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1  Java Game APIs & Engines / OpenGL Development / Re: LWJGL 3 VAO Rendering (Performance Optimizations?) on: 2020-02-16 18:30:30
Ok thx

Do you have Discord and I can ask you questions if i had one?


Yeah Guerra24#9300, as long I'm online you can ask me anything.
2  Java Game APIs & Engines / OpenGL Development / Re: LWJGL 3 VAO Rendering (Performance Optimizations?) on: 2020-02-16 16:32:17
Ok thanks but why all examples use a buffer when its possible to use a float array directly?

That depends on what are you using to load meshes, usually they are already in *Buffer form and because the performance depends on the JVM if it supports critical natives but since this is a load method and is expected to not run as much you can justify the performance hit. But that's up to you.

And another questions is: How big should I make the buffer?
Because I test it and currently I use 1000 * (count of X, Y, Z, R, G, B, A, U, V) = 9000 [9000 * 4 Bytes -> Float -> 36000]

I test it with higher values but then the fps are 500 and with 1000 i have 1600 fps

You don't need to keep the buffer allocated during the execution, you can allocate the buffer in setVertices with size vertices.length, upload the data to OpenGL and then free it. (or pass the array directly)

This is also a bit of memory optimization because you can create a mesh with a single triangle but the buffer is way too large for it so you're wasting both ram and vram (in the example).

Performance-wise it depends on the driver and gpu, and how it treats buffer that are larger than the requested vertex count so it can vary quite a bit. You should keep them at the same size of the input data.
3  Java Game APIs & Engines / OpenGL Development / Re: LWJGL 3 VAO Rendering (Performance Optimizations?) on: 2020-02-11 15:46:18
There are some small changes.

Line 17, new allocated buffers doesn't need to be flipped.

Line 52, OpenGL methods accept direct array reference so you can remove the FloatBuffer entirely and pass the array into glBufferData.

Line 76, you're defeating the entire purpose of vaos, glEnableVertexAttribArray state is preserved in the vao so ideally you should enable them once when you create the vao (line 26) and in the render just bind the vao.
4  Discussions / Miscellaneous Topics / Re: What I did today on: 2020-01-27 03:42:09
Implemented Area Lights using the SIGGRAPH 2016 paper Real-Time Polygonal-Light Shading with Linearly Transformed Cosines, the same one that @KaiHH used a while back. It took longer than expected but the results are quite nice.


5  Discussions / Miscellaneous Topics / Re: What I did today on: 2019-10-18 04:37:59
Hey! I'm back, this time working with @orange451. After spending hours investigating and debugging a problem that in the end simply the context wasn't the correct one when certain code ran I continued my task of integrating the rendering code into the ECS and finally finished the dynamic sky.

Click to Play

6  Discussions / Miscellaneous Topics / Re: What I did today on: 2019-07-17 08:08:31
After my 3-month break I'm back with improved contact shadows, this time is an hybrid ray-march instead of a pure ray-tracer.







Still needs improvements but it's way better than the previous one.
7  Discussions / Miscellaneous Topics / Re: What I did today on: 2019-04-02 03:23:46
Implemented TAA /w Jitter. Motion vectors are used but need to be implemented as a GBuffer texture instead of calculating them in the TAA pass.

8  Discussions / Miscellaneous Topics / Re: What I did today on: 2019-02-26 02:10:18
Not today but in the past days...

Got (finally) done the new Deferred Pipeline, the next image resumes it pretty well. In my defense, the code in the left is 2 years old.



Got some bugs fixed in the LWJGLX/debug project Smiley

And updated my oldest prototype, and wrote JGO in it with snow blocks.



With this I set myself a challenge to get that prototype, at least, to the point it was before I stopped working on it.
9  Discussions / Miscellaneous Topics / Re: What I did today on: 2018-11-06 09:30:52
Experimenting with screen-space contact shadows Smiley

CS


CS + Shadow Maps






Contact shadows only.



Still not finished but works.
10  Discussions / Miscellaneous Topics / Re: What I did today on: 2018-04-25 01:50:47
I've been thinking about making a X11 WM in Java and yesterday finally got into it and today got it working into a somewhat usable state.



It uses a combination of native X11 and GLFW, all window decorations are rendered using NanoVG. Also going to work on a compositor because I want to do some fancy stuff. People who has seen previous replies may see similarity, that's because it uses the same UI system and going to use the same compositor as the game engine I've shown.
11  Discussions / Miscellaneous Topics / Re: What I did today on: 2018-04-09 08:21:18
So... today I successfully ported my first game to Light Engine, took a while and some stuff is broken(physics) but it works. The Light Engine base code was from that game, although the api remain mostly the same since my last commit which made it a very straightforward process (mostly package renaming) but I had to made some changes to the engine to make it work with the old rendering system. I found out that having a somewhat large abstraction layer made it easier because the game specific code is not affected by changes to the engine, even with the changes to the threading system (in my other reply) it work without issues.
12  Discussions / Miscellaneous Topics / Re: What I did today on: 2018-04-02 08:30:24
Started porting the engine to OpenGL ES, implemented a simple abstraction layer to use the same code regardless of the api and got the ui and resource loader fully working. Also changed the compositor rendering, instead of a double-buffer effect accumulator now uses per-effect buffer, this fixes issues with effect passes not working correctly.

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13  Discussions / Miscellaneous Topics / Re: What I did today on: 2018-03-29 05:24:26
Rewrote the threading system from scratch with new 2-2 threads (main - background, render - background) and 2 extra when more control is need over the task. It became unstable as hell because some code doesn't like the thread where it runs now, the good side is that there is little to no input lag and assets can be loaded in the background.
14  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-12-22 09:37:06
Implemented reversed depth and infinite far plane.

<a href="http://www.youtube.com/v/CPSJlK_OTwg?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/CPSJlK_OTwg?version=3&amp;hl=en_US&amp;start=</a>

Details:

- 5 square kilometers.
- 1M triangles, 4 * 1024 shadow maps, Volumetric light and clouds, PBR, FXAA, SSAO, Dynamic skydome.
- No frustum/occlusion culling.
- On a GTX 750Ti.
15  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-11-29 08:57:37
Implemented 3D Volumetric Light by raytracing the scene and calculating the volume using the shadow map.

Click to Play


Volume only. It's rendered at half-res + gaussian blur(also at half-res).

Click to Play
16  Java Game APIs & Engines / OpenGL Development / Re: Shadow Map to an Ortographic View on: 2017-09-21 01:16:52
I'm considering the distance 100 in the example with the values cited before. But according with the scene size I think this values must change... How to get this values?

Also, I've noted a lot the increase/decrease of quality according with the ortographic matrix and I want avoid it to get always the same result in smaller and bigger scenes.

Most, if not all game engines use a fixed value for the shadow distance because calculating these per scene basis will give very bad consistency, small scenes will have sharp shadows and bigger ones soft because the resolution is not the correct for each ortho matrix.

The most performance/quality method is to use cascaded shadow maps, they work by rendering the scene multiple times using multiple ortho matrix (from small to big size).

17  Java Game APIs & Engines / OpenGL Development / Re: Shadow Map to an Ortographic View on: 2017-09-20 03:31:18
My question is: there is a way to compute this ortho matrix based on my current camera properties?

What do you mean? The position of the camera that is used to generate the shadow?
18  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-08-29 05:28:50
With the new 3D compositor now I can do fancy things with the windows because they are in 3D space, today I've implemented new window animations and modified the blur effect to work in 3D.

Click to Play
19  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-08-28 02:23:41
Finally implemented a 3D compositor.

Click to Play
20  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-07-15 03:05:44
Create a custom taskbar.

Click to Play
21  Discussions / Miscellaneous Topics / Re: What I drew today on: 2017-06-28 04:54:09
WIP Project, testing the Principled BSDF shader.

22  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-06-25 08:14:08
Implementing "cached assets", added dropdown and tweaked editbox.

Click to Play
23  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-06-18 06:04:34
Window animations, created by moving (and scaling) the window itself instead of doing it in the compositor because a technical limitation in my implementation.

Click to Play
24  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-06-11 01:48:59
Start implementing resizable components, first one is the scroll area. It works but the elements lag behind.

Click to Play
25  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-05-30 06:13:14
Implemented spotlight shadow mapping.

26  Discussions / Miscellaneous Topics / Re: What I drew today on: 2017-05-14 04:36:39
Oh! I'm going to spam some of my renders here Grin. Starting with this.

27  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-05-09 05:35:35
Implemented Assimp Cheesy, testing it with the Sponza model.



.
28  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-05-04 23:02:55
Finished the taskbar implementation, reworked how maximized windows render decorations and implemented title bar double-click to maximize.

<a href="http://www.youtube.com/v/4xwG-4oTOeY?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/4xwG-4oTOeY?version=3&amp;hl=en_US&amp;start=</a>
29  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-05-03 03:24:59
Implemented a simple taskbar.
Click to Play
30  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-04-28 06:21:37
Improved slider, added scrollbar size, started working on the layout system and reworked the title bars to use the layout system.
Click to Play
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