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1  Game Development / Newbie & Debugging Questions / Re: Scene Graph vs Level structure vs Maps...... on: 2009-08-24 13:46:26
I've been doing a lot of reading about portal rendering. I think i understand the algorithm... My lack of understanding is centered around the organization of the actual file format for world geometry. Does anyone know of any milkshape tutorials that deal w/ FPS type level creation and exporting? Like, how can i get milkshape to export the map as sectors and portals correctly? <---This is what i'm having the most trouble with right now...  I'd like to focus on manual placement of portals until i understand things a bit more and then maybe use a BSP tree to do automatic placement.... but that's thinking too far ahead right now... Thanks for the replys so far...
2  Game Development / Newbie & Debugging Questions / Scene Graph vs Level structure vs Maps...... on: 2009-08-17 13:37:59
Ok i have a few questions and i was hoping that someone here could help. I have been doing a lot of reading and i have to say that i am lost when it comes to structuring a level. I am working on an engine for a 3D FPS. Can someone point me in a starting direction? Has anyone worked on a FPS? I just can't wrap my head around level organization. 

EDIT: I'm using JOGL btw....
3  Game Development / Shared Code / Re: JOGL - FPS and Fly Through Code on: 2008-10-03 16:46:08
Yes, it's clearly visible, that's not issue and it's well done. I just had bad impression when you said to look into your source codes and when the original poster found it useful, you "catched" him with GPL.

My thoughts exactly....

So, now that I posted the two lines of code, though they are trivial and found in many JOGL codes not under license, is anyone reading this post and reading the associated license discussion bound by the GPL license - especially if they didn't have those capabilities set and go now and set them in their code?  Sigh...I wish people would just help others and not expect something in return in the form of acknowledgement, royalty, etc, etc, etc.

Agreed.   People should offer advice for the sake of helping one another and thats it....
4  Game Development / Shared Code / Re: JOGL - FPS and Fly Through Code on: 2008-10-03 12:23:32
WOW..... Talk about trying to sucker someone into using your license........
5  Game Development / Newbie & Debugging Questions / Anyone have a good 3d portal rendering tutorial? on: 2008-10-02 01:32:23
does anyone have or know where I can find a good tutorial for 3d portal rendering( with an implementation to look at if possible). I'm having a tough time wraping my head around sector determination given the camera location and things of that nature.... Thanks in advance for any help...
6  Game Development / Newbie & Debugging Questions / Re: Buttons on: 2008-09-23 17:05:00
simple google search yielded these results:

you should be able to figure it out from there......
7  Java Game APIs & Engines / Java Sound & OpenAL / playing the same sound on 2 sources at the same time on: 2008-09-03 14:57:02
Hello, is it possible to play a sound that is only loaded once (stored in 1 object) on 2 different sources at the same time? I have tried this and it seems that as soon as the second source plays the first one stops. Is this because the data buffer for the sound only exists once in memory? I have tried buffering the data from my sound object in to 2 different openAL buffers and playing them on seperate sources but this yields the same results. Do i have to have seperate coppies of the data for the sound for this to work(do i have to load the sound twice into seperate objects) or am i just doing something wrong?
8  Java Game APIs & Engines / JOGL Development / Re: Cannot retrieve location of uniform variable in my vertex shader on: 2008-06-23 18:21:59
Hello I had a problem similar to this once. I was reading the shader into memory incorrectly but they were compiling correctly. it took me forever to find. Maybe the same thing is happening to you? just an idea.....

[Edit] ... come to think of it, It might have been that the program i was writing them with was storing bad characters..... I can't remember. I'm at work when i get home i'll post some code and a shader that i know works.
9  Java Game APIs & Engines / JOGL Development / Re: Creating / Rendering the Bezier Patches from a quake 3 level (BSP file) on: 2008-05-29 13:07:08
Thanks a ton..... I'll look over all 3 approaches Smiley Thanks again!
10  Java Game APIs & Engines / JOGL Development / Creating / Rendering the Bezier Patches from a quake 3 level (BSP file) on: 2008-05-27 12:16:15
Hello, Over the weekend i played around w/ the BSP loader from JaGaToo. I havn't spent any time at all w/ visibility yet as i would like to get all of the rendering working first. I have meshes and polygons rendering well. I am having trouble wrapping my head around the creation and rendering of the bezier patches. Can anyone fully explain how to get the data from the faces -> tesselation -> new Vertices? If not, does anyone have an example that i could peek at? 
11  Games Center / Archived Projects / Re: JOPS 0.5 Released - Java Open Particle System on: 2007-12-06 16:20:09
Very nice work. The samples all look great as well!
12  Game Development / Newbie & Debugging Questions / Re: active rendering on: 2007-11-21 14:59:22
Take a look at the active rendering framework in Killer Game Programming in Java..... It should answer your questions and more..... The chapters are also available online for free too.
13  Game Development / Newbie & Debugging Questions / Re: Whats wrong whit code? on: 2007-11-13 19:59:21
     there are demo applets from sun here: take a look at theese they should help.
14  Game Development / Performance Tuning / Re: speed of glsl on: 2007-11-09 18:57:38
ok so lets say i render something large  where i specify a color for all verticies as case 1......

[code]gl.glInterleavedArrays(GL.GL_C4F_N3F_V3F, 0, meshVertices);
           gl.glDrawArrays(GL.GL_TRIANGLES, 0, MeshVertCount);

for case 2 i do the same thing w/ a simple shader but i use GL.GL_N3F_V3F  and let the shader handle color

           //use program.................
           gl.glInterleavedArrays(GL.GL_N3F_V3F, 0, meshVertices);
           gl.glDrawArrays(GL.GL_TRIANGLES, 0, MeshVertCount);

case 2 should be faster right???

and for case 3 i do what case 1 did with the shader as well. Aren't i doing the color stuff w/ the FF and the shader basically duplicating effort, therefor adding overhead Huh......

           //use program.................
           gl.glInterleavedArrays(GL.GL_C4F_N3F_V3F, 0, meshVertices);
           gl.glDrawArrays(GL.GL_TRIANGLES, 0, MeshVertCount);

if Interleaved Arrays are a bad example replace that with gl.glVertex3f(), gl.glColor4f(), and gl.glNormal3f() ..... 

I would test this now but my work computer is horrible and doesn't support shaders Sad

15  Game Development / Performance Tuning / Re: speed of glsl on: 2007-11-09 16:45:28
Shaders only replace a portion of the existing API, you still need to use the same methods for submitting geometry data.

- this i understand.....

the original post asked.....
it seems that the shader programs give me worse framerate.  With a fixed function pipeline, I could get about 18 fps drawing 10,000 cubes, while using the shader it would give me only 12.5.  The shader consited of this:
vertex shader:
void main() {
gl_FrontColor = gl_Color;
gl_Position = ftransform();
fragment shader:
void main() {
gl_FragColor = vec4(.2, .4, .5, 1);

my point went along w/ what ezmic added in the original post.... The shader that was shown doesn't seem to replace any fixed functionality ..... It looks like it is just setting a frag color in addition to the original rendering(original rendering 18fps, original rendering + shader changing frag color = more work so this should be slightly slower)  .... am i missing something?? I am very sorry if i am just confused on this. I wouldn't want to send anyone off in the wrong direction....

16  Game Development / Performance Tuning / Re: speed of glsl on: 2007-11-09 14:13:25
If memory serves correct(and correct me if i am wrong), you were not replacing fixed functionality, you were using a shader on top of it. (I.E. using all of the gl.glDoSomething() commands for your rendering etc... and then just changing the frag color with your shader) Take a look at
for an example of how to replace fixed functionality with shaders. The example shows how to replace texture and lighting functionality with shaders. It also shows how to build a shader library(actually the main purpose for the article).
17  Java Game APIs & Engines / JOGL Development / Re: GLCanvas flicker fixed with gl.setSwapInterval(1) - what fix for GLJPanel? on: 2007-08-31 20:36:18
Check out FengGUI..... If all you are looking for is some widgets this might help.
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