http://www.ibm.com/developerworks/library/j-jtp09275/
My engine doesn't generate much big garbage I'd assume. (It's not a game like mine craft which throws away enitre chunks from memory all the time) All forms of "assets" are loaded, cached and reused. IE Once I load a weapon model or sound or animation it's loaded and used for every every object that needs it and held in memory until you load a new map. When a new map is unloaded that's when big garbage is going to happen.
I already have physics, I'm currently using point physics on most items and projectiles. I'm using spheres for players right now (going to use cylinders later when I learn how to do that) I also have basic model based collision as well. Physics is currently less of a performance issue than GLSL right now. GLSL perfomance is my current focus. And additionally, physics are done "in the cloud" for the multiplayer aspect so a lot of it won't be an issue.
The part I don't have is angular velocity physics and ragdoll (soft body) physics. That's going to be a last touch most likely.
Meh, don't know. This was my first massive programming project so I thought it a good idea to use a language with less low level management. I'm not trying to make cry engine 3 so I really don't think I should worry about performance to a massive degree. I do know if I write another engine it will probably be c++ now that I have a pretty thorough understanding of how structuring a game engine goes.
Of course, I already stated that. Speaking of LWJGL, I hope they get occulus rift support. I'll put that in my engine.
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