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1  Games Center / WIP games, tools & toy projects / Re: Caromble! on Steam Early Access on: 2015-09-14 15:30:49
You can already test the game on Steam Early Access Smiley :

Bullet is running just fine but we only enable physics on objects that are used in the current 'area' of the game.
2  Games Center / WIP games, tools & toy projects / Re: Caromble! on Steam Early Access on: 2015-09-03 08:24:47
Thanks you all very much!
I believe we use the latest version of JBullet found on It took us quite some effort tweaking the ball behavior and collisions to get it to feel just right.
We stripped and changed so much on Ardor3D the last years that a few patches wouldn't cut it I'm afraid. However, back when we only had a few changes with respect to instancing and deferred rendering we did post our changes on the Ardor forum if I remember correctly.

Thanks again!


3  Games Center / WIP games, tools & toy projects / Caromble! on Steam Early Access on: 2015-08-30 09:09:33
Hi there!

I'm one of the five guys making up Crimson Owl Studios and I just wanted to show off of our first game (currently in Early Access): Caromble!
From Monday till Thursday we live ordinary lives as software developers at respectable companies but on Fridays we are Crimson Owl Studios - an independent one-day-a-week game studio from Utrecht, the Netherlands - developing Caromble! from our kitchen tables.

Check out our game trailer:

Also check out our Steam Early Access explanation video:

Caromble! is written in our own Java-based game engine. It relies on JBullet and a heavily modified version of Ardor3D.

If you have any questions, don’t hesitate to ask!

Peter Heil
Crimson Owl Studios
Steam page:

4  Discussions / General Discussions / Re: Blogpost about Java for Game Programming on: 2013-05-06 13:23:24
Thank you for your feedback.
What you wrote about Java and C++ in terms of performance is simply wrong, these are just prejudices.
I really didn't want to go into discussions about Java vs other programming languages -there's already enough information to find on that elsewhere. I merely wanted to help people that are (planning to) write games in Java with things I learned along the way.

Objects pooling is often inefficient since Java 1.4 except in a few very particular cases
Agreed, you only need to consider pooling objects once you have problems with garbage-collector-stutters in your game. And even then, you probably only need to implement pooling in a hand full of methods to solve these issues.

I get excellent performances without using Java 1.7 try construct.

We use the Java 1.7 try construct purely for convenience, it makes sure that once the temp object goes out of scope its gets returned to the pool (instead of manually calling pool.push()). This is especially useful when you have multiple return statements within the scope of the temp object.

What you wrote about direct NIO buffers is very incomplete, you must release the native memory they use by yourself if you don't run out of memory on the Java heap, not on the native heap, I already wrote about that in my blog. Moreover, I modified Ardor3D so that you can free the memory allocated by this kind of buffers when used in VBOs in the renderer, you can simply override the method deleteVBOs(final AbstractBufferData<?> buffer) and call it between levels for example.

Well that is all a bit out of scope of the article. The only point I was trying to make is that you need to be more careful with Directbuffers in Java than with ordinary objects; garbage collecting them will lead to stutters in your game a whole lot sooner than with normal Java objects (and they are harder to find with the Java Visual VM as well).


5  Discussions / General Discussions / Blogpost about Java for Game Programming on: 2013-05-02 07:43:45
Hi there,

I just wrote a small blog post about my experience in working with Java for game programming. It is mostly things I stumbled upon while working on Caromble! for the last few years.
Check it out:


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