| Kris January 09, 2001, 08:03 PM |
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Very impressive!
I have my own 3D java engine that has been my hobby for about 3 years now. I would love to share some ideas with you if you are interested. Let me know if any of the following features I have implemented could help you: very realistic terrain (procedural texturing and lighting according to steepness/height), bsp trees, lightmaps with support for stained glass, skeleton based animation, bilinear filtering, partical system for explosions, sprays, etc, 3D painting, 3D rigid-body physics support, Z-buffered/Sorted modes, and more.
I'd be interested in discussing optimization techniques specific to java rendering and your rasterization routines/fsaa.
Here is some benchmarking for your engine on my P4 1.5 gz/geforce ultra/256 RDRAM at 640x480 resolution:
fps without fsaa: 17
fps with fsaa: 7
Here is similer benchmarking from a recent test of my terrain engine (6000 on screen polys, 3/5 screen filled with about 1/4 screen overdraw, perspective corrected texture mapping):
fps without bilinear filtering - 26/32
fps with bilinear filtering - 15
I think the faster frame rate on my engine is due to less screen fill and pregenerated lighting, thus I suspect our engines run at about the same speeds.
Again, excellent work, and I hope to hear from you,
Kris (krisr@pacbell.net)
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