Day 4, and a playable game

Whew!

For a couple of days there, OpenGL was NOT my friend.

Now I need to do some level design and maybe add some of the stuff that I thought I would never be able to fit in (e.g. music).

(log in to comment)

Comments

Looking good!

I'd suggest some user-interface hint to indicate that the selection screens allow selection (just arrows on either side of the label, and maybe a title of "select [thing]".

The view when playing is a little too close to the ground - can't see where I'm going :(

I'm getting a slow frame rate (around 8 fps). Debian Linux, 3GHz dual core, pretty good ATI Radeon Xpress 200, all drivers working.

(Sometimes seemingly useful and/or harmless things are not implemented by hardware and trigger software rendering. I noticed using borders on textures did it for my system. Transfering images directly to the color buffer, as opposed to using textures, is a common culprit.)

Won't start for me, I guess some file is missing from the latest zip:
ppr@workstation:~/Desktop/vracers-0.4.21$ python run_game.pyTraceback (most recent call last):
  File "run_game.py", line 14, in 
    import profile
ImportError: No module named profile

@richard:

Thanks. Yes, arrows would be good, and they're in the spec. Just weren't a priority while the car physics was still broken...

@aerojockey:

Whoah! 8fps is not good. Several parts will be moving very slowly, since I'm stupidly using frame counts to step through the animations. I sympathise. No texture borders, and no pixmap stuff. Just about everything is display lists and vertex arrays. I'm getting ~40fps with 1.7GHz sempron, Nvidia 7100.

Since I can't reproduce the problem, I can't tell what's making it so slow. I'll have a think about it... I might add a command-line option to turn off all texures or something. Might help. But the graphics will look not so good.

@Papper:

Hmmm. I'll take that import out anyway. I was only using it to find out why preparing the map took so long. (was ~16s at one point)