out (I've got the CUDA cores on 100% processing) - even stretched to 1600x1200 :)

Maybe an FPS counter would be helpful?
It's fixed at 2% CPU and 44-45 FPS, regardless of window size (original to 1600x1200). Note that my VSync is 75hz, so I wasn't expecting 44-45 FPS - at all! Is that good or bad?

If I'm maxing out my GPU doing processing while testing, the 1600x1200 drops to 22 FPS, but that's a not very relevant issue :wink:
Hi Foz
Yes, i have the same FPS with a Intel CPU 2.8Ghz quad core and a NVIDIA 1Ghz GTX280. So it should be 44-45 FPS for all :)
Thanks for your help :D
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flaith
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Re: Need some testing

Post by flaith »

New version to test

http://flaith.free.fr/gng/TestSpriteAnim_V0.12.exe

Added:
Can handle graphical's fonts
in this sample i have only 2 fonts, then we can create colored font and change the size

Thanks again for testing :D
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luis
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Re: Need some testing

Post by luis »

flaith wrote:New version to test
You should tell what the program is expected to do, or every time the person testing it have to describe it to you when he could simply say "it's working".

Anyway, now I see a fps indicator (50 fps) and a "(c)Flaith 2011" buzzing around all the screen almost too fast to be read. For example I would presume that is bad, but how can I know it ?
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flaith
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Re: Need some testing

Post by flaith »

Yes Luis, you're right :)

The purpose is to test my little lib which will handle 2D Sprites/animated sprites, Graphical fonts and maps with bounds
But for now, i just care about the FPS, the drawing fonts on a lots of different computer.

The text FPS and the number are from the same font, the other one is just draw randomly on the screen

thanks again for testing :mrgreen:
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Re: Need some testing

Post by Foz »

I'm getting 42-44 fps regardless of res.
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flaith
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Re: Need some testing

Post by flaith »

Thanks for testing Foz :D

I've got all i need (for now) thanks to all for testing :mrgreen:
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Re: Need some testing

Post by Zach »

Just for kicks, wanted to see.

Max 49FPS, the words jumped all over the screen like the program was running flat out. Dunno if that was intentional.

Looks good, hope I can do something that looks that good some day
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Re: Need some testing

Post by flaith »

Zach wrote:Just for kicks, wanted to see.

Max 49FPS, the words jumped all over the screen like the program was running flat out. Dunno if that was intentional.

Looks good, hope I can do something that looks that good some day
Thanks for testing Zach, about the words, yes it's intentional, randomly drawing :)
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