Search found 9 matches
- Fri Jan 18, 2008 11:29 pm
- Forum: Porting to other platforms
- Topic: Porting to Java
- Replies: 14
- Views: 36142
If you're going to do that much work, redesign it so it is a bit more flexible. Thanks for comment. I was thinking about this... Things I miss in (E)Oolite are: To some degree persistent game world. If you or other trader have dropped stuff at the station, then selling prices will be lower for the ...
- Thu Jan 17, 2008 10:25 pm
- Forum: Porting to other platforms
- Topic: Porting to Java
- Replies: 14
- Views: 36142
Thanks for comment. Actually my plan is not to create a good game, but rather to get myself used to jMonkey/Java3D. I can't create my own game assets, no skills/talents :| So creating a fresh new game is not an option. Currently I'm not interested in sound, so a cosmo-sim appears to be a good choice...
- Thu Jan 17, 2008 8:16 pm
- Forum: Porting to other platforms
- Topic: Porting to Java
- Replies: 14
- Views: 36142
Porting to Java
The main idea to completely rewrite Oolite in Java using jMonkey game engine. http://www.jmonkeyengine.com/ The game engine, physics (yeah, inertia, better explosions, deformations etc), input handling and lots of other routine is already written. The only effort is needed to assemble all components...
- Mon Dec 31, 2007 2:42 pm
- Forum: Testing and Bug reports
- Topic: Memory leak in version 1.70
- Replies: 15
- Views: 8411
Oolite 1.69 Config is the same (see first post). Memory leaks when you fight others, usual limit is about 7-10 crafts. This happens only in dogfight (bomb can kill 40 without significant slowdown). If you do not encounter any craft (go 40 degree sideways from main route), then you may play for hour ...
- Wed Dec 12, 2007 11:47 pm
- Forum: Testing and Bug reports
- Topic: Memory leak in version 1.70
- Replies: 15
- Views: 8411
- Wed Dec 12, 2007 8:06 pm
- Forum: Testing and Bug reports
- Topic: Memory leak in version 1.70
- Replies: 15
- Views: 8411
Re: Memory leak in version 1.70
but in short, memory is reclaimed after scripts are run, not during the running, which is OK because they can’t loop or recurse – except through bugs in the game. Probably that makes debugging a lot harder... Anyway, I think there should be a limit on memory to use, allocating and deallocating in l...
- Tue Dec 11, 2007 11:03 pm
- Forum: Testing and Bug reports
- Topic: Memory leak in version 1.70
- Replies: 15
- Views: 8411
Re: Memory leak in version 1.70
No, with the latest drivers for WinXP home I can't get shader's on. Funny thing, Intel proposes this chip for Vista (that "capable" buzzword). I'm not sure the customers will be happy with such config... While testing I've got that freeze again while selecting saved game profile. Same symp...
- Tue Dec 11, 2007 10:45 pm
- Forum: Testing and Bug reports
- Topic: Memory leak in version 1.70
- Replies: 15
- Views: 8411
Re: Memory leak in version 1.70
but not been able to reproduce them Same problem on Athlon XP, GeForce 6800GT, WinXP Home SP2, 512Mb RAM. I've played for 2 hours now, the game has crashed only once, this is acceptable =) If the situation is not recoverable, it could be that a script or AI is stuck in infinite recursion. I’ve foun...
- Tue Dec 11, 2007 6:07 pm
- Forum: Testing and Bug reports
- Topic: Memory leak in version 1.70
- Replies: 15
- Views: 8411
Memory leak in version 1.70
Yesterday I've tried the latest development version. Sometimes when you enter the hyperspace (key h), the game freezes and begins allocating memory in large chunks. Within 20 seconds up to 1.5Gb of used memory is shown in process monitor(system's total), while the usage of oolite.exe remains at 70Mb...