Game Rendering Question

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xephox
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Game Rendering Question

Post by xephox »

So, I just happened to stumble upon this thread:
http://lwjgl.org/forum/index.php/topic,3118.0/
which talks about the performance issues the dev of this game
had with rendering his tiled map. I'm also having difficulties
rendering a tiled map and was just wondering how the dev
managed to overcome the slow rendering?

(I'm presuming the issue was solved, hence the game
being here and playing really well!) :D

I hope this doesn't bring back nightmares to the dev... :?

Cheers,
xephox
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Nitram
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Re: Game Rendering Question

Post by Nitram »

That was a really long time ago.

The problem was basically not the way how the map was rendered, rather how the internal data access was working. The Illarion Client works with a large amount of worker-threads that lead to synchronization problems when accessing the display data.
In the current development version a vertex-array renderer is used along with a vertex buffer object based render-to-texture. Also the client detects the areas on the target texture that need updating and renders only those parts. This resulted in the largest performance boost. Please be aware that we are not using the TileD map that is avaiable using this generic map editor. We are using a tile based streamed map.

In case you got further questions, I am avaiable in the IRC chat that is accessible on the homepage.

Nitram
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Estralis Seborian
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Re: Game Rendering Question

Post by Estralis Seborian »

One should note that you can review the source code of the client here:

https://github.com/Illarion-eV/Illarion-Java

You can review the resulting client here:

http://illarion.org/~nitram/downloads/i ... nload.jnlp
Flux
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Re: Game Rendering Question

Post by Flux »

<entry key="DumbMethods" value="true" />
Classic.
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