| T O P I C R E V I E W |
| Krusty |
Posted - 12/05/2003 : 01:54:50 My final project for my computer graphics class. It even has an executable for your enjoyment, but my upload to that web page was limited so most of the planet textures are missing. I will have the rest of the textures available tomorrow or Saturday. The empty linkage for the other textures is just below the executable link. Also, the TA for the class may manually add my other textures for me in a little bit.
http://www.math.ucsd.edu/~167af03/_final/jordan_matthew_gordon/index.html
Edited by - Krusty on 12/05/2003 02:00:49 |
| 10 L A T E S T R E P L I E S (Newest First) |
| Krusty |
Posted - 12/06/2003 : 18:23:48 I set it to run nicely on my Pentium M 1.3Ghz, Radeon 9000 64MB video card, 512MB pc2100, and running at 1400*1050 resolution. I think I get about 7000 3dmarks in 3dmark2001 so your ti500 should do fine.
You can use 'm' to drop the number of polygons that make the planets and 'M' to increase the number of polygons. I didn't do any coding to set the game to run at any given speed. You kind of adjust the speed by adjusting the polygon count.
Also, there is still a small memory leak in the game. That is why a debug error pops up when you exit. It is a one time leak so it shouldn't gradually eat up memory --just steak a few KB until you reset the computer.
I discovered in a dream last night that I can also increse the performance. Currently, the polygons are all double sided. I did this because our sphere drawing function didn't quite work correctly. When we tried to make the surface face inward, it just turned out messing up the texturemap instead. We use a sphere that is surfaced on the inside for the starfield. I noticed a glitch a while ago that if you call the scaling command and enter a negative number for the scaling value, it reverses teh surfaces. I can use that to make the sphere map the inside instead of the outside and I can turn off the double sided polygons, essentially cutting the polygons rendered in half.
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| Atriedis |
Posted - 12/06/2003 : 17:49:06 i played it and it wasnt choppy at all on my athlon xp 2600+ 512mb ddr400 RAM and geforce ti4800se.
-------------------------------------------------- nicknames - atr, art, atri, atar, atru, atari, Harkonnen (more to come as I recieve them) |
| UnderOath |
Posted - 12/06/2003 : 11:57:35 remember the thread awhile back.....about israel developing a processor that processes at the speed of light.....yea.....you get my drift...
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| Him |
Posted - 12/06/2003 : 11:34:22 Argghh! It locked up my computer after 2 minutes of flying around!
Anyway, that wasn't bad except I have a P4 2.54 w/ 800mhz RAM, 1gig DDR333 RAM, and a Geforce 3 TI 500 and that thing was running 100% CPU and was very choppy. What are the system requirements for this game?
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| UnderOath |
Posted - 12/05/2003 : 10:31:58 darn skippy.
I applaud your numerous hours of work and blowing me off when i wanted to talk to make an "x-wing"....
I also applaud the 11/200 in compiling 
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| Krusty |
Posted - 12/05/2003 : 04:51:15 nope. New york, connecticut, oregon, california. We flock to the coasts.
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| aggie |
Posted - 12/05/2003 : 04:37:51 Krusty do you have relatives in Texas? (I know it's a common name.)
 "I was successful because you believed in me" U.S. Grant to A. Lincoln
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| Krusty |
Posted - 12/05/2003 : 04:26:22 I didn't use a program. I wrote a program. All of that was created in C++ with opengl commands.
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| Scharfy |
Posted - 12/05/2003 : 03:49:48 What program are you using? My brother does something like this. I think he uses Lightwave.
-=Scharfy4Life=- |
| aggie |
Posted - 12/05/2003 : 02:24:50 wow! /me shakes head violently left then right. wow!
 "I was successful because you believed in me" U.S. Grant to A. Lincoln
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