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 on: 2015-08-28 14:27:48 
Started by elect - Last post by kappa
One thing to keep in mind is that Bullet3 is still pretty much experimental (under heavy development) and depends on OpenCL.

OpenCL support and drivers are still not very widespread and judging by current trends its not looking like it'll get much better any time soon (both OpenGL compute and Vulkan seem like much better bets atm). Therefore any application using Bullet3 (in its current form) will only really be usable by a small and niche target audience unlike Bullet2 which works well for the mass market.

Its a big undertaking to port and maintain a C++ code base (especially a fast moving one like Bullet3) to Java, so you should consider your options carefully (like whether to go for making a binding instead of porting).

 on: 2015-08-28 14:15:06 
Started by Archive - Last post by Archive
Big GC pauses are caused by having a huge heap and a lot of garbage objects being generated.
Like i said, im pretty sure it is not GC

 on: 2015-08-28 14:00:54 
Started by elect - Last post by KaiHH
You know, Kai, actually I was thinking if we can rely on joml... it'd be cool, what do you think?
I don't know what requirements a physics engine like bullet has regarding math.
I'd suggest you take one or two weeks digging inside bullet's sources, playing with a native bullet build for a while to get a feeling, and then see if JOML can help you with anything.
You see, JOML is geared towards transformation calculations for OpenGL rendering. Not towards a physics library.
So I reckon you have to write most algorithms and data structures by hand anyways. Of course, there are basic data structures you always need, like vec3 for acceleration, velocity and position vectors. But that's basically it, I guess.
Also understand that JOML tries to cover far less surface (meaning set of requirements) than what a full-blown physics engine like bullet does.
And a physics engine is driven by alot more forces (all kinds of features (rigid body, soft body, ...), performance, runtime-footprint, ) to be useful to a broad set of people than what a simple linear algebra library like JOML is.

 on: 2015-08-28 13:46:08 
Started by elect - Last post by SHC
For the purposes of history, let me state what he said to me on the IRC:

<SHC>   I really like the idea about porting bullet 3
<elect> excellent
<SHC>   right now, I have no experience with it (not porting but using it) so I'm now setting up a test workspace in VS2015
<SHC>   Yeah, I would also like to integrate bullet into my engine, so that would be pretty good to have.
<elect> nice
<elect> I took a look to their repo
<elect> it seems they are still in the phase of transporting bullet2 to 3
<elect> Im writing down the validation right now
<elect> I need the stl
<SHC>   Standard Template Library?
<elect> I think so
<elect> We are gonna need some collision detection in the future for our engine and therefore I was looking at jbullet
<SHC>   How are you planning to port it? You write JNI code? or port it to java manually by hand?
<elect> I dont want any binding
<elect> I want pure java code
<elect> so that we can tune everything
<SHC>   So porting by hand? That's a lot of code there..
<elect> yep
<elect> I need hardbody collision for the moment
<SHC>   So we chose the hard path of thorns,.. so shall we spend some days getting used to bullet 3 in C++ first?
<elect> maybe
<elect> I was also thinking if launching a kickstarter could make any sense
<SHC>   Aren't you making it opensource? I mean, working it on free time?
<elect> both
<elect> opensource for sure
<elect> I will work on it during some part of my work and in my free time
<elect> if we go for the port
<elect> I'd like 100% java so that we can also choose to avoid some class instances for performance and memory footprint
<SHC>   My idea is a bit different, we can avoid the vector classes, like btVec etc., and instead construct the structs in JNI code?
<elect> we shall discuss the pro and vs
<elect> actually I was thinking to rely on JOML
<elect> from kaihh
<elect> it looks very good for performances
<SHC>   That's a good idea too, I thought so since constructing objects is very expencive but struct instances is not..
<elect> so at least the math part is "already done"
<elect> ^^
<SHC>   haha yeah, agreed, we shall be using JOML. And the bindings? I have to see an overview of bullet and read some demos.
<elect> what is your dev os & machine, SHC?
<elect> Im using an i5 & 770 on 15.04 x64
<SHC>   Windows 10, i7 4790k, NVIDIA GTX 750 Ti and 16 GB RAM.
<elect> or i5 & 680
<elect> good
<elect> modern enough
<elect> (for opencl support)
<SHC>   Yeah, I think OpenCL is supported even on GTX 210
<elect> yeah, but it is not mature
<SHC>   That's the minimum I heard
<elect> I read the guide, they say cl kernels are very likely to crash for a large number of reasons
<elect> moreover they cannot use cpu as opencl devices, dont know why
<elect> does lwjgl has a opencl binding?
<elect> I guess so
<SHC>   Yes, LWJGL had OpenCL bindings
<elect> nice, we can do then something generic and everyone will choose what he likes most
<elect> like joml
<SHC>   yeah
<elect> I already cloned and built it
<elect> most of examples run
<elect> just a couple crashes
<SHC>   Oh I'm now reading the manual.
<elect> the problem is that they made a browser windows example and when you open it selects automatically the last example you run.
        This means once it crashes I have to clean and clone again, since everytime I open from that moment going on it keep crashing
        (coz it tries to open the same example)
<elect> anyway the opencl support is experimental
<SHC>   Did you create a repo?
<elect> no
<elect> not yet
<elect> I am still in the decision phase
<SHC>   oh kk
<elect> the thing is that it relies of course also on acceleration structures
<elect> I am just starting with that too

Just posting it here in case anyone would like to know what happened behind the scenes in the IRC.

 on: 2015-08-28 13:32:47 
Started by elect - Last post by elect
Sure, it will be great! I would certainly like to use a modern bullet port.
But basically, with all open-source projects that start out: You somewhat have to have an intrinsic motivation to do it regardless of what other people think of it, and you should not care whether other people will like/use it or not. It should be benefitial to you in the first place.
Sure, you can have some extrinsic motivation by people telling you that they would like it. But the base motivation needs to be intrinsic.
So, please just start with it. Smiley

Let's say I'd need it both for my work and my personal projects.

You know, Kai, actually I was thinking if we can rely on joml... it'd be cool, what do you think?

i'm game. the current jbullet port is pretty awkward (to me).

Nice basil

Don't forget about supporting LWJGL3 (which has OpenCL too).

Yeah, I guess lwjgl had an opencl binding too, but I wasn't sure.

Sure btw, as I already told SHC in chat, we could do something generic and then everyone can use the api he likes most

 on: 2015-08-28 13:29:36 
Started by Neoptolemus - Last post by elect
Hi Neoptolemus,

I am doing a port of Assimp, may be coordinates our efforts togethers?

I choose Assimp since is the most used importer out there and is open source.

I already wrote the md2 importer since I needed it. I am writing the validation part right now

What do you tell me?

 on: 2015-08-28 13:13:52 
Started by P0jahn - Last post by P0jahn
For future reference, I read that Pixmap caches the pixel data in CPU.

 on: 2015-08-28 12:30:13 
Started by elect - Last post by Longor1996
Don't forget about supporting LWJGL3 (which has OpenCL too).

 on: 2015-08-28 11:57:59 
Started by Cyraxx - Last post by CoDi^R
I was wondering if there is an integrated way in LibGDX to use multiple render targets. I saw that the FrameBuffer class only contains one ColorAttachment and you can't add more via in-built methods.

There isn't, I'm afraid. For our project I've copied and modified FrameBuffer to allow for multiple color attachment, alternate buffer formats, and an optional stencil buffer.

Should I use a SpriteBatch to render to the gBuffer or should I use meshes?

Doesn't matter, both work. You just need to be prepared to write and use custom shaders.

Should I just use LWJGL classes directly and avoid the LibGDX in-built ones or how should I do it?

The libGDX classes provide (almost) everything you need. There are only a few exceptions, e.g. OpenGL functions&constants not exposed in the GL20/GL30 interfaces because they are not supported by GLES.

Basically my question is how to implement Deferred Lighting in LibGDX.

It's just a matter of setting up multi-render-targets & shaders. Oh, and GL states. I found it relatively straightforward if you target desktop. Despite GL states. They suck. Wink

The nice thing about libGDX is that it moves out of your way if you say so, and lets you work with GL functions directly.

Please note that the useGL30 path has been updated with the latest release. It's not really been usable before that.

 on: 2015-08-28 10:34:09 
Started by elect - Last post by basil_
i'm game. the current jbullet port is pretty awkward (to me).

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2015-05-29 08:19:33 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‑
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