jME interesting for large models?

Hi all!



I want to create combat flightsimulator to play on Little LAN-Parties(8-12 persons). I’m not a good 3d artist, so I use Lego models in my game, and water as terrain. I export them from MLCad and import them into Blender to export them again as .Obj files and import them again into jME. But the lego-models are large, and i get a very low framerate(between 2-5). And than I import only 1 model.



Is jME actually a good 3d engine for large models? Is there a way to import large models into jME with a normal framerate?







Whitout water, my framerate is much better





If i try to use my model in the HelloLOD class, i get an Java heap space error. I use jME 2.0 for my game.

From my experience, jME handles complex models quite well, but you have to bear in mind what is reasonable for a realtime application, and what is your target hardware. Complex effects such as water will also of course have a performance hit.



50,000+ triangles would I think be considered excessive for games on most hardware. I would look to use about a tenth of that in your highest level of detail. You should be able to achieve good performance with that, without loosing too much visual quality.



[EDIT: Meant to say 50,000+ triangles for a single model not the whole scene!]

Thanks for the quick reply!

I reduced my mesh from 53000 triangles to 23000 triangles, and I changed my water in terrain. However, my framerate was still 5. Then I checked my update method en deleted these lines:



rootNode.updateModelBound();

rootNode.updateRenderState();

rootNode.updateWorldBound();

rootNode.updateWorldVectors();



Now is my framerate 150 :smiley:

hehe… yeah, update should only have rootNode.updateGeometricState  (and if you happen to be extending certain game types like SimpleGame then that is already taken care of for you.)



Glad you got it figured out.

I'm using SimpleGame, but I didn't know that. Thank you very much!

Hi. My first post on this forum :slight_smile:



Im investigating the capabilities of jME and therefor a quick question regarding size of models.



But the lego-models are large, and i get a very low framerate(between 2-5). And than I import only 1 model.


What is large? How many polys/triangles are you crunching at decent 60> framerate? I know hw does play a role, but it will give me a overview of what jME is possible to do.

-K-

my spaceship models have ~1.5 and ~10k tris and i can easily let multiple of them fly around with good framerate.

Hi,

I don't won't begin new topic so i write here.

As a part of my study i must write some aplication. My application is quite simple it's a cellular automaton and I'm simulate some crystallization.

But i have really big problem with displaying this. My model has about 30 000 cubes, and animation is  really slow. But in fact a lot of this cubes are grouped in bigger cube. (one big crystal is made from lot of smalls). So i belive that there is a lot of possible optimizations i found something on wikipedia but the algorithms are quite difficult.

Do you think that jME can help me with this problem (now I

Use geometry instancing. Modern video cards hate to render lots of batches, they prefer to render a lot of geometry stores in a small number of batches.



You can find geometry instancing in jME: http://code.google.com/p/jmonkeyengine/source/browse/#svn/trunk/src/com/jme/scene/geometryinstancing



and this is the test: http://code.google.com/p/jmonkeyengine/source/browse/trunk/src/jmetest/scene/geometryinstancing/TestGeometryInstancing.java