Hi!
The portal culling is not yet completely implemented, I don’t succeed in computing the sub-frusta correctly but I will add some 3D debug displays into my blue print to understand what is wrong. I know that some tools used to create mods of Fallout 3 show the projection of the portals, it would help me to see in real-time the result of my buggy implementation.
I’m going to deploy a version that uses cells-and-portals subdivisions with a simple view frustum culling until the portal culling is ready. For those who profiled the blue print, you may have noticed an important increase of memory allocation, I plan to reduce it by using a single instance of the class jme.com.renderer.AbstractCamera and putting only values of the parameters left, right, top and bottom into a list.
On the other hand, the chip NVIDIA 8400M works very slowly with TUER, this chip is very unreliable and is referenced as a very buggy graphics chip by Dell, don’t expect good frame rate with it. If your computer crashes, maybe you can benefit of the warranty to change your chip for free. However, many games will go on suffering of noticeable slowdowns especially under Vista.
Finally, I realize that the implementation of the portal culling requires much time than I thought. I will defer the improvement of cells-and-portals subdivisions to spend much time in adding weapons, enemies, power-ups, etc… into my game. I won’t plan the implementation of any other advanced feature for JMonkeyEngine as it would be too ambitious, I can’t try to port my game to JME and improve this engine at the same time. I admit I had underestimated the necessary time to implement such things when I began in October 2006.
Edit.: the blue print has been updated. Now you can notice the frame rate is higher