Well, if that's true for everyone else, that will make for a good speed increase, as I won't have to do any of the trig for camera rotation!
...And what do you mean Herman? These are the small asteroids ;)
Well, Greenfoot and java was never suposed to be used like this, so its going to have to struggle to get good speed. I'm working on boosting it. Right now it works fine for me, maybe your computer runs slower? Whats your stats (RAM, proccessing speed, #proccesors, ect...)
Right now i am completely re-writing the engine. Right now when it says rendering 600 triangles, that means its calculating 1800 vertices, 3 for each triangle. But with the new engine it will only calculate 900 or so, and will be able to handle polygons with more than 3 sides
Also in the final version there will be an option of using low(er) polygon models and/or using wire frame to boost speed.
No problems with lag from this end - this is with a fairly low spec laptop (1GB RAM, Turion dual core something or other - definitely nothing special.)
Cool ... ! Can't wait for the finished game.
Some inputs: When banking left/right, the X-wing nose would be better if pointing outward like when climb-up/dive-down (the relative movement to the asteroids seem a little bit odd when banking left/right, it's like the X-wing is drifting "up" instead of move forward to the nose heading).
You know, i was refraining from doing that before, because it means i need to add another axis of rotation, and do a lot more trigonometry. But now i know that the trigonometry is NOT what is restricting the speed. Its the drawing of polygons. Greenfoot can literally not draw 1200 polygons and still get good frame rate.
So, yeah. I'll see what I can do :)
A new version of this scenario was uploaded on Tue Jun 16 20:19:29 UTC 2009
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