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1  Game Development / Networking & Multiplayer / Make the game before or durring the multi-player code ? on: 2013-01-20 21:39:42
I am just not sure which direction to go with this. I am not sure if I should write the multiplayer code.. to connect client / server first.. using simple text.. and then build it up.. and try to make the game based off that foundation. OR should I make the game..  as if its a single player, and then add multi-player once all the game is fleshed out ?
2  Java Game APIs & Engines / OpenGL Development / Re: Open gl es descending frame rate on: 2013-01-13 21:23:45
Hi Everyone,
I am developing a 3d endless runner for the android os and I am having some very strange performance issues...
my game will initially run at 30fps on a low end device, 60fps on my higher end devices... as you continue to play the game the frame rate descends, after  only a few minutes on the low end device the game will slow to an unplayable 8-14 fps on low end devices(totaly unacceptable) and aboout 25fps on the high end device...

I am pooling all my objects and have monitored for the garbage collector, he is nowhere to be found...
The issue is in my rendering, the update cycle is using a maximum of 3-5milliseconds...
I have sampled the number of milliseconds it takes to render the scene, and each subset of objects... any list of objects is always between 0-10 objects in  length the time taken to render that list is ever increasing...

Has anyone ever experienced something like this / know of anything stupid I must be doing? it doesn't make sense to me that rendering the same scene would take ever increasing time!

Thanks for your help

here is a snippet of rendering code, it looks about the same for every object type
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if(hoops.size() > 0){
         Assets.hoopMod.bind();
         Assets.hoopTex.bind();
         for(Hoop h: hoops){
            gl.glPushMatrix();
            gl.glTranslatef(h.pos.x, h.pos.y, h.pos.z);
            gl.glPushMatrix();
           
            gl.glScalef(.5f * h.scale,.5f *  h.scale,.5f *  h.scale);
            gl.glRotatef(h.orien.x, 1, 0, 0);
            gl.glRotatef(h.orien.y, 0, 1, 0);
            gl.glRotatef(h.orien.z, 0, 0, 1);
           
            Assets.hoopMod.draw(gl.GL_TRIANGLES, 0, Assets.hoopMod.getNumVertices());
            gl.glPopMatrix();
            gl.glPopMatrix();
         }
         Assets.hoopMod.unbind();
      }


OK, maybe I am missing something here, but I see you binding both HoopMOD and HoopTexture.. but I only see you unBinding HoopMod. Running out of ram maybe ? Also, are you able to write that IF loop so that the two binds are only called once BEFORE you enter the IF loop ? This way you keep your asset overhead down. Just my observations. Hope it helps.
3  Java Game APIs & Engines / OpenGL Development / Re: LWJGL 2.8.5 on: 2013-01-13 20:49:07
Although this thread is 2 months old, I just wanted to personally say THANK YOU for this library.

You see, I am a noob coming into the JAVA world. I have ready many many threads, posts and what not where there is an APPARENT war between JOGL and LWJGL. But from a person who is barely 4 weeks into JAVA, I have seen a LOT more support for LWJGL then I have for JOGL. In fact, there are tons of video tutorials on youtube JUST for LWJGL and one of them has the slick library integration with it. JOGL had 1 set of tuts, in non-english and I had no clue what I was looking at when I watched the videos. There was no actual help for JOGL. I went to the website, and it "looked" dead, whether it is or not.

Now with this said, bottom line, Whether JOGL or LWJGL is better or not is irrelevant, I can say from a person coming into this that LWJGL has more support videos and help for us noobs that makes it above the other for this reason alone. I have been using OpenGL for years, but had no clue how to use it in JAVA.

So I wanted to say again, THANK YOU..  I would never have gotten into JAVA if it wasn't for this library.
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