OpenGL 3D Terrain/Open World Engine | v1.1 Java Lwjgl

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Version 1.1 of my OpenGL Terrain Renderer. Due to my Master of Science Thesis I will start a new project, a Vulkan API/C++ Rendering Engine.

Implementations in this demo:
- CDLOD Terrain System
- Tessellation/Geometry Shaders
- Post Processing Effects with Compute Shaders (Bloom/Dof Blur/Motion Blur)
- HDR Lighting
- 256x256 FFT Water
- (Geometry) Instanced Rendering
- Parallel Split Shadow Mapping
- 8x MSAA
- Alpha to Coverage

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Nice work! Really great features in here, I started out at TAFE learning LWJGL myself. Good luck getting started with Vulkan it's a long process to get going but I think it will be well worth knowing, and C++ is just all around awesome.

maddie
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The LOD transitions are barely noticeable.


This is something a lot of people can't get right.

AstralSnowstorm
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Awesome work. Does the physics of the terrain tesselate as well?

johnjackson
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What's the music? Shazam doesn't find it.

sterdot
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How is the performance in java? is it viable to write an engine in Java?

yiandev
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I never saw the Game Engine are running in Java except LWJGL

yerenzter
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Nice you have potential to beat mainstream Game engines like Unity or Unreal in the future by the way did you use OPENGL, SDL, PHYSX or Direct3D to render the graphics

yerenzter
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Great! (y) Can I ask what book you learn to do this.

minhthainhat
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Stupid question but I'm a beginner programmer and I just started using Java Eclipse and I would love to know what OpenGL is.


Reply much appreciated

emmetcasey
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Молодец, почти как Archeage =) Когда движок доделаешь отпишись plz хД

darkhunter
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is your thesis finished? because there's a technique that you can do to get your tessellation to smoothly morph instead of sudden subdivision, new vertices are made and moved in a way so they unfold from their origins, and then collapse into one point as you come and go. this would prevent that effect where the geometry pops suddenly. here is a demonstration of what I mean. I like this one because it's easy to calculate the new UV's as they get generated.

tranceemerson
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Java is a mess for that kind of stuff:
- No templates
- No destructors (do you manullay have to delete your framebuffers, vbo's, textures etc. when you don't need them anymore?)
- No operator overloading
- Potentially slow garbage collection
Anyways, respect for showing us that it's possible to write something like this in Java and good luck for your C++/Vulkan project

phipsifl