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Topics - RitschRatsch!

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Projects / A brewing project and some arising questions...
« on: December 25, 2002, 03:50:49 am »
I just finished a first puplicity compliant proposal of a java project I had in mind for almost 3 years now. It's supposed to become a turn-based tactical combat game heavyly inspired by Bluebytes "Incubation" - but without the flaws ;-).
One of the issues is of course the visual apearance which I want to put more emphasis on than usually is done in GPLd game projects, since I am more of a artistic designer than a true pure rock-bottom programmer. I basically considered a design based on isometric pseudo 3D like in the classical RTS games and looked a little into JMF for that allready. I only had true 3D as a very vague maybe-consideration since all Java 3D efforts until know looked kinda outdated.
Tonight once again I feed Google with "java 3D engine" and ran into jPCT and that FSAAed bumbmapped Globe spinning in front of me.
Needles to say that jPCT looks as if it's my ticket to ride and just like what I need. Yet there are 2 issues I liked resolved before I dive into my first experiments with this awesome piece of work.

1. Heavy load performance (in terms of Java 3D)
Don't get me wrong. jPCT performs and looks better than the one or other hardcoded 3D patchwork I've got on my box. But I'd like to know if there is any expierience with mass-polygon and mass-object performance. Basically there will only be one object of aprox. 500 polygons moving at a time, since it's a turnbased game, but what happens when the screen is littered with another 150 of those standing still, including a 3D landscape, texturing, a little lighting and the one or other simple particle effect? I presume we're talking about maybe 40 000 polys at a time. Can jCPT handle that if most of them are motionless?
I've got a Athlon XP 1700+ running Linux with a sysfreq of 266 Mhz. The Globe moves at 18 FPS with all the goodies switched on, which, as I allready said, absolutely awesome. How will that be with the setting I described? Will performance break in quickly beyond a certain level? Any clue?

2. The license
As I mentioned, I want my game to be a GPL project. If I can convince the jPCT person/people that my game is not gonna be yet another dead end sourceforge corpse, is it possible that the jPCT engine could go along with it under the GPL?

Thanks in advance for any answers to these questions.

RitschRatsch!

2
Feedback / OMFG!!!! This absolutely rox!
« on: December 25, 2002, 03:16:18 am »
:shock:  :shock:  :shock:
Gawd, this shure is some bad-ass motherfucker of an Javabased 3D engine! Crickey, what a jawdropper.
And all in Java 1.1!!! I barely can believe this.
How insane. And how absolutely el33+ kewl.
Congratulations to all involved in this baby - you've got a truely uniqe project on your hands.
When's the Java Unreal clone comming?
 :D  :D  :D

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