Hi !
Featured games (85)
games approved by the League of Dukes
Games in Showcase (623)
Games in Android Showcase (176)
games submitted by our members
Games in WIP (676)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
   Home   Help   Search   Login   Register   
  Show Posts
Pages: [1] 2 3 ... 5
1  Java Game APIs & Engines / Xith3D Forums / Re: Compile problem on: 2004-07-17 22:47:57
Sorry guys, it was my IntelliJ setup prob. I've been using this project since at least last Aug and today after I updated it got somehow screwed, I created new project and imported code from cvs again and everything is again as it should be. No idea what has gone wrong with the old project though.
2  Java Game APIs & Engines / Xith3D Forums / Compile problem on: 2004-07-17 19:02:32
After last update from cvs I am getting errors. All are coming from canvasPeerImpl.

missing : gl.glDrawBufferRegion, gl.glDeleteBufferRegion,  glBufferRegionEnabled,  glNewBufferRegion - i am using latest jogl.jar. Am I missing here something?
3  Java Game APIs & Engines / Xith3D Forums / Re: VertexProgram on: 2004-07-07 19:10:37
Just noticed GLSL is availabe since driver # 5668 on NVIDIA cards. Any chance it will be  pluged in Xith any time soon?
 Sorry I have just checked my driver and realized I am running on my other box  nvidia driver #6111 and that is still consider beta - GLSL works only on that one without any problem but the suport is not on the version I mentioned earlier.
4  Java Game APIs & Engines / Xith3D Forums / Re: VertexProgram on: 2004-06-03 21:58:55
am bussy these day like hell and in order not to see my job going India 14 hours days are norm - so dont have much time to spare on this unfortunately.  

 If GLslang is what everybody agreed on - then I shall wait. I dont want to waste your time helping me to incorporate my ideas I guess you are the only remaing man to work on xith so save your energ on that.

 Just briefly on what I have done using jogl. Found paper on terrain which is using hardware ecelarated approach. Basically it is based on standard quadtree - but instead of re-generated all tris all the time it declares tiles as a arrays which are sent to GPU and then when it comes to swiching to lower/higher lever of detail it uses vertex program to morph surrounding tris to avoid cracks. These days it really makes sense to send as much data in a chunk to let card handle it itself - but at the same time you still dont have to sent there whole thing - in that respect old fashion quad approach still makes sense.  It does run faster and smoother that old fashioned re-generated approach. Vertex program actually makes just tiny portion of it.

 Thats all....thanks again for offering a help.
5  Java Game APIs & Engines / Xith3D Forums / Re: VertexProgram on: 2004-05-30 16:33:27
I did find one which is using vertex program, thanks for letting me know about it - that really helped!
Just was wandering there is one file jogl_cg.dll  -  when I was using opengl I needed to cg.dll and cgGL.dll to make it work. Is jogl_cg.dll equivalent of those two?

 Btw any plans for making morphing work using vertex shaders?
6  Java Game APIs & Engines / Xith3D Forums / VertexProgram on: 2004-05-26 22:27:13
Anyone has any example how to use vertex program inside xith3d?
7  Java Game APIs & Engines / Xith3D Forums / Re: Xith3d still alive? & Future plans on: 2004-05-23 13:53:44
Really glad to see Yuri's post. Xith is great and would be really bad to let it just go away. Stereo rendering sounds really sweet cannot wait for that!
8  Java Game APIs & Engines / Xith3D Forums / Re: Xith3d still alive? & Future plans on: 2004-05-23 00:33:43
blahblah why dont you just go on and read forum know that link on main page ..if you need help how to click it let me know Smiley
9  Java Game APIs & Engines / Xith3D Forums / Re: Xith3d still alive? & Future plans on: 2004-05-22 00:56:56
alive that's good i guess that means we can use it but is it still being developed?... that was original question...Dave was main horse behind it and now when he left even his own creation (magiscosm) question is - is there anybody still thinking about added new features - or is it going to stay as is it from now on .....
10  Discussions / Community & Volunteer Projects / Re: Project Proposal: Javoids on: 2004-04-24 23:43:51
I respect everyone's opinion and if no is what  one says then fine - well - almost fine - I would suggest  say no I will not be part of it because : 1....2.....3....... and I am proposing to start this ....... Just plainly saying no bring nothing new to  the table.
11  Discussions / Community & Volunteer Projects / Re: Project Proposal: Javoids on: 2004-04-24 21:08:51
obviously yes ...  each project will make java gaming community more visible and stronger... or of cource we could start playing word game and nothing gets ever done   Wink
12  Java Game APIs & Engines / Xith3D Forums / Re: Xith3D logo on: 2004-03-05 22:14:04
this logo is by far the best i have seen in many years anywhere .... indeed splendid job!
13  Java Game APIs & Engines / Xith3D Forums / Re: TextureCubeMap on: 2004-02-20 22:22:08
now that is great news - this  woke me up from my prolonged post-Xmas-hibernation ..good stuff JCD!
14  Java Game APIs & Engines / Xith3D Forums / Re: Collision Demo on: 2003-12-26 15:02:35
Tried to play with a bit and everything seems to work. Good stuff!!!
15  Discussions / Miscellaneous Topics / Re: Merry Christmas? on: 2003-12-26 14:59:38
Merry Xmas - Happy Chanukah - Happy Kwanza -  and all the best to New Year.  Wink
16  Java Game APIs & Engines / Xith3D Forums / Re: TextureCubeMap on: 2003-12-19 17:43:19
dear santa . Grin ..sorry got lost for a vote for this feature as well
17  Java Game APIs & Engines / Xith3D Forums / Re: Great Idea - Logo on: 2003-12-17 22:33:37
my vote for #7 - very modern and it catches one's eye
18  Java Game APIs & Engines / Xith3D Forums / Re: Collider on: 2003-12-08 17:12:51
Now that makes sense. Over the weekend I was thinking how to do somethin like this and all the time was following path ..ok it should be bounds based BUT at certain point you should be able to switch to use real geometry - and of course completely missed idea that you can adjust size/volume of enclosing object. That is simple and should perform nicely. Thanks Dave for this input.
19  Java Game APIs & Engines / Xith3D Forums / Re: Collider on: 2003-12-08 16:39:06
Is then the idea to have bounds or real geometry collison ckecking system? I am picturing avarat with moving limbs going towards the wall. Unless real geometry is  used how would one be able to ckeck intersection with wall at the moment when avatar stops just before the wall and raises his hand -  using geometry would be quite expensive. And then again maybe I am missing point here. But if you dont know you better ask  Smiley
20  Java Game APIs & Engines / Xith3D Forums / Re: Side of the Plane on: 2003-12-07 20:26:23
There is no definitive answer to that. It really depends on what you are trying to achieve. I can easily picture two scenarios which will need positive and negative normals.
 1. positive - Wanna use plane to "see' what is inside space enclosed by planes (since you mentiones halh-space case)
 2 negative - say lighting normals for box from outside
 This is case dependent scenario .
21  Java Game APIs & Engines / Xith3D Forums / Re: Added realistic physics engine for Xith3d (ODE on: 2003-12-05 22:26:58
just was wandering if this engine is capable of handling Navier-Stokes equations, I am starting to work on more realistic looking(behaving) water and will need to use that.

 Update: after running through docs I found that non-rigid body mechanincs is not supported - maybe in next version- it states
So that leaves me with rolling up sleeves and diving into math world  Smiley
22  Java Game APIs & Engines / Xith3D Forums / Re: Texturing Terrain on: 2003-12-05 13:47:52
I thought you were refering to aforementioned example not to Terrain example. Sorry I have not looked at that one yet AFA texturing goes.
23  Java Game APIs & Engines / Xith3D Forums / Re: Texturing Terrain on: 2003-12-05 12:57:55
sure it does that. Texture coord are stretched from 0-1 in xz plane. Thought that is what you want. If you wanna just repeat one tile dont set texture coord and that should do it.
24  Java Game APIs & Engines / Xith3D Forums / Re: Texturing Terrain on: 2003-12-05 12:35:35
25  Java Game APIs & Engines / Xith3D Forums / Re: Texturing Terrain on: 2003-12-03 19:56:39
A quad node is a branchgroup that has either a single shape + texture + detail, or a level 0 shape, which is an ordered group of SplatShapes. ....

So you do use ordered group. Now that is at least for me the most valuable info.  Smiley
26  Java Game APIs & Engines / Xith3D Forums / Re: Texturing Terrain on: 2003-12-03 14:12:50
Depends which terrain you have in mind. If you refering to Terrain included in Xith3d then I cannot help you I guess only Dave would have something to say about that since he is author of it.
But I can tell you how I did it in my app.  I do use similar (even though) simplified hack at it. I use qudtree as well to get geometry, then I copythat geometry into smaller patches(tiles) and only then I start applaying textures. Each tile ends up being one shape3d object. Example you saw here put everything into one shape3d object and I assume that is just done to create demo - i dont see any way how one could do good looking texturing  but placing one huge texture on the top of it. Unless texture - or subpart is recreated every frame. That is just wild guess, maybe there is a intelligent way of doing that.
  Basically I am saying you most likely will have to twist demo a bit to get to point where you can start thinking of putting textures on it.
27  Java Game APIs & Engines / Xith3D Forums / Re: Download Xith3d demos using odejava package on: 2003-12-03 13:38:07
this looks great ! ,  this will add some sparks to xith3d
28  Java Game APIs & Engines / Xith3D Forums / Re: Pixel Shaders with Xith3d ? on: 2003-12-02 13:20:15
Personally I would just love to see NV_vertex_program and ARB_vertex_program support in xith3d - even though it is not really "standard" way. OpenGL 2.0 might be just around the corner but even if that corner comes soon it would take months for vendor to actually support it. Also if vertex_program are use it would give us great tool to improve on activities like morphing.
29  Java Game APIs & Engines / Xith3D Forums / Re: Bounding objects on: 2003-12-02 13:11:40
agree as well, the only question is which ones should get removed. I am only guessing that bounding objects will eventually get used for colision detection and if that is a case then I would rather use(leave) those in spacial.bounds package. But that might be just matter of taste.
30  Java Game APIs & Engines / Xith3D Forums / Storm lighting on: 2003-11-29 17:18:42
I would like to add to my scene a bit spice and storm lighting   was high on my list. I can do sorta (backgound)lighting by using texture on my sky dome but now I would like to have "real lighting" which can hit trees and ground. Dont know if anybody has got that idea already and would like to hear how to go about that. Thanks.
Pages: [1] 2 3 ... 5
BurntPizza (8 views)
2015-10-07 02:11:23

KaiHH (12 views)
2015-10-06 20:22:20

KaiHH (11 views)
2015-10-06 19:41:59

BurntPizza (23 views)
2015-10-06 19:04:48

basil_ (44 views)
2015-09-30 17:04:40

shadowstryker (22 views)
2015-09-29 15:55:06

TheSpaceHedgehog (28 views)
2015-09-29 01:58:48

GamerC4 (54 views)
2015-09-24 21:10:38

GamerC4 (71 views)
2015-09-24 21:09:48

htuy (28 views)
2015-09-24 04:57:24
Math: Inequality properties
by Roquen
2015-10-01 13:30:46

Math: Inequality properties
by Roquen
2015-09-30 16:06:05

HotSpot Options
by Roquen
2015-08-29 11:33:11

Rendering resources
by Roquen
2015-08-17 12:42:29

Rendering resources
by Roquen
2015-08-17 09:36:56

Rendering resources
by Roquen
2015-08-13 07:40:51

Networking Resources
by Roquen
2015-08-13 07:40:43

List of Learning Resources
by gouessej
2015-07-09 11:29:36 is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!