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 Post subject: Re: Chaotic Rage 1.0
PostPosted: Thu Dec 05, 2013 11:51 pm 
Ankle Nibbler
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Joined: Tue Sep 25, 2012 12:57 pm
Posts: 137
Location: Adelaide, Australia
Codehead wrote:
fast and smooth


That's good; I was worried most Android devices wouldn't be grunty enough, good to hear it runs okay.

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Chaotic Rage - a fast paced, shooter game that's a little odd, but still fun.


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 Post subject: Re: Chaotic Rage 1.0
PostPosted: Fri Dec 06, 2013 7:54 am 
Bibliotherapist
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Joined: Wed Nov 03, 2004 1:28 pm
Posts: 7090
Location: Wilts, Englandshire
I've got a 1st gen kindle Kindle Fire somewhere, I'll give it a spin on that.

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 Post subject: Re: Chaotic Rage 1.0
PostPosted: Fri Dec 06, 2013 11:10 am 
Ankle Nibbler
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Joined: Tue Sep 25, 2012 12:57 pm
Posts: 137
Location: Adelaide, Australia
So I've just released 1.4 final!

You can get it here:
http://www.chaoticrage.com/download

What's new? As discussed in the last few posts, Android support. Anyone who wants to test can feel free to do so using the APK on the website. You'll need to enable "External Sources" to use it as it's not in the Google Play store yet. It's not actually very playable at the moment though because I haven't implemented any controls (e.g. a virtual thumbstick).

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 Post subject: Re: Chaotic Rage 1.0
PostPosted: Fri Dec 06, 2013 11:17 pm 
Bibliotherapist
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Joined: Wed Nov 03, 2004 1:28 pm
Posts: 7090
Location: Wilts, Englandshire
Tried it on the Kindle Fire. No joy. :\ Went to a black screen once, then back to the launcher. After that it simply wouldn't start.

However, the tablet is pretty underpowered and has a custom ROM, so I wouldn't worry too much.

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 Post subject: Re: Chaotic Rage 1.0
PostPosted: Tue Dec 31, 2013 4:08 am 
Ankle Nibbler
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Joined: Tue Sep 25, 2012 12:57 pm
Posts: 137
Location: Adelaide, Australia
Just a quick note to say I released 1.5 today.

http://www.chaoticrage.com/dev_blog

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 Post subject: Re: Chaotic Rage 1.0
PostPosted: Tue Dec 31, 2013 10:59 am 
Bearer of the Golden Keyboard
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Joined: Sun Aug 05, 2012 9:32 pm
Posts: 238
works well on windows 7 tho i noticed some weird slowdown in singleplayer in round 3 and higher

Running Intel Core i5-3210 2,50Ghz
with Nvidia 630M and 4Gbs of RAM.

it seems theres no memory problem so i assume it's caused by either too much logic for every zombie or perhaps something weird with the way you send objects to render? No idea, but a crosshair would be nice :D

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 Post subject: Re: Chaotic Rage 1.0
PostPosted: Sun Jan 05, 2014 9:52 pm 
Ankle Nibbler
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Joined: Tue Sep 25, 2012 12:57 pm
Posts: 137
Location: Adelaide, Australia
Yeah I've been having a constant battle with the physics engine performance when there are many zombies, it seems to take forever to do the physics for them. I'm going to keep looking into this.

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Chaotic Rage - a fast paced, shooter game that's a little odd, but still fun.


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 Post subject: Re: Chaotic Rage 1.0
PostPosted: Mon Jan 06, 2014 12:34 pm 
Bearer of the Golden Keyboard
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Joined: Sun Aug 05, 2012 9:32 pm
Posts: 238
are all the objects in the scene physics enables? because the zombies went through some of them and were thrown around a lot after spawn. Also are u using meshes for hitTesting or primitives?

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 Post subject: Re: Chaotic Rage 1.0
PostPosted: Wed Jan 08, 2014 2:39 am 
Ankle Nibbler
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Joined: Tue Sep 25, 2012 12:57 pm
Posts: 137
Location: Adelaide, Australia
I'm using Bullet Physics for my physics.

The zombies are a kinematic object (not in the simulation) which is attached to a ghost object (in the simulation, but no dynamics). You have to do all of your hit testing yourself as part of the kinematic object code. I'm using a primitive for the object.

You can use F7 to enable physics debug, which should show what's going on. (There are others too, F5 reloads shaders, F6 releases mouse and F8 shows fps)

My profiling shows that it's raytests doe by the kinematic objects and the terrain; I've come back to this issue multiple times and tried different things each time, I'll probably try changing how I handle terrain to see if a large mesh works better than the current heightmap.

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