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It turns out that it has something to do with the optimisation during compilation. I have created a new version for debugging and it starts every time without problems.

FPS around 112 now.

I have attached the test project with the debug version of runtime.

Thomas
 

Attachments

  • plattform_character.zip
    13.9 MB · Views: 172
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Sorry for the miss-message, but unfortunately the application is still not working reliably. Yesterday it worked every time, today again only sporadically.

It start, the function _ready() of scene is called, but the function _process(delta) never called, the program stops without an error.

Thomas

gdb shows a message "received signal SIGPIPE, Broken pipe", the backtrace is:
Code:
#0  __libc_do_syscall () at ../sysdeps/unix/sysv/linux/arm/libc-do-syscall.S:47
#1  0xb6cf0370 in __libc_write (nbytes=1, buf=0xb2ffabd3, fd=9) at ../sysdeps/unix/sysv/linux/write.c:26
#2  __libc_write (fd=9, buf=0xb2ffabd3, nbytes=1) at ../sysdeps/unix/sysv/linux/write.c:24
#3  0xb3463556 in pa_write () from /usr/lib/arm-linux-gnueabihf/pulseaudio/libpulsecommon-12.2.so
#4  0xb34c7516 in pa_mainloop_wakeup () from /lib/arm-linux-gnueabihf/libpulse.so.0
#5  0xb34c760a in ?? () from /lib/arm-linux-gnueabihf/libpulse.so.0
Backtrace stopped: previous frame identical to this frame (corrupt stack?)
I have no idea what that means.

But i got message before:
Code:
/lib/arm-linux-gnueabihf/libasound.so.2: undefined symbol: snd_dlpath
/lib/arm-linux-gnueabihf/libasound.so.2: undefined symbol: snd_config_add_before
/lib/arm-linux-gnueabihf/libasound.so.2: undefined symbol: snd_config_add_after
/lib/arm-linux-gnueabihf/libasound.so.2: undefined symbol: snd_config_is_array
/lib/arm-linux-gnueabihf/libasound.so.2: undefined symbol: snd_mixer_selem_id_parse
/lib/arm-linux-gnueabihf/libpulse.so.0: undefined symbol: pa_threaded_mainloop_once_unlocked
/lib/arm-linux-gnueabihf/libpulse.so.0: undefined symbol: pa_thread_make_realtime
Does anyone have any idea what is going on with these symbols that have not been found. Unfortunately, I haven't found anything suitable on the net yet.
 
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Crikey?

The use of the audio device PulseAudio seems to be the problem, you can switch to ALSA with the parameter "--audio-driver ALSA".

Replace in file "run.sh" last line "./gd3run --print-fps ./" with "./gd3run --audio-driver ALSA ./"

In today's tests it worked without crashing, but I need to test it more with audio.

Thomas
 
Ok, i packed my first dbp package, but i have to zip it, because ".dbp" is not allowed, only ".dpb" :D

This example is the 2D platformer demo from the Godot demo pack, normally with music and sound, but unfortunately on Pyra without sound.

It runs with 120-130 FPS.

Next step is getting audio working.

Thomas
 

Attachments

  • Plattformer2D.zip
    17.8 MB · Views: 176
It seems that my volume was set so low that even with the knob turned all the way up I couldn't hear anything and therefore thought there was no sound in the game.

But after further testing, the audio part is the problem. Also with ALSA the program stops, only much later, so that it is playable for a few seconds / minutes. Only if you use "--audio-driver dummy" the game runs without interruption.

In fullscreen there are approx. 55-60 FPS.

Thomas
 
Ok, some progress.

After changing one parameter in the Godot project configuration, changing the audio latency from 15 to 50, the ALSA output has been working for hours. I hope it is stable now.

I deactivated the audio driver PulseAudio, added new key inputs for jump (Button X) and fire (Button B) and packed it as a Godot package inside of a dbp package.

Added to repo: Godot Plattform2D sample
 
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Ok, some progress.

After changing one parameter in the Godot project configuration, changing the audio latency from 15 to 50, the ALSA output has been working for hours. I hope it is stable now.

I deactivated the audio driver PulseAudio, added new key inputs for jump (Button X) and fire (Button B) and packed it as a Godot package inside of a dbp package.

Added to repo: Godot Plattform2D sample
Yep, works fine. Smooth and all. Well done :)
 
Ok, some progress.

After changing one parameter in the Godot project configuration, changing the audio latency from 15 to 50, the ALSA output has been working for hours. I hope it is stable now.

I deactivated the audio driver PulseAudio, added new key inputs for jump (Button X) and fire (Button B) and packed it as a Godot package inside of a dbp package.

Added to repo: Godot Plattform2D sample
Nice work! :)
 
Bad news. It works for some projects, but I found a nice project where I get the same effect.

The new game is more complex in the graphics output, so it will probably be related to the timing in the thread for the audio and the graphics output.
I need to find out the reason, but that will probably be beyond my abilities.

Thomas
 
I added a quick-and-dirty signal handler and now Godot no longer aborts when the signal is triggered.

I can see that the signal is intercepted, it seems to be working.

Updated package and add the godot runtime.

Thomas
 

Attachments

  • godot.x11.opt.zip
    11.2 MB · Views: 176
Hey folks, can anyone run this simple GD project on a Pyra?
It should hopefully run nicely. Also what would be the normal steps to prep a Godot game to run on Pyra (I don't have one. xD)

Obviously there's PandoraPanic! too, but it's still quite early days, but could be interesting to see if someone could try it out!
 
SolarSystemGD runs with 60 FPS.

PandoraPanicGD has erros on loading
Code:
ERROR: poll: res://StatusScreen/Life/Life.tscn:4 - Parse Error: [ext_resource] referenced nonexistent resource at: res://StatusScreen/Life/pp_life_lost.png
ERROR: poll: res://StatusScreen/LifeBar/LifeBar.tscn:4 - Parse Error: [ext_resource] referenced nonexistent resource at: res://StatusScreen/Life/Life.tscn
ERROR: poll: res://StatusScreen/StatusScreen.tscn:4 - Parse Error: [ext_resource] referenced nonexistent resource at: res://StatusScreen/LifeBar/LifeBar.tscn
SCRIPT ERROR: GDScript::reload: Parse Error: Can't preload resource at path: res://StatusScreen/StatusScreen.tscn
ERROR: poll: res://Title/Title.tscn:3 - Parse Error: [ext_resource] referenced nonexistent resource at: res://Title/PandoraPanic_Title.ogg
And some memory leaks at shutdown
Code:
WARNING: cleanup: ObjectDB instances leaked at exit (run with --verbose for details).
   At: core/object.cpp:2132.
Leaked instance: Node:1144 - Node name: Resolution
Leaked instance: World:1130 - Resource path:
Leaked instance: GDScript:1141 - Resource path: res://Utils/SceneManager.gd
Leaked instance: World2D:1127 - Resource path:
Leaked instance: GDScript:1145 - Resource path: res://Utils/Cheevos.gd
Leaked instance: Image:1158 - Resource path:
Leaked instance: RandomNumberGenerator:1140
Leaked instance: Node:1142 - Node name: SceneManager
Leaked instance: Environment:1135 - Resource path: res://default_env.tres
Leaked instance: GDScriptNativeClass:579
Leaked instance: BulletPhysicsDirectSpaceState:1131
Leaked instance: GDScript:1138 - Resource path: res://Utils/Random.gd
Leaked instance: ProceduralSky:1134 - Resource path: res://default_env.tres::1
Leaked instance: Node:1139 - Node name: Random
Leaked instance: Node:1137 - Node name: Global
Leaked instance: GDScript:1136 - Resource path: res://Global.gd
Leaked instance: Node:1146 - Node name: Cheevos
Leaked instance: Physics2DDirectSpaceStateSW:1128
Leaked instance: ViewportTexture:1129 - Resource path:
Leaked instance: GDScript:1143 - Resource path: res://Utils/Resolution.gd
Leaked instance: MultiplayerAPI:1132
Leaked instance: Viewport:1126 - Node name: root
Leaked instance: SceneTree:1125
Hint: Leaked instances typically happen when nodes are removed from the scene tree (with `remove_child()`) but not freed (with `free()` or `queue_free()`).

The files are there and can be displayed or played on the pyra desktop. I had similar errors in other projects, could not find the reasons.

Thomas
 
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Maybe the size of the texture? The Pandora can only handle 2048x2048 max. Also, size needs to be a power of two if using mipmap.
 
After importing into editor, got many messages about missing files in folder ".import", those files are not on github.

I have exported the game into a packed file and with this PandoraPanicGD starts, music is playing.

Intro scene has only around 8-12 FPS.
The scene with castle as background has about 140 FPS. On movements the is no transparency, the purple background is visisble. Nice cloud shadows.

Thomas
 
After importing into editor, got many messages about missing files in folder ".import", those files are not on github.

I have exported the game into a packed file and with this PandoraPanicGD starts, music is playing.

Intro scene has only around 8-12 FPS.
The scene with castle as background has about 140 FPS. On movements the is no transparency, the purple background is visisble. Nice cloud shadows.

Thomas

Thanks for the further testing!
  • I can adjust particles and such for better performance.
  • The Arena game is very nice, but I have not yet converted all of the colourkeyed assets to real transparency, so this is a known issue at this point.
  • I'll try and investigate what's going on with those .import files and I can ask in a Godot group about the errors in general.
An aside, could the runtime work on Pandora?
 
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