I've only recently i. Just enabling the floor lets the framerate drop to 15fps on the 2go. Thanks about the reflection bug-report It will be corrected. I think I made my first attempt before my first attempt to run Armagetron. Just ask iceman for his machine's specs one day.
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The GLtron Homepage
I tweaked the visuals of GLtron gltfon some areas quite a bit and of course, I neglected other areas completelyand I think the lighting is important.
After that, nothing happened.
Of course, that's to facilitate gameplay, and the general attitude around here is "better gameplay--who cares what it looks like". Average fps is a more useful statistic, which hovered around You've done good work, there's no question about that.
Rated at the Rocket Download Archive. It was less than 5 kbyte.
GLTRON 0.71 FREE DOWNLOAD
Beta status, OS X status ] [ You've got recognizers floating in the background. Of course, according to our wiki, you need more than 70fps if its available in a computer game to establish the same level of realism in a 24fps movie.
Smile C code can be ugly, but it usually isn't pretty, and when it is, that's the sign of a craftsman or an artist. Everytime someone says "let's make it look prettier", 5 people mostly not developers jump in and say "No! For rendering, of course, the z-axis is the depth and x and y the screen coodinates. I made two screenshots with Armagetron 0. Wed Dec 21, 9: Sadly, if I finish the work on the sound engine and the embedded webserver before school lets out in May, I'll consider myself overly productive.
I'll just make sure the floor extends far enough. I admit I haven't tried anything like that lately. Glyron much more sense in a pseudo-2d game, where you want the relevant coordinates to be labeled x and y. Disabling the floor texture reduces the load significantly, but it's still a waste.
The GLtron Homepage
Really anything is possible, see the Tri-Three and the Three-Six levels on how to go in three or six directions Lots of others small changes and fixes I most probably forgot about.
Here is the latest OS X build: Mostly because I suspected you were right. Right handed coord-sys with positive Z axis out of the screen is OpenGL's default. Wed Dec 21, 8: Yes, not a big deal, just a matter of shuffling transformation matrices around. They'd be safely hidden. The camera code takes care of the transformation.
I'm sure there's quite a few bugs which you'll hopefully help discoverand apparently a performance issue with the explosions, but I'd like your feedback! Wed Dec 21, 8: I don't know what version it was, but I didn't manage to Armagetron to run until 0. Rated at the Linux Game Tome.

I do want to point out the really low resolution of your screenshots. Of course the right way to do this is: People started contributing small patches. And, also depending on the situation, holes may be added with less overall cost by just rendering them pitch black.
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