Radeon 5450: 20 (I have GOT to figure out why this is so slow. These numbers are for use with JOGL and are in FPS. Yep, it's YABS - Yet Another Blocky Sandbox.Īround 4 million block faces at a time, meshed as 2 million triangles. "Magic" features like this make for bad libraries they should add another load method called "loadScaledToPOT" or something, but I digress.īlocks. My single gripe is with SlickUtil it's TextureLoader automatically resizes non-power-of-two textures to make them power of two. Get rid of a bunch of window set-up junk, get rid of GL object instaces, replace a few float array's with FloatBuffers, and it worked. The port was far simpler than I had thought. Last night, I finished a piece of optimization, and quite out of the blue decided to port it to LWJGL just to see how easy it would be and if some of the claims I heard were true, that LWJGL is faster.Ī quick conclusion for those of you who can't wait: I am now using LWJGL for my game. I learned JOGL about a year ago and found a lot of chatter on the net about it vs. I'm about three months into this project. I am building a game in Java (long story on language choice, as I prefer C++), and having recently used JOGL for another project, decided to use that for my OpenGL access library.
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