Friday, 28 December 2007

New demo video on youtube

Nearing the end of the year I added a bonus video for showing the new things in the last few releases. Enabling grass, far view and bloom ate up much more performance resulting an FPS of 14 in the captured video.



Normally it runs around 26-28 FPS with these extra settings on the Nvidia 6200Go. I bet it's not too bad. If you want more FPS on older hardware like this and such you have to switch the extras off for sure now.

Saturday, 22 December 2007

Merry Christmas to every jcrpg readers

To all jcrpg readers around here I wish a merry Christmas. Hope you'll have the possibility for a great time. I will pause the development and put it to rest for some days now. I advise you to do the same with your everyday tasks. Create and enjoy this little rest in between the storms of war of existence. ;-)

Friday, 21 December 2007

The "Many Things plus Farview" release

Headlines:
"Base geographies (Mountain, Plain, Forest) were refactored to point height calculated tile generation. Cave and River were rewritten to be compatible with the modified base geographies. Farview mode was refactored and beautified based on new geographies. New configuration parameter called RENDER_DISTANCE_FARVIEW was added. World generation was extended with rivers and caves. The demo game is now running in the generated world." Download, test and report!

Thursday, 20 December 2007

Cave, River plus Farview mode rewritten

The Cave and River has been modified to work together with all the new stuff in Geography. They fit together now well.

While I was tinkering with the new height based tile calculation method it occurred to me that with this new code at last I can make the far view mode work much better than before! The cube kind of a given height is calculated based on the neighboring cubes' height relative to the current cube's height. The method calculates if a slope or a ground or some other kind of cube is needed. Slope if the cube is at a lower height than neighbors, normal ground if in equal height, etc. And here comes the trick! In farview parts only every 4th cube is rendered and the scale of it is multiplied by 4. Before using this method farview rendering resulted in ugly gaps between ground and lower positioned ground parts unconnected with a slope. BUT with height based cube kind calculation we can have gapless view if the neighbors in far view are determined to be 4th cube in the 8 used directions for cube kind calculation instead of the next cubes around. Thus big sized slopes will be always put between two different levels of ground. Finally farview is usable and much nicer than anytime before! :-) Okay, not the nicest I've ever seen, but gives some base potential to later sophistication.

Tuesday, 18 December 2007

What to do if jcrpg is slow?

If you are testing JCRPG and it runs slow there are a few things you can check to improve performance.

Firstly there's config.properties in the root directory of the game that can be modified with a text editor. Things to care about in ascending order of impact on game aesthetics:

  • WATER_SHADER - turn it "false" for more FPS
  • RENDER_GRASS_DISTANCE - set it to 0 to switch of grass, this may help a lot in terms of FPS and memory usage too
  • TEXTURE_DETAIL - set it to 0 or 1 for low and middle settings, can be a big FPS and memory eater
  • DETAILED_TREES - set it to false for less detailed trees with less foliage
  • VIEW_DISTANCE - a really large factor in FPS - as much as in the look of the game. Set to lower values for bigger FPS
  • RENDER_DISTANCE - helps out the loading and the memory usage - big memory usage may load the Java VM too. Set it to lower values, especially if you have little memory
  • RENDER_DISTANCE_FARVIEW - the higher this is the more memory and CPU/GPU it will consume rendering it. If using far view a sane value is used to be VIEW_DISTANCE/RENDER_DISTANCE/RENDER_DISTANCE_FARVIEW = 26/52/80. You will be able to see ~ 13 cubes distance detailed plus 27 cubes distance undetailed tiles magnified/simplified.
  • FARVIEW_ENABLED - set it to false, will help a great lot, cutting down the whole far view part
Second you can have hogging problems if you set high detail values and Java runs with low memory parameters or your system has small free memory. If you plan to run on high settings you may consider edit jcrpg.bat or jcrpg.sh and modify the -Xmx parameter to a higher value. (Example: -Xmx200m.) I recommend you to have at least 300MB free memory or more for the current default configuration (dec 2007).

Thirdly you may try to run it in lower resolutions - this can help a lot too.

I'm testing the game on a Geforce 6200Go + 1.6GHz P4 + 500MByte memory. It generally runs well if I switch extras off (water shader, grass off, around 30 view distance).

Last modified 27 Dec 2007

Sunday, 16 December 2007

First round geo facelift completed

Yeah, perfection is a must. We got close to it: smithing on the ground component models and hours and hours of experimenting with the optimal height point geography generation plus the refactoring of all the classic geographies like Plain, Mountain, Forest resulted in a much varied environment full of slopes and levels to explore! :) Thus we are now in the second round: to beat the river and cave into its place...gee, hard work ahead! Maybe meaning another big refactoring to come... Shots depict now a bit of the varied climate with a small mountain part plus the new "next gen ground code" plains and forests. ;-)

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