New answers tagged lwjgl
You need to create polygons to check for collisions and check them every step in updating the position. I found example in the internet and try translate comments to English. You can download example. Other way is creating collision map, like this P.S. Sorry for Google-translate.
Yes it would be inefficient. However it's up to you to decide if it is too inefficient. It depends on how often you would be calling LWJGL. See http://stackoverflow.com/questions/7699020/what-makes-jni-calls-slow and http://188.8.131.52/docs/books/performance/1st_edition/html/JPNativeCode.fm.html. Chapter 9.2 Examining JNI Costs from the second link ...
Sometimes using a 0 or very low value for the zNear will result in a bad depth calculation. Try using the following instead: gluPerspective(30f, 1024f / 768f, 1.0f, 100);
The simple way to draw in 3D is to wait until LibGDX has implemented their 3D functionality. Otherwise, you can simulate the effect in 2D. Basically, you change the scale of the object to represent its movement along the Z-axis. Rotating would only be with respect to the current 2D perspective.
Depends on which type of bounding box you're talking about. Axis-aligned bounding cubes are one of the fastest ways to do a rough first-pass collision test, before sending those that pass to a more precise collision check. Edit: This is especially true when you have multiple moving objects that may collide with one another. Oriented bounding cubes require ...
This problem has been solved and it works now. This used to be a university project,but now it has been marked and returned I am free to share the entirety of it with you. This is 3D space invaders game, with a custom OBJ loader writing in Java, you can download it from this repo on GitHub: https://github.com/gambiting/Graphics_Project ...
You aren't resetting the modelview matrix, so each cube's translation is added to all further cubes. Use glPushMatrix and glPopMatrix around each translate-and-call.
Threading I suggest you use just one thread for now. In my opinion, using multiple threads for rendering and game interactions will only complicate your code and introduce synchronization overhead, so the only time I would do that is if I MUST improve performance by using multiple threads for multiple CPUs (in which case you should profile first before ...
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