JMonkey Performance Test

Originally when I stumbled upon JMonkey, I thought “wow this game library is awesome”.  I spent some time playing around with it and decided that it was perfectly adequate for what I wanted to do, while allowing me to write all my little projects in Java for quick turn around time (number one goal for a short attention span).

After trying a couple projects (including the previously posted Map Generator) I started to see performance issues.  I wanted to make sure they weren’t related to JMonkey/OpenGL throughput issues, so I decided to do a little performance testing.

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Procedural FPS Maps V1

I had two main goals with this little mini project.

1. Get to know my way around Jmonkey a little better.

2. Design some heuristics around FPS maps (mainly for deathmatch style games) from scratch.

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Design – Know your Game Length

When designing a game, or balancing a competitive game, one of the most important things to keep in mind is keeping all of your players engaged for as much of the game experience as possible (engagement will be a common theme in these articles).  After all, the goal of a game is for players to play it.  A game that is too long can lose focus, or alienate players that have fallen behind (the “runaway leader” effect).

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Procedural Generation Intro

Ever since I started to really get interested in game development, I’ve always been interested in procedural generation.  Procedurally generating content is a great way to improve replayability in your game.  Many games already take advantage of this by generating things like: dungeons, random item drops, and terrain.  Basically, anything that is not scripted directly by a human, has been generated through the clever use and combination of repeatable formulas, building blocks or whatever other method you’re using (I’m going to try to invent new ones, I’m that cool).

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Game Engines

So when I decided to start focusing on this project (this project being, this blog) I figured at the same time I’d try to start participating in the Ludum Dare competitions (for those who are not familiar).  For this goal and the fact that I want to be able to iterate quickly on my ideas, writing a game engine myself would not be prudent.  It’s a pretty well understood problem, so there are quite a few “out of the box” options for the common developer to consider.

I’d now like to take a moment to explain something.

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