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Oh, thank you, it works now. 
I usually run games that I didn't compile myself as another user logged in a terminal window, for security, so I can't double-click.

Just as I suspected, the game feels great and I managed to explore a bit and kill some vermin. However, it takes 95% of my CPU, both cores (puny P6100 @ 2.00GHz) even when idle and the lag when moving is noticeable. The log reports "frames  4" and it seems to save the world each move. The slowness may be related to

libGL error: failed to open drm device: Permission denied
libGL error: failed to load driver: r600

which may be due to the gaming user not having enough permissions. I will test a Windows version this or next week, which may be faster, because I can run it with full permissions, because my Windows machine has no files I care about. Keep up the great work!

Glad that you got it to work. If you wish,  running `./robinson.jar` from the command line should also work.


Thanks again for detailed responses. While it may be possible to make the saving code more efficient, I agree with you that the majority of the slowdown is likely due to lack of hardware accelerated rendering. What I suspect is that a software rendering fallback may be consuming cpu cycles as we have similarly powered systems. Mine is an old Athlon II.

Nope, I'm getting


honeycomb@bratek:~/robinson-linux-x64-2018.12.08-21.11.52-a7fdcf0$ ./robinson.jar ./robinson.jar: line 1: syntax error near unexpected token `)'
./robinson.jar: line 1: `:;exec $dirname $0)/bin/java -Xdebug -XX:-OmitStackTraceInFastThrow -XX:MaxGCPauseMillis=20 -Dhttps.protocols=TLSv1 -Drobinson.version=0.0.1-SNAPSHOT -jar $0 "$@"'

I was being silly with the permissions of the gaming user: it was enough to add him to the 'video' group and now I get "frames 29", though total CPU usage when the game is idle is still quite high: 70%. Anyway, I don't need to to move to Windows, which is a happy turn of events. :)