@Slyth2727: Would be pretty interesting if you could do this not once but once per hour and make a little GIF that shows how this changes over the day…
OOOOHH YES , finally implemented the physics of thrust into my ship , here is a horrendously slow gif showing it. It doesnt look like it but it’s the values at the bottom that matter , a days work is finally done!
Updated the rotation code for all directions , updated implementation so that thrust was changed based on angle. The way its done is fairly interesting and because I couldnt be bothered to get into the total phsyics instead what I did was find the difference between the centre of the thrust and centre of mass then I used this to calculate how much to rotate the object by using coordinates that are either x-1 or x+1 from the COM (left and right respectively) same for up and down , I then rotate the COM around these coordinates which allows me to the calculate the velocities from the gradient of this new line (gradient of BackCOM to COM). Yer a bit difficult to explain but here is the code if you want to have a look. http://pastebin.java-gaming.org/ab58c7368151c
I always wonder if anyone will ever make a Java game that will stop all this stuff about: Java is too slow, Java isn’t good for AAA games, Java is bad…
Java IS too slow… If you don’t know how to handle GC properly. Sadly this is a difficult thing to master, we can see problems with GC even in most known Java games. In addition, we don’t have any good java-based game libraries/editors.
There are some very good looking Java games (Wurm Online for example, Starsector is not looking bad as well), but sadly lack of any more known Java indie or commercial games and lack of support from Oracle for anything related to games (in fact, to anything client-side) are creating false image of Java games.
Thanks! Lighting is one of those things that I’ve been tweaking a lot lately just to get it to the style I want to have it. I’m still not really happy with the god rays when there are objects in front of the sun, but it’s starting to be a wow factor.
My full time work is as an application performance architect (just a fancy word for senior consultant) and while Java can be horribly slow it’s definitely able to shine as well. I have a long list of performance improvements that can be made to my game, mainly around vertex elimination and not using 4x image scaling SSAA, but you have to choose your battles
Because it won’t run on consoles. Therefore, there will never be AAA spend on a Java title, as the only advantage it has (slightly quicker development time) is completely erased by having to write the whole game again in C++ to get it on a console.
Can’t there be AAA Pc only games? Is Star Citizen not a AAA game? (although not java) I always thought that a AAA title just had to be made by a large enough studio. Where is the line between and indie company and a AAA company?
I’m not sure this is a valid point. The last gen consoles (especially the PS3) required extremely specific coding to utilize the SPUs, which aren’t real CPU cores. They had to resort to all kinds of hacks, like doing deferred lighting and software occlusion culling using a CPU-rendered depth buffer on these cores to lighten the GPU load. I can’t imagine that a significant amount of code could be reused. This is also true to a lesser extent in the current-gen consoles. To get performance even close to that of PC they need to utilize the unified memory and have perfect threading. We don’t see this on PC games yet, implying significant differences in both engine and game code.
That being said, there isn’t a good reason to use Java for the PC version in the first place. Developing all those versions in the same programming language is most likely a good idea since that’s what the developers are experienced with.