Author Topic: HD/VGA Pyprocgame -- new version on the horizon  (Read 7192 times)

Rosh

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Re: HD/VGA Pyprocgame -- new version on the horizon
« Reply #15 on: January 29, 2015, 10:48:55 AM »
Update on testing of new framework . . .

192x96, 24 bit color, with alpha channel support, 30FPS, using dot overlay . . .

Total Time: 398.550 Seconds
2015-01-28 23:59:05,967 - game - Loops: 1,402,079
2015-01-28 23:59:05,968 - game - Overall loop rate: 3517.948Hz
2015-01-28 23:59:05,968 - game - DMD Updates: 11,957
2015-01-28 23:59:05,968 - game - Frame rate: 30.001FPS
2015-01-28 23:59:05,968 - game - loops between dmd updates: 117.000

Clearly we have an issue withe Frames per second being .001 off

(and yes I am joking about the FPS)

This is on my mac (2ghz i7), I suspect in the next week, I'll push the code to the physical machine, which has an Atom D525 1.8 ghz processor.





MOcean

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Re: HD/VGA Pyprocgame -- new version on the horizon
« Reply #16 on: January 29, 2015, 11:02:04 AM »
And to chime in this is obviously very dependent on what your game is doing. My T2 game tests at a loop rate of 6500hz (minimum) at 224x112@30fps on a 2.6ghz i5 (2 year old lenovo x230 tablet). More to come.

Rosh

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Re: HD/VGA Pyprocgame -- new version on the horizon
« Reply #17 on: January 29, 2015, 11:18:05 AM »
And to chime in this is obviously very dependent on what your game is doing. My T2 game tests at a loop rate of 6500hz (minimum) at 224x112@30fps on a 2.6ghz i5 (2 year old lenovo x230 tablet). More to come.

Screenshot or it didn't happen ;-)

Since I am typically running in a 'memory starvation mode', I'm sure that is holding back my numbers.

In some ways, this is like Bill Gates and Warren Buffet comparing net worth, numbers so big, the difference is meaningless.


dave_h

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Re: HD/VGA Pyprocgame -- new version on the horizon
« Reply #18 on: January 29, 2015, 05:07:55 PM »
"DMD Updates: 11,957"

Wow, lol.

MOcean

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Re: HD/VGA Pyprocgame -- new version on the horizon
« Reply #19 on: January 31, 2015, 02:32:44 PM »
Well, I feel okay revealing this now, since it's resolved.

Two days ago I found out the updated version wasn't working with Visual Pinball.  Two days of struggling later and now it's resolved.  I just had to build a DLL myself to fix a linker issue *wphew*

Later today I'll post some video of some cool new font stuff.

- Michael

MOcean

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Re: HD/VGA Pyprocgame -- new version on the horizon
« Reply #20 on: February 03, 2015, 01:23:18 PM »
Josh made fun of me for working on this.  Below is an example of the particle system I've been working on for the new VGADMD framework.

You can see snow (sorry, I know), a firework and a flame explosion.  I could literally post hundreds of these videos as I'm having a lot of fun making particle effects.  I'll post a video of it in-game (with the dot-filter) later...

Enjoy:

Nelly

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Re: HD/VGA Pyprocgame -- new version on the horizon
« Reply #21 on: February 03, 2015, 01:36:07 PM »
Very cool! Nice work!!

dave_h

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Re: HD/VGA Pyprocgame -- new version on the horizon
« Reply #22 on: February 03, 2015, 01:54:57 PM »
Nice, don't be afraid to spam! keep 'em coming.

Snux

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Re: HD/VGA Pyprocgame -- new version on the horizon
« Reply #23 on: February 03, 2015, 02:31:54 PM »
Josh made fun of me for working on this.

Man, you are worse at the "ooooooh, shiny" thing than I am.  Seriously though, looking forward to what you're going to do with this :)
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MOcean

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Re: HD/VGA Pyprocgame -- new version on the horizon
« Reply #24 on: February 03, 2015, 08:27:49 PM »
Ha.  I have no idea what I'm doing with this.... or the update to panningLayer to make any kind of layer panning (including a ParticleSystemLayer) and then I made a rotating layer.  This video is a ParticleSystemLayer inside a rotating layer inside a panning layer.  Oh yeah, and attract mode and part of a game I've been toying with for... well forever now.


dave_h

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Re: HD/VGA Pyprocgame -- new version on the horizon
« Reply #25 on: February 03, 2015, 08:34:35 PM »
Actually , don't show more because it makes the want stronger  :P

What's the text like without the dots?

Spinape

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Re: HD/VGA Pyprocgame -- new version on the horizon
« Reply #26 on: February 03, 2015, 08:52:10 PM »
Nice! No why the hell did I purchase that dmd??

Rosh

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Re: HD/VGA Pyprocgame -- new version on the horizon
« Reply #27 on: February 03, 2015, 08:53:45 PM »
Josh made fun of me for working on this.  Below is an example of the particle system I've been working on for the new VGADMD framework.

You are so lucky that I have been too busy to finish up the new sound subsystem, otherwise I'd be giving you shit about playing with 'particles' rather than finishing up the asset manager splash screen, animated fonts with no border, . . .

Obviously I am joking and glad you are enjoying playing around and taking advantage of your hard work on the upgrade.  But I will be done with the sound stuff soon, so . . .


MOcean

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Re: HD/VGA Pyprocgame -- new version on the horizon
« Reply #28 on: February 03, 2015, 09:33:23 PM »
Hmm. That's the to-do list I couldn't think of when I was dorking around with the particle system. Okay. I'll get back to it.

Dave_h: this is a demo running at 224x112. Fonts look better with more dots so you can have proper separation around the font interiors. The dot effect doesn't make as much of a difference as the resolution does. 

Nelly

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Re: HD/VGA Pyprocgame -- new version on the horizon
« Reply #29 on: February 04, 2015, 08:29:52 AM »
Josh made fun of me for working on this.  Below is an example of the particle system I've been working on for the new VGADMD framework.

You are so lucky that I have been too busy to finish up the new sound subsystem, otherwise I'd be giving you shit about playing with 'particles' rather than finishing up the asset manager splash screen, animated fonts with no border, . . .

Obviously I am joking and glad you are enjoying playing around and taking advantage of your hard work on the upgrade.  But I will be done with the sound stuff soon, so . . .

Hey Josh, quit distracting him! He has more than 1 to do list ya know! :P  ;)