ID:104647
 
Keywords: game, maze, testing
I've been bored and made very simple maze game. Currently it has only one level, but if there will be any interest I'll add more levels.

It uses dynamic lighting, meaning you won't see whole maze, it makes maze quite a challenge, though first maze is pretty easy.






Hub: http://www.byond.com/games/Ripiz/TheMaze
Pretty cool.
It plays extremely slow for me. I think it has something to do with the lighting system.
FYI: Pretty much unplayable on my semi-decent system. My CPU is at 50% while moving. Tried to do some video card profiling but I couldn't find anything useful.
It was somewhat slow for me.. Though, I think it was really awesome. Work more on it! Oh man, this would be trippy.. If it was more fluid.

Imagine adding some creatures in it, and some other "tools".. Like types of lights, turning the lights off to avoid being seen, etc. I dunno, makes me want to make something like this... Haha. I think you could manage to make it creepy :D
Please keep in mind, keypress only turns light, if it's not facing that direction, and won't move. Maybe some of you mistaken that with lag?
But generally yes, it is slow.

Chidori123 wrote:
It was somewhat slow for me..
It has to update a lot of objects, so yes, it is slow. I guess I could lower amount of objects, but shadowing quality would be lower quality too.

Imagine adding some creatures in it, and some other "tools"..
I'll think about it, but need optimizations first.

PopLava wrote:
Tried to do some video card profiling but I couldn't find anything useful.
Dream Seeker possibly uses hardware to render objects, but it cannot be used for lighting, or in some other way. So I have to use CPU to update ~6000 objects every step.
Ripiz wrote:
Please keep in mind, keypress only turns light, if it's not facing that direction, and won't move. Maybe some of you mistaken that with lag?

I'm just holding down the right arrow button and it takes a few seconds between tile movements.
Few seconds? Weird... According to profiling it's less than 0.2 seconds per step on my system. I have only 2.13 GHz processor.
Only 0.2? It takes me 3 seconds to move 1 tile.
What are your computer's specs?
Ripiz wrote:
What are your computer's specs?

dual geforce 8800
3g ram
Intel 2ghs

I think Kai has the slowest computer on the planet though. ;P
I have single GeForce 8800, 4GB RAM and Intel Dual Core 2.13GHz (E6400). Our PCs are similar so there shouldn't be such difference 0.o
Ripiz wrote:
So I have to use CPU to update ~6000 objects every step.

Wait... what? Why? O_o
I see how this effect could be useful, but for this application you'd get the same effect (and much better performance) from using the built in opacity variable to limit the player's sight.
Forum_account
Effect won't be similar even if I set icon-size to 8 to match my current size. Opacity also has only fully visible or fully invisible option, AND it doesn't do different angles than 45 degree multiplier.

C_Dawg_S
To set correct shade depending on amount of light received.
PopLava wrote:
Ripiz wrote:
What are your computer's specs?

dual geforce 8800
3g ram
Intel 2ghs

I think Kai has the slowest computer on the planet though. ;P

My computer sucks either way. :P

Ripiz wrote:
Effect won't be similar even if I set icon-size to 8 to match my current size. Opacity also has only fully visible or fully invisible option, AND it doesn't do different angles than 45 degree multiplier.

For the corridor environment in the game the effect will be similar enough. The purpose of the shadows is to limit what you can see. The quality of the shadows doesn't improve the gameplay.

If you want nicer looking shadows I suggest doing something like this. That way you have one object per turf to represent the lighting so you don't need to update as many objects.
It looks similar to what I use, except D4RK3 54B3R uses 32x32 blended dark shades, and I use 8x8 unblended shades
Right, and that means you can use one 32x32 icon per turf instead of 16 8x8 icons. Instead of updating ~6400 objects for a 20x20 view you'd update ~400 objects.
I update only what's in lights reach, not everything. My objects are actually on map, not players screen.

proc/gUpdateLighting()
spawn()
for(var/light/L in lights)
for(var/lighting_sub/O in oview(L.distance + 1, L))
O.Update()
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