jPCT - a 3d engine for Java > Projects

Racing Game

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EgonOlsen:
About Stuntcar Racer...i just discovered this one. Have a look:

http://www.flipcode.com/cgi-bin/msg.cgi?showThread=02-10-2003&forum=iotd&id=-1

Neoteric:

--- Quote from: "EgonOlsen" ---Funny...a frame counter would be the first thing to put in for me...
Even if nothing else happens: I just have to know how fast this "nothing else" happens  :D
--- End quote ---


Usually for me too, optimisation freek here as well. Apart from removing a few square roots (been a bit lazy there) there isn't much I can do to improve the speed, there must be a few Java tricks I don't know of.

I don't want to use tables because the accuracy is needed. The thing that would improve speed the most would be to find a way to wrap the floor texture faster, right now every pixel needs a mod. I could keep track of the u,v values and only mod when necessary but haven't really thought about that.


--- Quote from: "EgonOlsen" ---About the IGI-question again: I'm currently working on a octree-implementation for jPCT. That doesn't mean that something like IGI will be possible though, but it may ease the task somehow. Anyway...my current implementation lets you add an octree to an object in a single line of code, so even if it doesn't help, it doesn't hurt either.
--- End quote ---


For really massive RPG/flightsim landscapes I guess it would need to be scrolled/patch-worked anyway. Doing the detail textures/blending in software necessary for good landscapes seems a little ambitious, might have to wait for the full opengl release before I can think about implementing one.

Individually texturing the polygons has been deprecated in jpct, would you not reccomend that? Because it seems the only way to do landscapes properly.


--- Quote from: "EgonOlsen" ---About Stuntcar Racer...i just discovered this one. Have a look:

http://www.flipcode.com/cgi-bin/msg.cgi?showThread=02-10-2003&forum=iotd&id=-1
--- End quote ---


Hehe, that's nice. Hasn't got the banked track right and it's too thin but the engine is pretty good. The plan is in mine to interpolate the track using Bezier curves and give it a better flowing shape.

EgonOlsen:

--- Quote from: "Neoteric" ---
Individually texturing the polygons has been deprecated in jpct, would you not reccomend that? Because it seems the only way to do landscapes properly.
--- End quote ---

It's still possible to texture the polygons individually when adding them. What is deprectaed is the possibility to change a polygon's texture AFTER adding it. The reason for this is the same i mentioned above while talking about the "vertex-shader"-stuff: The number of a polygon after adding it is not always the number it had when adding it, because jPCT optimizes the meshes (or call createTriangleStrips() and the whole mesh will be re-ordered). Maybe it's a good idea to allow some kind of IDs for polygons...we'll see....

Neoteric:

--- Quote from: "EgonOlsen" ---
--- Quote from: "Neoteric" ---
Individually texturing the polygons has been deprecated in jpct, would you not reccomend that? Because it seems the only way to do landscapes properly.
--- End quote ---

It's still possible to texture the polygons individually when adding them. What is deprectaed is the possibility to change a polygon's texture AFTER adding it. The reason for this is the same i mentioned above while talking about the "vertex-shader"-stuff: The number of a polygon after adding it is not always the number it had when adding it, because jPCT optimizes the meshes (or call createTriangleStrips() and the whole mesh will be re-ordered). Maybe it's a good idea to allow some kind of IDs for polygons...we'll see....
--- End quote ---


Ah i get it, I still don't know much about vertex shaders, if you know of any good papers on the subject I'd like to take a look.

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