• Content count

  • Joined

  • Last visited

Community Reputation

170 Neutral

About peter_cc_heil

  • Rank
  1. Breaking Out of Breakout

  2. Blogpost about Java for Game Programming

    Well, we only use the buffers, there really is no need to have a separate array. The only downside is that you're not allowed to change the buffers during rendering (if your game is multi-threaded). If your mesh never changes, you can even forget about the buffer once you've created the VBO (but it is usually easier to have the buffer in memory as well).
  3. Blogpost about Java for Game Programming

      Well there are always cases were you do not want the source easily accessible (things like protecting against piracy). But if you care about that, you're going to have to look for obfuscation tools (just like with almost any other language).   About the larger float buffers: most of the time you do not have to worry too much about them. Meshes are usually pretty constant during the duration of a level/map and only change during the map reload where the System.gc() usually takes care of the old ones. That is of course, if you do skinning/texture-animations etc in the shaders. If you do edit meshes/textures/etc a lot on the CPU side of things, make sure you edit the buffers in place and only allocate a new buffer when it needs to grow (or maybe when it you need shrink it a lot). I can also imagine that is some rare cases it could be useful to have some sort of buffer pool where you return the buffer that is the same size or the one that is the least amount bigger than the data you want to push to OpenGL.   Grts!   Peter
  4. Hi there, I just wrote a small blog post about my experience in working with Java for game programming. It is mostly things I stumbled upon while working on Caromble! for the last few years.  Check it out: Grts! Peter