{"author_name":"zzorn","cat":"LD #20 - It's Dangerous to go Alone! Take This!","comments":[],"epoch":1304192040,"likes":0,"metadata":{"p_key":"66379","p_author":"zzorn","p_authorkey":"2534","p_urlkey":"102175","p_title":"Platforms, in 3D","p_cat":"LD #20 - It's Dangerous to go Alone! Take This!","p_event":"LD20","p_time":"1304192040","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":"2534","us_name":"zzorn","us_username":"zzorn","event_start":"1304035200","event_key":"6","event_name":"LD20"},"text":"<p>Just finished a custom platform-oriented physics engine for JME after trying to get JBullet to work properly.\u00a0 I&#8217;m seeing better framerates too (in the hundreds, versus in the tens with JBullet), at least with a reasonable amount of moving objects. When the movable objects and fixed platforms start reaching into hundreds the framerate drops, as I&#8217;m using a brute force search at the moment (O(n^2)).\u00a0 Could be improved with some simple optimizations (don&#8217;t check collisions for stationary objects or objects that have fallen out of the map).\u00a0 Probably I could have gotten JBullet to work too, but I&#8217;d rather spend the time implementing a simple solution I can understand and tweak, than reading manuals and debugging external frameworks.<\/p>\n <p><a rel=\"attachment wp-att-48008\" href=\"http:\/\/www.ludumdare.com\/compo\/2011\/04\/30\/platforms-in-3d\/red_box_and_shady_pills\/\"><img class=\"alignnone size-full wp-image-48008\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2011\/04\/red_box_and_shady_pills.png\" alt=\"\" width=\"659\" height=\"508\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2011\/04\/red_box_and_shady_pills-300x231.png 300w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2011\/04\/red_box_and_shady_pills-550x423.png 550w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2011\/04\/red_box_and_shady_pills.png 659w\" sizes=\"(max-width: 659px) 100vw, 659px\" \/><\/a><\/p>\n <p>Visually the game hasn&#8217;t changed much, except I added in lighting.\u00a0 The  spheres look positively yummy with a bit of shininess and lights from  two directions. <img src=\"http:\/\/ludumdare.com\/compo\/wp-includes\/images\/smilies\/simple-smile.png\" alt=\":)\" class=\"wp-smiley\" style=\"height: 1em; max-height: 1em;\" \/>\u00a0 I&#8217;m dedicating tomorrow to content creation and gameplay implementation.\u00a0 The goal of the game will be simple, move from a spawnpoint to a goal-portal on each level, by jumping between floating platforms, and avoiding\/fighting some kind of enemies.\u00a0 If I have time I&#8217;ll add some companion for the player to protect \/ escort.<\/p>\n <p>On the tuning side the my <a href=\"https:\/\/github.com\/zzorn\/scalaprops\">scalaprops<\/a> library is turning out to be very practical, it allows tuning of game parameters interactively which will be a real timesaver when digging into the content creation.\u00a0 It will need a bit of additional work to comfortably display all the settings though.<\/p>","time":"April 30th, 2011 2:34 pm","title":"Platforms, in 3D"}