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Java Game APIs & Engines / Tools Discussion / API for GPU programming
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on: 2004-11-26 06:48:58
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Hoi! I want to do some GPU programming, but am lacking some overview about the APIs there are. What is the best API? Some OpenGL? It should have a good documentation and Java would be finest :-) What are your oppinions? Thanks, cweila2s P.S.: I know this is hot topic! Don´t want to start a flame war  , just get some personal opponions what to use!
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Java Game APIs & Engines / Java 3D / Re: Texture Mapping for Terrain
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on: 2004-09-23 08:07:21
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Shouldn't think so! You can hang everything you want in front of your view, text was just the example in my case. I didn't try any other, but that could even open the opportunity to create a 3d surrounding for your view (with rotating icons / displays that morph in real 3d and so on). Hmm, I wonder if picking works fine on these distances...?
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Java Game APIs & Engines / Java 3D / Re: Texture Mapping for Terrain
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on: 2004-09-22 14:20:26
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Wrote an answer to this problem in its own thread... Has anybody come to the idea just to hang a Text2D just in front of your ViewPlatform (maybe this is considered very basic, but it was my first approach then and it works  )? Of course, you have to set FrontClippingDistance to aminimum, but it works fine. The question is, has anybody ever tried it out and can compare both regarding performance? I don't have an application complex enough to test it...
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Game Development / Performance Tuning / Re: Threads and wait()
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on: 2004-09-09 15:33:09
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I don't know which behavior the process scheduler in Windows XP uses, but why don't you try and give them a amount of time when sending them to bed -> wait(100). Sounds (haha) not very reasonable, but I'd be interested in the results. Another thing is - why do you want to have one thread for each sound??? Of course the scheduler has to look after its threads, so why don't you make its work easier and give it only on thread at all? What about a thread-free solution? Depends on what kind of application you use that for, of course... If I understand you right, even an uninitialized sound schedular take process time? That'd be very bad 
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Java Game APIs & Engines / Java 3D / Re: JPG/MPEG
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on: 2004-09-06 12:01:11
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Go for: http://rsb.info.nih.gov/ij/There's ImageJ, that can easily convert the JPGs into an avi. There are several other programm that can do this better (or directly to an mpeg2), but ImageJ is Java and stand-alone, thus no root rights or things like that (which may be interesting for some people, it was for me). Plus, you can write your own converters or filters easily 
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Java Game APIs & Engines / Java 3D / Re2: Rotation with/without shifting axes
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on: 2004-08-17 14:10:02
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// 2nd part: the Behavior class
private class RotBehavior extends Behavior{ TransformGroup tg = null; Transform3D t3d = null; Transform3D rot = null; RotBehavior(TransformGroup tg){ this.tg = tg; t3d = new Transform3D(); rot = new Transform3D(); rot.rotY(0.05); } public void initialize(){ this.wakeupOn(new WakeupOnAWTEvent(KeyEvent.KEY_PRESSED)); } public void processStimulus(Enumeration criteria){ System.out.println("Accessing processStimulus..."); this.wakeupOn(new WakeupOnAWTEvent(KeyEvent.KEY_PRESSED)); tg.getTransform(t3d); t3d.mul(rot); tg.setTransform(t3d); } }
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Java Game APIs & Engines / Java 3D / Re1: Rotation with/without shifting axes
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on: 2004-08-17 14:07:10
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I don't know if I understand your problem correctly as I don't know the Blockout game, and I'm a newbie too, but it should help you if you use one single Transform3D centrally and six in the Behaviors (for every direction). Your processStimulus should then get the central t3d, multiply it with the local and store it back into the TransformGroup.
I modified Sun's HelloUniverse so that it should be the way you want. I can't paste everything because this MessageBox has a max amount of chars:
// the lines in createSceneGraph Transform3D before = new Transform3D(); // <----------------- THE ROTATION BEFORE before.rotX(0.5); TransformGroup objTrans = new TransformGroup(before); objTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); objTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_READ); RotBehavior behave = new RotBehavior(objTrans); behave.setSchedulingBounds(bounds); objRoot.addChild(behave); objRoot.addChild(objTrans);
// to be continued ...
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Java Game APIs & Engines / Java 3D / Re: JPG/MPEG
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on: 2004-08-12 09:52:13
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Hmmm, FRAPS really looks nice, but only available for Windows... (and I'm on Solaris). The takeScreenshot method works fine, I have it in a frame triggered behavior and it writes output  Thanks to both of you!!
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Java Game APIs & Engines / Java 3D / JPG/MPEG
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on: 2004-08-11 14:21:08
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Hoi! As I'm getting deeper into Java3D I asked myself wether there is a possibility to have a real-time screenshot made by Java3D? Perhaps triggered by a behavior? Can Java3D go into non-real-time mode and just render frame after frame and write them out? That would ne nice for high quality scenes my CPU/GPU is too slow for  Or is there a direct way for creating mpegs? I digged in the API at Canvas3D/Screen3D etc., but there doesn't seem to be a method for this. Greets, cweila2s
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Java Game APIs & Engines / Java 3D / Random behavior
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on: 2004-07-30 14:02:10
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Hoi! Currently I'm doing some stuff with Interpolators and Behaviour who work really fine, except for two things:
First I randomly get an NullPointerException for my SoundSheduler, which is quite eerie for I don't use any sound (and thus have nothing set with sound)... but why?
java.lang.NullPointerException at javax.media.j3d.SoundScheduler.activate(SoundScheduler.java:714) at javax.media.j3d.MasterControl.viewActivate(MasterControl.java:2534) at javax.media.j3d.MasterControl.handlePendingRequest(MasterControl.java:3027) at javax.media.j3d.MasterControl.doWork(MasterControl.java:2951) at javax.media.j3d.MasterControlThread.run(MasterControlThread.java:28)
Secondly, when I want to have Spheres collide it does what I want, except for the times when the Spheres aren't in their places. I definitely put them in the right coords! Sometimes they are good, sometimes they are about 1 meter up. Summa summarum, it all works, but only sometimes. has anyone experienced something similar? A fine weekend to you, cweila2s
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Java Game APIs & Engines / Java 3D / J3d.dll under Soloris/Eclipse
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on: 2004-07-20 08:48:39
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Hoi! This is a very basic question, but I can't figure it out. I'm trying to get JAVA3D work under Eclipse on an SOLARIS platform. Eclipse was no problem, got an up-to-date JRE, JAVA3D and OpenGL. Problem1: Counldn't find J3D.dll anywhere, so I downloaded one from the internet. Problem2: When starting HelloUniverse, Eclipse gives me this "no j3d in java.library path..." error. I think j3d.dll is in nearly every directory of my jre and I had no success when trying to set a parameter -Djava.library.path=/dir/ in Preferences/Java/InstallesJREs. What can I do? Which property in Eclipse is to set? Thanks, Chris
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Add your game by posting it in the WIP section,
or publish it in Showcase.
The first screenshot will be displayed as a thumbnail.
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