Thread: Re: [TuxKart-devel] Slowness - really related with Karts? (Page 2)
Status: Alpha
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sjbaker
From: Ingo R. <gr...@gm...> - 2004-09-05 23:05:53
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"Jason T. Rice" <jt...@gt...> writes: > Pardon me - I signed on early because the project seemed > interesting, but the minute you guys blew off the originator, a guy > whose name shows up at the end of 70% of the "OpenGL How To" > searches on the Flightgear lists, the Gimp lists and the OpenGL > forums, I knew I'd be wasting my time. We DID NOT 'blew him off', he just went away all by himself for no good reason. > So go ahead and flame him. We didn't start the flaming, he started complaining about every change we did without giving us a useable other way to do it. If all people agree that the old GUI needed a complete rewrite since it was basically unusable and Steve tells you that we MUST stick to current PUI, that really wasn't all that helpfull. Same with fullscreen, plib simply can't do that at the moment. With VBO Steve told us that it "wouldn't much help", well it doubled the performance. Now if Steve just started fixing issues instead of telling us that we don't need that would have been a whole lot more helpfull. > The single font texture is THE definitive way it is done. Yes. > Mail me when these guys go home. I code, model and do sound effects > -- and hate sprawling dependency lists. Sorry, but the libraries that we use are the same that are used by pretty much every second other OSS game too, so I really can't see how that should ever be much of a problem. > Mail me when these guys go home. I code, model and do sound effects > -- and hate sprawling dependency lists. How about instead helping us RIGHT NOW and making this GOTM run a success instead of just complaining and slowing all this down even more with more and more endless flaming? We need help and are happy about everything we can get. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: James G. <j....@vi...> - 2004-09-05 23:40:51
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On Sun, 2004-09-05 at 23:32, Jason T. Rice wrote: > Pardon me - I signed on early because the project seemed interesting, > but the minute you guys blew off the originator, a guy whose name shows > up at the end of 70% of the "OpenGL How To" searches on the Flightgear > lists, the Gimp lists and the OpenGL forums, I knew I'd be wasting my time. We didn't "blow him off", we just fundamentally disagreed about whether or not adding dependencies was acceptable. Despite this intractable disagreement we hoped that maybe Steve would be happy to work on the 3D stuff, which we all accept he knows far better than we do, and which is totally seperate from dependency issues. He said he didn't want to, which is his choice, and I don't hold any sort of grudge about this. But we certainly never said "we don't want you", or "we think we know better than you about 3D graphics". Quite the opposite, we have said "Steve, we don't know much about 3D graphics but you do, could you please help us?". But I just don't see how OpenGL expertise in any way makes you a better judge of whether or not adding dependencies is a good idea. Because you've brought it up again, I'll put the case forward again. No dependencies are better than dependencies, sure. But given the choice between a crap GUI and no fullscreen mode, or a nice GUI and fullscreen mode but with dependencies, or a nice GUI and fullscreen mode and no dependencies but a couple of months of extra coding, which is best? There is no right answer, but having a CV with lots of OpenGL stuff on it doesn't make your answer any more correct. > So go ahead and flame him. The single font texture is THE definitive > way it is done. Texture switching WILL kill you on an OpenGL or DirectX > system. If you don't know what it means, Google for "Texture Switching" > and I'll bet the experts point to some obscure 10 year old web page of > Steve's. That is the reason that every commercial game you pick up has > budgetted character textures into compact atlases and you never see a > character, feature, deco or terrain piece jump across multiple > textures. EVERY pro title uses a single texture font system to avoid it. As I said already, the use of ttf for in game text was a matter of what was easiest, not what is best. At some point I'll experiment to see how many FPS using ttf loses us. If it's more than maybe 5 fps or something, then I might change it back to using a bitmap font. If it's less than perhaps 5 fps, then the question is: another evening of coding or just leave it for now to focus on other more important things? > ... and to answer your question, 2 full titles on N64 - a pure OpenGL box. How does this make opinions on dependencies more valid? James |
From: Ricardo C. <ri...@ae...> - 2004-09-06 11:44:38
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Em Segunda, 6 de Setembro de 2004 01:40, o James Gregory escreveu: > On Sun, 2004-09-05 at 23:32, Jason T. Rice wrote: > > So go ahead and flame him. The single font texture is THE definitive > > way it is done. Texture switching WILL kill you on an OpenGL or DirectX > > system. If you don't know what it means, Google for "Texture Switching" > > and I'll bet the experts point to some obscure 10 year old web page of > > Steve's. That is the reason that every commercial game you pick up has > > budgetted character textures into compact atlases and you never see a > > character, feature, deco or terrain piece jump across multiple > > textures. EVERY pro title uses a single texture font system to avoid it. > > As I said already, the use of ttf for in game text was a matter of what > was easiest, not what is best. At some point I'll experiment to see how > many FPS using ttf loses us. If it's more than maybe 5 fps or something, > then I might change it back to using a bitmap font. If it's less than > perhaps 5 fps, then the question is: another evening of coding or just > leave it for now to focus on other more important things? > Okay, made a simple test where I've enabled and disabled text drawing. The difference is huge in terms of performance, more than 20 fps, in my system. It might be possible to see with some tool where it spends more time, if the rendering, converting of SDL_Surface to textures or the drawing of textures. The use of a pixmap would decrease the frame rate needed, since it'd just take the time of drawing it to screen. Cheers, Ricardo -- The error of youth is to believe that intelligence is a substitute for experience, while the error of age is to believe experience is a substitute for intelligence. -- Lyman Bryson |
From: Steve B. <sjb...@ai...> - 2004-09-05 22:54:55
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James Gregory wrote: > > The in-game text in the old TuxKart was heavily pixellated and very > ugly. Which is because it had to work on a typical card of that era - a Voodoo-1 or -2 which had a hard limit of 256x256 as the largest possible map. Given the ability to use a 1kx1k for the fonts, that problem would magically disappear. > Given that SDL_ttf was already being used for the menu screens, by > far the easiest way to fix this problem by just switching the text > drawing calls to use SDL_ttf, rather than using one thing for menu > screens and another for in-game status text. Well - don't spend too much time on it - SDL is the first thing I'll be removing when you guys finish messing around. ---------------------------- Steve Baker ------------------------- HomeEmail: <sjb...@ai...> WorkEmail: <sj...@li...> HomePage : http://www.sjbaker.org Projects : http://plib.sf.net http://tuxaqfh.sf.net http://tuxkart.sf.net http://prettypoly.sf.net -----BEGIN GEEK CODE BLOCK----- GCS d-- s:+ a+ C++++$ UL+++$ P--- L++++$ E--- W+++ N o+ K? w--- !O M- V-- PS++ PE- Y-- PGP-- t+ 5 X R+++ tv b++ DI++ D G+ e++ h--(-) r+++ y++++ -----END GEEK CODE BLOCK----- |
From: James G. <j....@vi...> - 2004-09-05 23:42:27
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On Sun, 2004-09-05 at 23:54, Steve Baker wrote: > James Gregory wrote: > > > > The in-game text in the old TuxKart was heavily pixellated and very > > ugly. > > Which is because it had to work on a typical card of that era - a > Voodoo-1 or -2 which had a hard limit of 256x256 as the largest > possible map. Sure, I never said "Oh Steve you idiot why on earth did you include such crap fonts??!?!", I simply pointed out why it had been changed. > Given the ability to use a 1kx1k for the fonts, that problem would > magically disappear. > > Given that SDL_ttf was already being used for the menu screens, by > > far the easiest way to fix this problem by just switching the text > > drawing calls to use SDL_ttf, rather than using one thing for menu > > screens and another for in-game status text. > > Well - don't spend too much time on it - SDL is the first thing I'll > be removing when you guys finish messing around. We know already. James |
From: Ricardo C. <ri...@ae...> - 2004-09-06 11:21:35
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Please, stop counter arguing the use of more dependencies. Even if it is better for the user, Steve, the maintainer, already stated that he have already experienced with that and it is a pain in the ass to maintain. So, back off and stop bitching about this. Steve, the fact that Plib doesn't support some stuff (even major like fullscreen) and even that some developers are more used to SDL and it speed ups their development, I think its reason enough for linking to this library. I just hope after the upcoming release, programmers will help porting the code to Plib, and implement in Plib what's missing. Cheers, Ricardo Em Segunda, 6 de Setembro de 2004 00:05, o Ingo Ruhnke escreveu: > "Jason T. Rice" <jt...@gt...> writes: > > Mail me when these guys go home. I code, model and do sound effects > > -- and hate sprawling dependency lists. > > Sorry, but the libraries that we use are the same that are used by > pretty much every second other OSS game too, so I really can't see how > that should ever be much of a problem. > -- Rudin's Law: If there is a wrong way to do something, most people will do it every time. Rudin's Second Law: In a crisis that forces a choice to be made among alternative courses of action, people tend to choose the worst possible course. |
From: Ingo R. <gr...@gm...> - 2004-09-06 14:22:57
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Ricardo Cruz <ri...@ae...> writes: > Please, stop counter arguing the use of more dependencies. Even if > it is better for the user, Steve, the maintainer, already stated > that he have already experienced with that and it is a pain in the > ass to maintain. So, back off and stop bitching about this. If Steve doesn't want his mailbox filled with support mails there are some simple countermessures: - remove/hide his email address from Tuxkart game itself and place instead tuxkart-users/de...@li... in some good visible place, state that all mails should go there and let the users help themself - create a static linked binary, this is basically the 'support-free' solution, if it 'just works' people won't have a reason to complain - create a good configure script that states what exactly is missing and how to get it Removing the dependencies itself and creating so a whole lot of completly unnecessary work is by far the worst solution. Beside that, as far as I see it plib is actually the part of the depency tree that is the most 'non-standard', the SDL stuff has been used by hundreds of other games without problem. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |