jmonkeyengine

How to improve character control for my 3D game?

﹥>﹥吖頭↗ 提交于 2019-12-04 10:38:24
Since I changed from the helper class CharacterControl to the new BetterCharacterControl I notice some improvements such as pushing other characters is working but my main character has started sliding over steps and can't climb higher steps. I must jump the step above which is not the right way of playing, it should be just walking over. The old helper class CharacterControl had a default way of not sliding, just walking over steps and I think it can be corrected by altering the code where I create the main character. private void createNinja() { ninjaNode = (Node) assetManager .loadModel(

Relative gravity

扶醉桌前 提交于 2019-12-04 03:20:41
I've started using jMonkey engine recently, which is very nice. But I got stuck trying to implement relative gravity. I want to make planets orbiting around each other (not necessarily in perfectly circular orbit, depends on velocity). So every object should affect other objects. What I have right now: turning off global gravity bulletAppState.getPhysicsSpace().setGravity(Vector3f.ZERO); initializing spheres and adding to physics space Sphere sphere = new Sphere(50, 50, 5); Geometry sun = new Geometry("Sun", sphere); sun.setMaterial(stone_mat); rootNode.attachChild(sun); sun

jMonkey optimization similar to Java3D's

北慕城南 提交于 2019-12-02 20:11:00
Edit: For having real-time drawing, started using lwjgl which is base of jmonkeyengine and jocl in an "interoperability" between opengl and opencl, now can calculate and draw 100k particles real-time. Maybe mantle version of jmonkey engine can cure this drawcall overhead problem. For several days, I have been learning jMonkey engine(ver:3.0) in Eclipse(java 64 bit) and trying how to optimize a scene with using GeometryBatchFactory.optimize(rootNode); command. Without optimization(with capability of changing spheres positions): Okay, only 1-fps is originated from both pci-express bandwidth+jvm