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 21 
 on: 2015-08-28 19:02:14 
Started by BurntPizza - Last post by basil_
.. got surprised by how smooth the windows 7 build-in "backup and restore" feature works. \o/

 22 
 on: 2015-08-28 18:01:44 
Started by BurntPizza - Last post by Opiop

51 non-breaking spaces. I counted.

 23 
 on: 2015-08-28 17:27:54 
Started by BurntPizza - Last post by J0
It does.                                                                                                      
How many spaces did you add after your period? persecutioncomplex

 24 
 on: 2015-08-28 16:36:54 
Started by BurntPizza - Last post by basil_
doubled my RAM. moving OS to a new and larger HD. (famous last words)

 25 
 on: 2015-08-28 15:48:56 
Started by Archive - Last post by BurntPizza
Like i said, im pretty sure it is not GC

You can be sure by looking at the flight recorder, or another tool which shows GC events.

 26 
 on: 2015-08-28 15:46:47 
Started by Archive - Last post by Longor1996
These pauses are definitely caused by the GC doing a full scan to clear memory. Also, how/why are you creating 200kb of objects every frame? That sounds like way too many object allocations to me.

 27 
 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).

 28 
 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

 29 
 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.

 30 
 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.

Pages: 1 2 [3] 4 5 ... 10
 
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2015-08-19 15:01:05
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List of Learning Resources
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List of Learning Resources
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