There was a thread on javagaming.org about my game since February 2007
, my first person shooter was created in October 2006 and opensourced in November 2006, but as JavaGaming switched to read-only mode in January 2023, I'll post some updates on this forum. T.U.E.R website
contains some documentation and a playable version of the game.
I've been working on several algorithms of mesh decimation, one of them since about ten years. I'm almost ready to release a fully working version of coplanar adjacent triangles merge, I reduced the memory footprint required to simply a ceiling composed of about 123000 triangles, it required at least 60 GB, it should require something a lot more reasonable, i.e around 1 MB. I implemented a very naive 2D sparse array to solve this problem.
I used a smaller ceiling (222 triangles) in the meantime. A very few invalid triangles are produced, I'll have to fix this bug as soon as possible. I obtained 14 triangles but I expect to obtain between 15 and 20 triangles when the bug is fixed.
On the long term, I'll have to use more efficient abstract data types, probably a forest of graphs.
JFPSM, the editor of the game, uses Swing. I still hesitate to re-evaluate the use of NetBeans Platform in order to improve the tiny image editor and benefit of much more build-in features, undo/redo management, project management, etc. There are several projects using JOGL that use NetBeans Platform too, for example Praxis Live
and Gephi, they could be excellent sources of inspiration for me.