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Considerations: A. Do the color-frame less frequently, for example at 10 fps (every 6th frame if you run at 60fps). Small lag won't be that noticeable; B. Render color-frame at lower resolution, e.g. 1/4, if you don't need pixel-perfect precision; C. Render only one pixel that you need below the cursor. I'm not confident with the math, but surely there's ...


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glTranslatef doesn't add objects in LWJGL but translates OpenGL's built-in modelViewProjection matrix. Based on the fact that you're using glTranslatef I would say that you're using legacy OpenGL where this is the only way of matrix translations and these calls are not hardware accelerated. Possibly the best way to improve your performance is to switch to ...


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glTranslate is deprecated and slow, so you shouldn't use that function anyway and rather use the matrix operations, like Matrix4f.translate(modelPos, modelMatrix, modelMatrix); to transform your models. see: http://lwjgl.org/wiki/index.php?title=The_Quad_with_Projection,_View_and_Model_matrices and feed a complete Model-View-Projection matrix to the shader ...


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Let me get this straight: render performance is in (almost) no way related to the programming language, but to the graphics API used (Ex: OpenGL, DirectX, software, etc.) The programming language used is only an interface to these APIs and will not affect graphics performance. What the language will have an impact on is the arithmetics. If you want to do a ...


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Java is a bit slower then c++ however this effect is less then people tend to think. There are several points on which it matters: 1 Calls towards openGL will have to take another extra step this means that if you make many calls towards openGL you pay a small penalty (not that large but it's there). 2 You don't control the garbage collector that means ...


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Another scheme I encountered is the one from Position Based Dynamics where you: Integrate velocity and position (unconstrained) Collision detection Constraint solver (position based) Update velocities from new positions (basically you're integrating them using the computed constraint forces, just like you did for the positions) This is to show that there ...


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Typically a physics engine will follow these steps: Broad-phase collision detection. Typically using bounding volumes, this reduces the set of all objects to a small subset of potentially colliding objects. Some data structures to handle broad-phase are AABB trees, KD-trees, Octrees, etc. Narrow-phase collision detection. From the subset of potential ...


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The prevalent advise is fewer big buffers are better. Ideally one buffer big enough to hold everything. This also allows you to use 1 VAO per vertex layout. Along with persistently mapped buffers, it makes for a powerful GPU memory management in your application. However, it does burden you with extra work to ensure your data is aligned correctly, that you ...



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