Java-Gaming.org    
Featured games (91)
games approved by the League of Dukes
Games in Showcase (581)
games submitted by our members
Games in WIP (500)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
    Home     Help   Search   Login   Register   
Pages: [1]
  ignore  |  Print  
  JMonkey geometries and your object model  (Read 1765 times)
0 Members and 1 Guest are viewing this topic.
Offline ags1

JGO Knight


Medals: 29
Projects: 2
Exp: 5 years


Make code not war!


« Posted 2012-06-08 23:10:19 »

I am investigating JMonkey and I notice that the early tutorials suggest placing game data in a hashmap on the geometry objects. Sure that is bad idea - reducing your entire data model to a bunch of hashmaps? Also, your game will be tightly bound to JMonkey - it would be really hard to swap in a new framework.

Am I missing something? Obviously the jmonkey approach keeps the class hierarchy flat - perhaps that has some performance benefit that I don't understand.

Offline sproingie
« Reply #1 - Posted 2012-06-09 03:37:37 »

Tutorials are there to teach you the engine and its capabilities, not necessarily best practices.  The less extra structure a tutorial has to involve, the more it can focus on the engine itself.
Offline gouessej

« In padded room »



TUER


« Reply #2 - Posted 2012-06-09 12:32:48 »

Hi

I used lots of 3D engines and I tried to support both JMonkeyEngine 3 and Ardor3D some months ago, I finally decided to focus only on Ardor3D. You can avoid tightly bounding your game to a given engine but it is quite difficult and it might increase the memory footprint of your game. I advise you to keep a copy of all models in a format that does not depend on a modeler or an engine, for example Collada, MD2, MD3, MD5, MDL or even OBJ + MTL for static objects.

If I were you, I would spend some weeks or months to choose an engine and stick to it instead of using 4 or 5 different engines during almost 6 years  persecutioncomplex Don't spend your whole time in writing abstraction layers above high level APIs.

Pages: [1]
  ignore  |  Print  
 
 
You cannot reply to this message, because it is very, very old.

 

Add your game by posting it in the WIP section,
or publish it in Showcase.

The first screenshot will be displayed as a thumbnail.

xsi3rr4x (55 views)
2014-04-15 18:08:23

BurntPizza (53 views)
2014-04-15 03:46:01

UprightPath (66 views)
2014-04-14 17:39:50

UprightPath (49 views)
2014-04-14 17:35:47

Porlus (66 views)
2014-04-14 15:48:38

tom_mai78101 (90 views)
2014-04-10 04:04:31

BurntPizza (151 views)
2014-04-08 23:06:04

tom_mai78101 (246 views)
2014-04-05 13:34:39

trollwarrior1 (204 views)
2014-04-04 12:06:45

CJLetsGame (211 views)
2014-04-01 02:16:10
List of Learning Resources
by SHC
2014-04-18 03:17:39

List of Learning Resources
by Longarmx
2014-04-08 03:14:44

Good Examples
by matheus23
2014-04-05 13:51:37

Good Examples
by Grunnt
2014-04-03 15:48:46

Good Examples
by Grunnt
2014-04-03 15:48:37

Good Examples
by matheus23
2014-04-01 18:40:51

Good Examples
by matheus23
2014-04-01 18:40:34

Anonymous/Local/Inner class gotchas
by Roquen
2014-03-11 15:22:30
java-gaming.org 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‑gaming.org
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!