Hi !
Featured games (91)
games approved by the League of Dukes
Games in Showcase (757)
Games in Android Showcase (229)
games submitted by our members
Games in WIP (843)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
   Home   Help   Search   Login   Register   
  Show Posts
Pages: [1]
1  Game Development / Game Mechanics / Re: Shall we join effort and make ODE pure Java? on: 2004-02-20 10:38:09
I'm all for it - though after seeing the trig performance I wonder how much that will effect the overall performance?

I ran a test, and JDK1.5 seems to be twice as fast with trig (compared to 1.4)...

Still not FAST, but faster Wink
2  Java Game APIs & Engines / OpenGL Development / Re: raytracing improvement with LWJGL? on: 2003-05-30 13:11:12
Ok, remon posted a response on the CFXWeb forum...  I'll copy it here for people to see Smiley

Now, i'll reply here to the discussion on that board because i dont feel registering for yet another one Wink :

It's really odd that he complains about casts, seems like he is using an old VM and even then he should be able to get rid of most casts by writing his own primitive collection classes. I've never had casts impact performance with any of the 1.4 VMs. Maybe he is really confusing a cast with wrapping/unwrapping primitive types into objects when using the standard collections.

I'm complaining about float <-> int casts mainly, the thing is running in 1.4.1. And obviously, the other BIG benefit a C(++) based engine has is pointers, i cant do certain tricks that could speed up my inner interpolation render loop by at least 100%

I also vaguely remember someone from Sun coming here and asking whether we were affected by slowness in the current sin and cos implementations and mentioning that there may be a faster way to do them.

The trig methods arent really used during raytracing so not really an issue for me personally. I use vector dotproducts to get cos.N, no need for trig methods. The main one i have a serious problem with is Math.sqrt(d), which, as you can imagine, is called a lot, since it's used to get vector lengths amongst other things, and i cant always leave the length squared..

He mentions algorithmic differences between the applications and those could easily account for a 1:5 performance difference.

I'm afraid this isnt the case, algorithmically, the following things are different between RealStorm and my engine at this point :

- RealStorm has spatial subdivision
RealStorm uses spatial subdivision (octrees i think, possibly KD trees) for large scenes, doesnt have any impact on small scenes since our test scene doesnt qualify for a single spatial subdivision. So effect on performance in our test scene is 0%

- RealStorm has viewport scene subdivision
This is a big optimization, but again, our test scene will only benefit from this slightly, because objects are reasonably big compared to the total viewport (walls, cylinders). I'd say that once i implemented this the test scene's FPS will increase about 50-100%

- RealStorm has a different lighting model
This is a large difference, however, both systems use lookup tables during tracing, so performance wise this is no difference. It's just the way the models are calculated that is different. 0% improvement

- RealStorm has a different reflection mechanism
Again, different, but not slower. 0% improvement

- RealStorm has frustrum culling
All objects in the scene are visible, so this would actually only add overhead, 0% improvement

- RealStorm has primary ray optimization
This technique precalcs stuff that stay constant throughout a frame for entire objects, a big optimization i havent done yet. 30-80% increase i think.

So, basically, i think i can get the engine in total about 100% faster than it is now at a reasonably steady framerate. But the 1:5 factor will still be in affect, i just got a screenshot from RS running the same scene at the same resolution at 50FPS on an AMD 3000XP, if i can get within 10 on my AMD 1800XP i'll be happy, maybe 15FPS on the 3000XP is possible, we'll see. Lack of pointers, slow array access, slow field access, slow primitive type's all not helping Wink

Someone can post this on the other board if needed...



Full thing is here:
3  Java Game APIs & Engines / OpenGL Development / Re: raytracing improvement with LWJGL? on: 2003-05-30 11:14:50
Hiya  Smiley

Just to let you know that this is being discussed over at cfxweb too:

I think the casting problem comes when trying to get the image (constructed out of floats) back into the BufferedImage...

JDK 1.4 did introduce DataBufferFloat, but unfortunately, FloatDoubleColorModel has remained in the JAI library Sad

I think that's the problem anyway...  Hehe, I guess Remon will pop here when he sees the link at CFXWeb, and explain better than I can Wink  I have to say, I am impressed with the speed he is getting at the moment...  Can't wait to see the new version of his applet with the interpolation switched on Smiley


[edit] Also, a float version of the Math library would be cool Wink
4  Discussions / General Discussions / Java Applet Coding Contest #7 on: 2003-03-10 07:18:32 has resumed the JACC!  This time, it's round 7, and " Every challenger has to write an applet that has a animated representation of a set of particles. Valid entries could contain: stars, galaxies, molecules, fire, volcanoes, a life form, leaves, or whatever you imagine fits this theme."

Basically, to enter, it's an applet from 256x256 up to 512x512, which can be interactive (or not), using any JVM up to the current public release from Sun.  (no Java3d yet, until it becomes part of the standard jvm  Wink)

Take a look here and get yur entries cooking Smiley


PS:  There's no prize...(hehe -- that's becoming a tradition), but if anyone fancies donating a prize, I'm sure it will be gratefully recieved by the winner  Grin
5  Discussions / General Discussions / Re: Contest ? on: 2003-02-14 10:35:49
We could do what we did over on cfxweb with the 4k contest:

Release 2 lots of source, the un-obfuscated source, and the obfuscated source (with obfuscation technique), I think CFXweb also specified which obfuscator you had to use...

I'll be watching tho, to see what rules are decided on :-)  Hope I get time to write something Smiley
Pages: [1]
EgonOlsen (40 views)
2018-06-10 19:43:48

EgonOlsen (21 views)
2018-06-10 19:43:44

EgonOlsen (42 views)
2018-06-10 19:43:20

DesertCoockie (188 views)
2018-05-13 18:23:11

nelsongames (123 views)
2018-04-24 18:15:36

nelsongames (122 views)
2018-04-24 18:14:32

ivj94 (862 views)
2018-03-24 14:47:39

ivj94 (123 views)
2018-03-24 14:46:31

ivj94 (759 views)
2018-03-24 14:43:53

Solater (140 views)
2018-03-17 05:04:08
Java Gaming Resources
by philfrei
2017-12-05 19:38:37

Java Gaming Resources
by philfrei
2017-12-05 19:37:39

Java Gaming Resources
by philfrei
2017-12-05 19:36:10

Java Gaming Resources
by philfrei
2017-12-05 19:33:10

List of Learning Resources
by elect
2017-03-13 14:05:44

List of Learning Resources
by elect
2017-03-13 14:04:45

SF/X Libraries
by philfrei
2017-03-02 08:45:19

SF/X Libraries
by philfrei
2017-03-02 08:44:05 is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!