Making RTS

I havnt imported any sci-fi models yet. And there is no point showing off “space mode” because it doesnt have any landscape. So for now I just leave it as earth.

bocios try this out: http://users.on.net/~bobjob/Benchmark.jnlp
It should give you an Idea of what Java can handle. run the “campaign mode” as it will load the largest possible map, that I will be running in my game. It should give you an idea of how Java will run.

note: there are alot of graphical changes that can be made to improve performance in my engine, but by default I think most things are on.
keys:
f: frames per second (sry its capped at 60 so probably not very helpful)
v: show how many polies are on screen.
n: turn on/off normal mapping
b: turn on/off bloom.

But my game only uses LWJGL not JME. Im not sure if there are any big scale games made in JME, or even how it handles graphical resources.

Really cool :slight_smile:

In jmonkey’s site, peoples are very optimistic for JME is good for a big game. BTW i don’t seen any.
But i will see when the docs/planning,etc are done and start coding it.

very nice demo ! parallalax mapping looks very good

:slight_smile: thanx

Hi all!

Just a simple question.
Which solution has probably the best performance for 3D game?

  1. Use Java3D API
  2. Use LWJGL
  3. Use an engine like JME

Thanks

If you would like to make a hardware supported game, then LWJGL is a good option.

JME is built on top of either LWJGL or JOGL. so its up to you how much programming you plan to put in.

So if i choose LWJGL essentially i have to build my own engine?
But probably this way is the best performance. Is there any useles to build top of the LWJGL?

I suggest not building your own engine when you don’t have too. Engines can take years to make and years more to be optimised. But if your into the small details then use JOGL or LWJGL.

If you want a benchmark, well here’s a basic one: http://www.java-gaming.org/index.php/topic,20248.0.html

I suggest looking at what you need then choosing what’s best for you. Most engines are build on top of JOGL, LWJGL, pure Java or all three (as the case of JPCT).

I also would avoid to use Java3d, seems its on the lowest end of the benchmark.