You’re right but it is easier than you think… I have forgotten to update the java archive, this problem of lack of “smoothness” has been solved when I began using the constant GL_MAX_ELEMENTS_VERTICES. In the past, I tried to draw too much vertices in a single pass. If you compile the code, you will notice a pleasant difference. Even when the framerate is low, the mouse responds quite good! ;D
Your approach is good and your remarks are fair. Nevertheless, did you look the code? I can’t add anything in the gameplay now, it is too dirty, not quick enough. If I modify anything, I have to be very careful. I do the opposite of your suggestion. I prefer building a good engine to allow me to add plenty of things easier. I tried to add explosions, weapons… but it is too early. I need to unify the way of handling all the 3D objects and the collisions. It requires a lot of work. When it is done, I will be very happy to put quickly some weapons and new effects.
Don’t forget that the implementation of the cells-and-portals algorithm is a massive optimization of my engine. If I succeed, I will be able to display MD3 models composed of thousands of vertices without hurting too much the performances. Of course, I know the robots are too fast but it is linked to the unification of the handling of 3D objects… If I solve it now, I will be harder to put cells and portals in my engine. For me, it is easier to do the things in this order (approximatively) :
- use cells and portals ( + unify the way of reading all the maps)
- unify the detection of collisions and the correction of collisions
- unify the “view” part of the 3D models
- unify the “model” part of the 3D models (physics, time-based animations : slower robots ;), explosions, impacts)
- remove the slow mode
- add some items
- add some weapons, some vehicles
- allow more complex movements (look up and down, jump, crouch, zoom)
- add some levels and some ennemies
- add a network mode thanks to RMI…
Gameplay mechanics and artwork interest me too but I have only a very few time to work on the whole game. I would prefer to spend all my time in working on it. It is sometimes hard to find some motivation as the development of new optimizations requires tens of hours only to define the algorithmic approach. However, when the FPS gets higher, I see my work wasn’t useless. I have drawn on some sheets of paper a blueprint of about 10 maps, 30 ennemies and 100 weapons, it is an interesting aspect too. Thank you very much for your feedback. I think that many people agree with you. It allows me to explain to you why I have been working like that.