Assault Tactics [Beta]

The Partridge Family were neither partridges nor a family. Discuss.
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npissoawsome
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Re: Assault Tactics [Beta] (now w/ full project folder)

Post by npissoawsome » June 8th, 2012, 5:31 pm

Hmm... I downloaded the source attached, and tried to build it I got this error:

Code: Select all

Unhandled exception at 0x01107508 in Chili DirectX Framework.exe: 0xC0000005: Access violation writing location 0x06629ab8.
on line 362 in D3DGraphics.cpp

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LuX
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Re: Assault Tactics [Beta] (now w/ full project folder)

Post by LuX » June 8th, 2012, 6:14 pm

It's pointing to PutPixel (Ctrl + G = Search by line).
Unless you messed with any of the numbers that actually shouldn't happen.
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npissoawsome
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Re: Assault Tactics [Beta] (now w/ full project folder)

Post by npissoawsome » June 8th, 2012, 7:39 pm

LuX wrote:It's pointing to PutPixel (Ctrl + G = Search by line).
Unless you messed with any of the numbers that actually shouldn't happen.
I never edited anything :/

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LuX
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Re: Assault Tactics [Beta] (now w/ full project folder)

Post by LuX » June 16th, 2012, 7:42 pm

New sight check test... :lol:
Awesome!
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NewSightTest.png
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chili
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Re: Assault Tactics [Beta]

Post by chili » June 16th, 2012, 11:57 pm

That just looks badass. You wanna know a simple change that might give you a good boost? Go into properties -> C++ -> code generation and change the floating point model to fast. ;) With your old version that one change almost doubled the framerate. You won't get such a drastic improvement with this version, but it's a good optimization none the less.
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LuX
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Re: Assault Tactics [Beta]

Post by LuX » June 17th, 2012, 12:14 am

Yeah it took off two mille seconds. I made this small house full of boxes and stuff which made it go up to 7-8 ms, this trick set it down to 5-6. This new way to calculate uses almost only ints so I don't know if it will affect them too much. Funny thing is that now drawing the tiles is the one taking most of the time. A basic map with now objects takes about 4 ms. With object it's a couple of ms more.
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LuX
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Re: Assault Tactics [Beta]

Post by LuX » June 17th, 2012, 12:33 am

Anyways, here's the new sight test map. Right now it's hand coded, using a geometrical calculator obviously, but for later purposes I need to make some kind of a map editor.

So yeah, it's just a test right now, not that it has anything interesting on it, other than a haunted mansion. Spooky. You can enable random junk by uncommenting the random junk stuff at the top of the code above the house code.

For now I made square, diamond, circle and triangle objects all with working sight check and collision, except the triangle which in some cases has a messed collision, needs to be revised...
Assault [0.5].rar
(63.77 KiB) Downloaded 199 times
And here's the map, if you get confused... :lol:
HouseBase.png
(15.56 KiB) Downloaded 193 times
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