Yes, I thought of that to. But right now parts of the code are rather specific to my style of setting up the game world. I'll abstract away enough of that to release the editor as a standalone solution after I have the base functionality working as I want it, and then I guess it won't be too hard to integrate it with MW3D.
Heh, actually the demo is still not doing llama's engine (and jME, of course!) much justice, the terrain resolution is about double as high as necessary, and I am currently brutally loading the textures from pngs inside of the render loop }:-@, so expect performance to improve quite a bit as I am going on.
Hardware support for glsl shaders is a requirement, yes, I decided to draw the line there for my own project, because I couldn't get any acceptable framerates with 6 layers of textures on my own card with multipass rendering. And my own laptop with it's trusty geforce go 7400 is set as the minimum hardware requirement for my project ;)
The terrain editor will eventually allow falling back to fixed pilepline multipassing, though.
How do I tell? I think I am using the latest archive you posted over in the dev thread, but TerraView is not abstract, or anything… But I have a TextureStore class I can't remember to have seen before, is that enough to identify the version?
With the clipped stacktrace, I can only guess, but it looks a bit like something is not supported by your card. Have you tried the webstart demos, specifically in the shaders section, before running this? Also, could you provide the full output? What's your graphics card/OS/driver version?
Totally awesome! I never knew jME had -this- much potential!
One question though: The debug information on the bottom shows you render alot but how did you maintain that 60fps? I really find it hard to believe, even though the facts speak for themselves, that everything runs so smooth. I guess im just curious how you optimized everything
Llama's terrain engine (see first post for link)provides automatic LOD for terrain
GeometryInstancing for small plants
SharedNode for trees
I might have forgotten something, but will happily answer more specific questions.
Since I created the demo package, performance got even better (from min. 70 to min. 90 fps in singleplayer demo) by using jME 1.0rc1 and multithreaded texture loading (well not really a performance booster, but eliminates lag when loading new parts of the terrain).
My next steps performance-wise will be
experiment with an alternate way of calculating bounds for KeyframeController-animated meshes
Use those bounds to determine if we even have to bother with updating the KeyframeController
somehow "invent" some kind of SharedKeyframeController to reduce memory usage with lots of players on the screen
But it will be a while until I get to those, I'll put a lot of work into gameplay/rules first.
Also I'll research ways to get blender->collada->jME working properly for skeletal animation if nobody beats me to it.