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  LWJGL or JMonkeyEngine?  (Read 2617 times)
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Offline wreed12345

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« Posted 2013-09-25 22:00:20 »

This is a tough question to answer without a doubt without the proper information so I will try and tell you everything you need to know about what I want and what I am trying to do. For the immediate future I want to create an FPS based on WW2 somewhat like the graphics of the early cods. Graphics like this: realistically even less then this would be great.

 I figure I will have a lot of models going into this since it is not a voxel game. Also decent graphics are important to me in a 3D game. I don't want to create something with graphics like this:

This will be the first 3D game I have ever made. I do love to code and I don't think I would mind going to longer and harder lwjgl way on this, but are decent graphics realistically possible in a decent timeframe ? Last thing to say is I would like to be using this in the future for 2D games which wouldn't make sense to do with jMonkeyEngine. thanks!

Offline opiop65

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« Reply #1 - Posted 2013-09-25 22:24:33 »

Sorry to say, but the first image, you would probably never be able to reach that level of quality by yourself. That game was made with a team of probably a hundred people at least, working full time on the game. The second image is more feasible, but you would still need to learn a lot before you can get to that level. I'd say probably half a year before you reach that level? That may be cutting it short though. I would say go with lwjgl just so you know how OpenGL actually works. Always learn the old way before the new way so if the new way fails(JME), you can still revert back on the old way (LWJGL).

Offline wreed12345

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« Reply #2 - Posted 2013-09-25 22:27:55 »

I figured that. Are you saying a year and a half for the one with the rather crude graphics?

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Offline kpars

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« Reply #3 - Posted 2013-09-25 22:34:57 »

Minimal graphics are better than low-quality graphics. You can keep low-poly models, just don't apply any complex textures to them and you should be fine.

JMonkeyEngine is built on top of LWJGL, and comes with numerous libraries such as NiftyGUI.

LWJGL is just a library, and doesn't come with such features out of the box.

If you like doing everything yourself, use LWJGL. If otherwise, use JMonkey.

- Jev.

Offline wreed12345

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« Reply #4 - Posted 2013-09-25 22:38:05 »

Yeah, I know the differences between them already thanks though. Time is not particullarly important but for curiosity factor how long would you say it would take to make something like this in jMonkeyEngine and then LWJGL with no knodledge in either of these
EDIT: also to add I do like doing things myself so lwjgl may be the right way to go.

Offline Jimmt
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« Reply #5 - Posted 2013-09-25 22:39:13 »

Unanswerable question, completely dependent on how fast you pick things up, your motivation and how much you can work. The quality of graphics in your game is dependent on what you do, not the library.
Offline wreed12345

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« Reply #6 - Posted 2013-09-25 22:40:52 »

Of course, I understand that completely. Sort of curious of what people had to say however.

Offline wreed12345

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« Reply #7 - Posted 2013-09-26 00:03:18 »

It's time to do things the fun (hard) way. LWJGL for the win!

Offline JESTERRRRRR

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« Reply #8 - Posted 2013-09-26 00:58:44 »

I realise you've decided but I just wanted to add that, if you just want to get on with making a proper game then jmonkey.. I recommend this option, else you're in for some serious ball ache
Offline Cero
« Reply #9 - Posted 2013-09-26 01:15:27 »

It should be libgdx vs jme

Also everyone seems to dodge the obvious here: code is not really the issue, you need assets, and a lot.
You need someone with decent 3d modellung skills, texture artist, level designer and UV mapper

Low poly and everything doesnt matter. Good textures do, which are done by artist.

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Offline davedes
« Reply #10 - Posted 2013-09-26 01:31:46 »

Unity3D is the best answer here. Tongue You could probably do that screenshot in a few days if you've already got the models.

With jME it would take some weeks of hard work, assuming you're well-versed with 3D programming and the engine itself.

With LWJGL it would probably be in the order of many months, or maybe a year or more if you've never used OpenGL.

And like Cero said, the beauty of these games comes about largely because of the artists, rather than the programmers.

Offline wessles

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« Reply #11 - Posted 2013-09-26 01:55:28 »

Out of curiosity, what do you plan to do once you get to a working first person view prototype?

Offline tdegroot96

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« Reply #12 - Posted 2013-09-26 13:37:29 »

You can't just say how long it'd take you. I'm currently working on a 2D game which is getting pretty far in development, but man, I can't see an end in this game! :p. Just start working on it and don't think about the time it could take you!
Offline wreed12345

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« Reply #13 - Posted 2013-09-26 14:36:37 »

Thanks for the input. I have two graphics friends who would be willing to help me out with models and assets. So that just leaves the fun of coding to me.   I think this will be a great learning experience and a lot of fun. If I learn the standard opengl methods for c or whatever it is natively for would they work with lwjgl? Sorry if its a newb question. Thanks

Offline opiop65

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« Reply #14 - Posted 2013-09-26 19:49:44 »

They'll basically work the same, some functions will be slightly different in LWJGL, but thats just a quick google search away! Make sure to remember you'll need to convert some code from c to java, so you cant just copy and paste.

Offline wreed12345

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« Reply #15 - Posted 2013-09-26 20:25:59 »

That sounds good! Any YouTube channel series that any one can recommend for learning lwjgl and opengl for 3d?

Offline wessles

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« Reply #16 - Posted 2013-09-26 20:31:48 »

Here! Grin

Offline Troncoso

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« Reply #17 - Posted 2013-09-26 20:44:17 »

The coding universe starts off with immediate mode rendering. From what I watched, he only touches on VBO's and VAO's in a later video as "alternatives". So, needless to say, a lot of stuff he teaches is outdated. I'd rather go to him for his PHP tutorials.

This guy is who really got me understanding modern openGL. He does it all in C++. I just converted it to Java, which I think helped reinforce what I was learning.
Offline wreed12345

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« Reply #18 - Posted 2013-09-26 21:02:07 »

I am not really sure how good I would be at converting C++ to java....

Offline wreed12345

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« Reply #19 - Posted 2013-09-26 21:10:00 »

How does this guy's videos look: http://www.youtube.com/watch?v=ss3AnSxJ2X8&list=PLEETnX-uPtBXP_B2yupUKlflXBznWIlL5&index=1 his name is thebennybox

Offline wessles

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« Reply #20 - Posted 2013-09-26 21:11:24 »

Crap. If you could pull off visuals like that with good gameplay, I would be so amazed... USE THOSE!

Offline wreed12345

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« Reply #21 - Posted 2013-09-26 21:59:16 »

That's what I was thinking too

Offline Troncoso

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« Reply #22 - Posted 2013-09-26 22:05:32 »

I've seen him recommended a lot. I won't watch him personally because I can't stand his voice.

And seriously, try the converting thing. There are several great openGL tutorials out there. Most of them are in C++ though. A lot of it translates pretty easily. Use an LWJGL tutorial to setup your work space, and then it's really not that bad.
Offline opiop65

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« Reply #23 - Posted 2013-09-27 01:26:31 »

+1 for theBennyBox. Annoying as hell voice, but his tutorials are priceless. Tronsco beat me to it, I was going to recommend him!

Also, learn how to convert c code to Java. OpenGL is written with c as the primary language, it was just "ported" to Java. So you'll need to learn how to read c if you ever want to do good in OpenGL.

Offline kpars

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« Reply #24 - Posted 2013-09-27 14:57:52 »

Oh my god, thank you so damn much for recommending that channel.

- Jev.

Offline wreed12345

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« Reply #25 - Posted 2013-09-27 22:57:41 »

Wow these are good tutorials. So fast paced i like it

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