Fear and Loathing in jME

believe it or not, this is done with just the inbuilt lighting material. procedural textures + diffuse/normal/parallax maps = eyegasm. jMonkeyEngine rocks!:

http://youtu.be/6AwqVC8xihg

4 Likes

but wont this be slower that using lightmaps ?

i see you have 29 fps.



in my minecraft world i get 2500 fps (no lighting used)

It’s because he’s using VideoRecorderAppstate()



Btw really nice :slight_smile: keep up the good work

edit: what he said ^^^^^^


@tralala said:
but wont this be slower that using lightmaps ?
i see you have 29 fps.

in my minecraft world i get 2500 fps (no lighting used)

i'm using VideoRecorderAppState; that's why it's reporting constant 29fps. this isn't anything like what my finished game is going to look like, i'm just showing how easy it is to make trippy procedural art using jME's out-of-the-box capabilities. plus, i've had too many heineken powerups tonight. however, you are correct -- in most cases it is more efficient to use baked lighting.

Out of interest what frame rate do you get with the video recorder off?



I take it you are combining the meshes and using a texture atlas?

@zarch said:
Out of interest what frame rate do you get with the video recorder off?

I take it you are combining the meshes and using a texture atlas?

i get roughly 150fps with a GeForce GT520 on an AMD Athlon II X2 215 (2.75GHz) with 3GB DDR. there is no combining of meshes, it's all built manually in one pass using a single mesh. i'm not using the texture atlas that comes with jME, just generating a large texture with N x N tiles, picking a random tile for each 2 tris that make up the visible faces for one 'block', and assigning UVs to those verts based on the tile width/height.

Whatever it is that you have consumed … i want that stuff, too! :smiley:

reminded me of this video for some reason

http://www.youtube.com/watch?v=WQO-aOdJLiw