Search found 1615 matches

by Chris
01 Apr 2012, 13:46
Forum: General Development
Topic: Texture Problems
Replies: 23
Views: 9402

Re: Texture Problems

Might this be related?
by Chris
01 Apr 2012, 13:16
Forum: Support
Topic: Audiere
Replies: 14
Views: 8696

Re: Audiere

Unfortunately the mpg123/libsndfile binaries for windows are not development ones, no .lib file to link against. The libmpg123 binary download contains mpg123.h and libmpg123-0.dll.def. Isn't that enough to make a .lib (I'm not familiar with VC)? The libsndfile binary download for Windows (at least...
by Chris
01 Apr 2012, 09:42
Forum: Support
Topic: Audiere
Replies: 14
Views: 8696

Re: Audiere

What happened to audiere? That was the sound library I always used, not an option anymore in master. It was removed during the sound rewrite because it wasn't re-implemented with the new interface. Given the age and lack of availability of the lib (at least Gentoo and Debian don't have it anymore),...
by Chris
30 Mar 2012, 12:45
Forum: General Development
Topic: Physics improvement
Replies: 272
Views: 88224

Re: Physics improvement

I am not sure if this whole discussion is useful at this point. If we start improving the main loop, we most likely will have to make a lot of architectural changes (at least if we are doing it properly; the current design is admittedly less than optimal). I think we all remember how the mwrender r...
by Chris
30 Mar 2012, 11:07
Forum: General Development
Topic: Sound Improvements
Replies: 27
Views: 11226

Re: Sound Improvements

Since the sound refactoring, the game segfaults 20% of the time when you try to play music with libmpg123 version 1.12 ( the default in Ubuntu 11.10). The issues go away if you upgrade to 1.13 by manual installation. The issue is that the mpg123 decoder now uses the callbacks provided by the lib so...
by Chris
30 Mar 2012, 10:44
Forum: General Development
Topic: Physics improvement
Replies: 272
Views: 88224

Re: Physics improvement

My voice for fixed physics update rate. Is there any way to decouple rendering updates from others? We have another related problem: at low fps input is very laggy, so input should be processed like physics, imo, at fixed fps. Correct me if I'm wrong. Personally I'd say the whole logic routine shou...
by Chris
30 Mar 2012, 10:19
Forum: General Development
Topic: Water Rendering
Replies: 117
Views: 66834

Re: Water Rendering

werdanith, chris: try if this works: // Interior cells if (esm.isNextSub("INTV")) { int waterl; esm.getHT(waterl); water = (float) waterl; } else if (esm.isNextSub("WHGT")) esm.getHT(water); That works. GetWaterLevel gives -100 and the screen hue changes like outside.
by Chris
30 Mar 2012, 09:59
Forum: General Development
Topic: Physics improvement
Replies: 272
Views: 88224

Re: Physics improvement

Here's the logic: Fixed 60 FPS physics calls, when the game is running at 1 FPS: for every frame, you have to call physics 60 times. Variable FPS physics calls, when the game is running at 1 FPS: for every frame, you have to call physics once. The problem comes in when you consider floating point i...
by Chris
30 Mar 2012, 09:26
Forum: General Development
Topic: Water Rendering
Replies: 117
Views: 66834

Re: Water Rendering

That gets it loading, but I'm not seeing any water anywhere (inside or outside). In Beshara, GetWaterLevel returns -nan, while outside returns 0. My screen takes on a blue/greenish hue when I go below the water plane outside, though.
by Chris
30 Mar 2012, 08:01
Forum: General Development
Topic: Physics improvement
Replies: 272
Views: 88224

Re: Physics improvement

Again, I am not a technical person, so please basically disregard what I am about to say, but I want to put in a vote for calling physics every frame. Non-FPS dependent frame updates are much more reliable in my veryveryvery limited experience. I'd think it's just the opposite. Calling it every fra...