Java-Gaming.org Hi !
Featured games (83)
games approved by the League of Dukes
Games in Showcase (513)
Games in Android Showcase (120)
games submitted by our members
Games in WIP (577)
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]
1  Java Game APIs & Engines / JOGL Development / Experimental work: Cascaded shadow maps implementation for JOGL using Joglutils on: 2009-09-07 16:17:09
It takes us several months to do this task. It is not only because of the difficulty of 3D programming, but also because we try to give a user-friendly interface as best as we can. Now the code is as simple as:
       // renderAction.apply(scene.root);

        // 1. Make the shadow map
        shadowMapAction.apply(root);
        // 2. Render the world by applying the shadow maps
        shadowRenderAction.apply(root);

This work is based on Rouslan Dimitrov’s sample "Cascaded shadow maps" and joglutils.

Currently it still has many bugs and disabilities but the hardest parts had been conquered. Anyone interested can download our demo project at:
http://www.100town.com/web/public/products/csmjoglshadow/testshadow
A short intro is at: http://www.100town.cn/web/public/products/csmjoglshadow
Two demos are included. One is a direct translation of Rouslan Dimitrov’s "Cascaded shadow maps" except we don’t plant trees - environmental protector don’t hate me. We use a teapot instead to check if glut geometries work in our CSM program.

Another one is modified from the Test.java included in joglutils. It shows basic joglutils nodes work fine with our program.
Enjoy! Tongue
2  Java Game APIs & Engines / JOGL Development / Re: Evolution on: 2009-05-07 05:39:10
This is prolly not a constructive post. Here's how I'm looking at it(I'm a noober so don't get too mad at me):

1. I don't see what it matter's whether or not JOGL is discontinued or not. It's easy to implement, cross-platform, and excellent for what it does.

I guess JOGL is a remedy of sun after the failure of JAVA 3D. It is not perfect, not even an integrated product.
JOGL has some good points: opengl is open source and wildly used, so people can get many resources from opengl; it brings 3D into java. Programming in java is relatively easy compared with C++; Java is still the dominant language, it has many benefits, I need not to point out them one by one.
But for people who had built product upon on JOGL, and more for people who had plan their whole career upon JAVA, the current situation of JOGL and java is really disappointing.
3  Java Game APIs & Engines / JOGL Development / Re: Evolution on: 2009-05-07 02:28:06
Ok that is finally all...I feel much better.   My ying-yang-wang feels great!

I don’t hate google. Not so much love though. The world is benefit from the great work google is doing. But because we are already standing somewhere, that is why our opinions always have standpoints  :-P
By the way, what is ying-yang-wang?

4  Java Game APIs & Engines / JOGL Development / Re: Evolution on: 2009-05-05 03:42:36
I agree with kapta. Java needs some killer app to do the promotion. Javagame community had done some work, such the WWJ and sample code on NEHE. But I am having a feeling it is academic or technical. it can hardly push java into marketplace.

Is anybody here working on such “Killer Java game”? Or maybe we can organize one dev group to do an attractive java 3d game. I suppose the visitors of this forum are the all working on JOGL.

Any idea?
5  Java Game APIs & Engines / JOGL Development / Re: Evolution on: 2009-05-05 02:38:44
When will the 7 come out? Waiting for the contract with Oracle?
6  Java Game APIs & Engines / JOGL Development / Re: Evolution on: 2009-05-01 16:36:44
I think it might be a little bit too much but look back at the evolution of Java I see many regrets just as what I see in many vanished softwares:

if sun's awt could have a better effect and swing have better performance, jave could had occupied the desktop;
even though the awt lost the game, if sun put more investment into marketplace, the applet may had occupied the web, so no place for the flash and other plugins any more;
if sun could recruit more experienced 3D developers developing JAVA 3D, it would not die as a half-hatched egg;
if Ken Russell had more resources he may had worked out a sophisticated JOGL platform so as to make other competitors giving out their minds of putting their hands in.
and if...... There shouldn't be so many if. Only fact that dinosaurs is here for people to recall.
7  Java Game APIs & Engines / JOGL Development / Re: Evolution on: 2009-05-01 15:40:25
It is still too early to see which tech is better. My opinion is both JOGL and o3D are at their early stage. But apparently right now google is rising and java is …

From the JOGL we see sun's enthusiasm in share their limited budget with 3D development. But time asteroid can never wait.
8  Java Game APIs & Engines / JOGL Development / Evolution on: 2009-05-01 12:55:59
I saw people questioning about the evolution about JOGL. Guys charging for this should have a look at: http://code.google.com/intl/zh-CN/apis/o3d/

Things are natural, dinosaur will become fossil and mammal will control the world. Did dinosaur know its fate?
9  Java Game APIs & Engines / JOGL Development / Re: COLLADA on JOGL(build 20090420) on: 2009-04-25 14:24:20
About the performance issue, the loading time is the major problem. The problem of rendering has proven good enough on any modern graphical card.
The long loading time  is due to we using JAXB2. We had tried every way of optimization we can do. But JAXB2's classloader's mechanism is the major bottle-neck, especially when loading COLLADA's nearly 200 java  classes at the first time, Later they will be cached. I hope JAXB2 can improve it in the future. If you are not using JAXB, it will be another story.

This demo is just a demo of COLLADA on JOGL library, it has other factors that may make you feel it is too slow, for example, downloading resources from server located in another country, etc. That are the things we cannot control. But don't worry the usage, it will be useful at some cases Smiley. We had spend some time to improve user's experience when running from some old-computer.
Try to press up, down, left, right to have a look.
By the way, some guys asked me how to view the animations of the model. The animation is configured in a file. The format is defined in the project: http://code.google.com/p/amao/

It this demo, the animation control is defined as:
Press “F” for four circles of animation;
Ctr+W for start
Shift + R for stop.


10  Java Game APIs & Engines / JOGL Development / Re: COLLADA on JOGL(build 20090420) on: 2009-04-24 17:11:02
This exception is cause by the slowness of the network. The collada file and the texture are stored on a web server. We set the default waiting time for download 30 secs.

Try to run it again.....
11  Java Game APIs & Engines / JOGL Development / Re: COLLADA on JOGL(build 20090420 comes) on: 2009-04-24 15:28:36
The new build (20090420) of COLLADA on JOGL is published.
In this version, the performance had been improved greatly with a little sacrifice of loading time;
the Double-buffered animation and rendering are implemented;
The memory usage had been improved greatly;
Skeleton-rig animation are implemented;
Shader supported;
Configurable animation Control are included.
http://100town.com/base/cl/testcollada/cyber.jnlp
12  Java Game APIs & Engines / JOGL Development / Re: An Animation Control project on: 2008-12-11 16:20:33
I got it.
The bug reported by gouessej is not about the animation control project. But I misread his post.
It is our another project Home3D. We tested it on opensuse platform but still don't get chance to test it on Debian yet.
13  Java Game APIs & Engines / JOGL Development / Re: An Animation Control project on: 2008-12-11 13:07:37
Well, I don’t even try other platform except for windows. It is not a jogl-specified project. We only use JOGL for a demonstration.
Solving this problem is quite easy. I guess people trying to download this project should be JOGL experts.  Tongue
Add necessary JOGL files in your projects and set several vm arguments such as java.library.path.
14  Java Game APIs & Engines / JOGL Development / An Animation Control project on: 2008-12-11 08:36:33
Hi everybody!

We (100town.com) created one open-source project for 3D animation control of models: http://code.google.com/p/amao/
From there you can download an early access version of it and browse the source file.

Hope it can be helpful to your work. And we also hope you give us advices and suggests. It is an early version, many things can be changed.
Anybody interested in this topic can join us and we can work together will make it better.
15  Java Game APIs & Engines / JOGL Development / Re: Crash or Exception when trying to use big memory on: 2008-06-10 06:00:41
I am using two 1G RAM which means I have 2G RAM.  Can Java use memory up to 1.5G?

The problem is we cannot located the line which causes the crash and throws the exception. The exception only shows the stacks from JOGL. So I wonder If other guys had ever met such problems.
16  Java Game APIs & Engines / JOGL Development / Crash or Exception when trying to use big memory on: 2008-06-09 03:51:51
I tried to use bigger memory:  -Xms1500M -Xmx1600M
Sometimes the jogl program runs ok. sometimes it crashs, cometimes it throws exception:

Exception in thread "Thread-41" Exception in thread "AWT-EventQueue-0" javax.media.opengl.GLException: Error making context current: 0
   at com.sun.opengl.impl.windows.WindowsGLContext.makeCurrentImpl(WindowsGLContext.java:169)
   at com.sun.opengl.impl.windows.WindowsPbufferGLContext.makeCurrentImpl(WindowsPbufferGLContext.java:102)
   at com.sun.opengl.impl.GLContextImpl.makeCurrent(GLContextImpl.java:134)
   at com.sun.opengl.impl.GLDrawableHelper.invokeGL(GLDrawableHelper.java:182)
   at com.sun.opengl.impl.GLPbufferImpl.maybeDoSingleThreadedWorkaround(GLPbufferImpl.java:208)
   at com.sun.opengl.impl.GLPbufferImpl.display(GLPbufferImpl.java:88)
   at javax.media.opengl.GLJPanel.paintComponent(GLJPanel.java:659)
   at javax.swing.JComponent.paint(Unknown Source)
   at javax.swing.JComponent.paintChildren(Unknown Source)
   at javax.swing.JComponent.paint(Unknown Source)
   at javax.swing.JComponent.paintChildren(Unknown Source)
   at javax.swing.JComponent.paint(Unknown Source)
   at javax.swing.JLayeredPane.paint(Unknown Source)
   at javax.swing.JComponent.paintChildren(Unknown Source)
   at javax.swing.JComponent.paint(Unknown Source)
   at javax.swing.JComponent.paintChildren(Unknown Source)
   at javax.swing.JComponent.paint(Unknown Source)
   at javax.swing.JComponent.paintChildren(Unknown Source)
   at javax.swing.JComponent.paint(Unknown Source)
   at javax.swing.JLayeredPane.paint(Unknown Source)
   at javax.swing.JComponent.paintToOffscreen(Unknown Source)
   at javax.swing.BufferStrategyPaintManager.paint(Unknown Source)
   at javax.swing.RepaintManager.paint(Unknown Source)
   at javax.swing.JComponent._paintImmediately(Unknown Source)
   at javax.swing.JComponent.paintImmediately(Unknown Source)
   at javax.swing.RepaintManager.paintDirtyRegions(Unknown Source)
   at javax.swing.RepaintManager.paintDirtyRegions(Unknown Source)
   at javax.swing.RepaintManager.seqPaintDirtyRegions(Unknown Source)
   at javax.swing.SystemEventQueueUtilities$ComponentWorkRequest.run(Unknown Source)
   at java.awt.event.InvocationEvent.dispatch(Unknown Source)
   at java.awt.EventQueue.dispatchEvent(Unknown Source)
   at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
   at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
   at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
   at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
   at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
   at java.awt.EventDispatchThread.run(Unknown Source)

I am using vista with a dual core cpu and x1300 video card
17  Java Game APIs & Engines / JOGL Development / Re: COLLADA on JOGL(Embeding COLLADA function) on: 2008-05-08 19:07:46
One major reason that we don’t support jdk1.5 yet  is because we are using jaxb2. There are many great feathers which are only supported in the later version of jaxb. And the bundles of jaxb2 are huge. If it is shipped with jdk 1.5 users have to download them.
Sun should have a resolution to let all users only use the latest version of java and keep the world simpler.
18  Java Game APIs & Engines / JOGL Development / Re: COLLADA on JOGL(Embeding COLLADA function) on: 2008-05-07 20:17:11
We had implemented a facility to help users embed their own COLLADA models into the web pages. Check http://100town.com/web/public/promotion for our samples.
User can also test the collada model by drag the model (or a link) the application for viewing.
If you are wondering how we do it. You may find some clues from the following long url.    Tongue
http://100town.com/web/public/products/colladaonjogl/testcollada?_jsptoscript_clzn=6&_jsptoscript_clzi0=clzzimgi&_jsptoscript_clzzimgi=http%3A//sketchup.google.com/3dwarehouse/download%3Fmid%3Dc5d032b1808d5ae015f5ee0ab3287adc%26rtyp%3Dlt%26ctyp%3Dother&_jsptoscript_clzi1=clzzwidthi&_jsptoscript_clzzwidthi=700&_jsptoscript_clzi2=clzzheighti&_jsptoscript_clzzheighti=650&_jsptoscript_clzi3=clzzPi&_jsptoscript_clzzPi=cl.testcollada&_jsptoscript_clzi4=clzzexnin0&_jsptoscript_clzzexnin0=extracolladaurl&_jsptoscript_clzi5=clzzexniv0&_jsptoscript_clzzexniv0=http%3A%2F%2Fsketchup.google.com%2F3dwarehouse%2Fdownload%3Fmid%3Dc5d032b1808d5ae015f5ee0ab3287adc%26rtyp%3Dzip%26fn%3DEstadio%2Bde%2BVelez%2Binventado%26ctyp%3Dother
19  Java Game APIs & Engines / JOGL Development / Re: Coordinate which uses Z-axis up or X-axis up. on: 2008-04-27 06:01:19
I decide to use the following method to solve this problem. Rotate the camera first using the method 1.
Then rotate the collada object about the view direction line (not view direction vector).
We find the rendering twice bug in our code. That is why our program is so slow.

If anybody can give me a better solution I will be appreciated.
20  Java Game APIs & Engines / JOGL Development / Coordinate which uses Z-axis up or X-axis up. on: 2008-04-23 21:06:38
I am facing a problem when using joglutils which uses opengl Y-axis-Up coordinate system and has the view direction from (0,0,0) to (0,0,-1)
Usually google sketchup and some other software uses Z-axis as up coordinate. So when loading the Z-axis-UP model, I have to change the view orientation.
The idea occurred to me firstly is to pre-rotate the camera -

Rotf rot90 = null;
if(getAsset()!=null && getAsset().getUpAxis().equals(UpAxisType.X_UP) || getAsset().getUpAxis().equals(UpAxisType.Z_UP)){
      Vec3f axis = new Vec3f();
      if(getAsset().getUpAxis().equals(UpAxisType.Z_UP)){
         axis = new Vec3f(1, 0, 0);
      }else{
         axis = new Vec3f(0, 0, 1);
      }
      rot90 = new Rotf(axis, (float)Math.PI/2);
}
…..
if(rot90!=null){
   clcamera.setOrientation(rot90.times(clcamera.getOrientation()));
}[/quote]


I think it is not correct because the later cacualtions will get wrong orientation.

I also try to pre-rotate the world coordinate by a gl.glRotatef before rendering the camera and the scene. But we found the model being rendered mysteriously twice (one is rotated, one is not) and we cannot find out why. And I think it may have other side-effects. For example Viewport width and height are changed.

Can anybody have sophisticated arithmetic to handle the different up-axis problem? Thanks.
21  Java Game APIs & Engines / JOGL Development / Forget about it on: 2008-04-16 18:02:28
The articles you mentioned are good lessons.
But forget about this question. It is a stupid mistake I made. I exchanged the order multiplier and multiplicand when doing the multiplication. It is why I got uncontrollable result. The matrixes used in maya and google sketchup are the same.
22  Java Game APIs & Engines / JOGL Development / Matrix used in google SketchUp and in joglutils. on: 2008-04-13 15:57:10
Google SketchUp used one single Matrix for describing an object’s translation, scaling, rotation etc. By comparison, maya used separated values. For example, from the collada example Seymour_triangulate.dae we can see the following lines:
<translate sid="translate">0.450181 0.049889 0.340342</translate>
                        <rotate sid="jointOrientZ">0 0 1 -81.9269</rotate>
                        <rotate sid="jointOrientY">0 1 0 -3.10948</rotate>
                        <rotate sid="jointOrientX">1 0 0 0</rotate>
                        <rotate sid="rotateZ">0 0 1 42.183</rotate>
                        <rotate sid="rotateY">0 1 0 -5.78704</rotate>
                        <rotate sid="rotateAxisX">1 0 0 -150</rotate>
                        <node id="l_knee" name="l_knee" sid="l_knee" type="JOINT">

From google 3D warehouse we find the following lines in one example wardrobe
<node id="Scene_1" name="Scene_1">
            <matrix>
               0.871790 0.103429 -0.478837 -43.238855
               -0.489880 0.184062 -0.852138 -118.299411
               -0.000000 0.977458 0.211131 65.074399
               0.000000 0.000000 0.000000 1.000000
            </matrix>
            <instance_camera url="#Scene_1-camera"/>
         </node>

We can understand the way maya is using because it is straight and matches joglutils perfectly. But we just can not make the google sketchUp correct. I mean not matter how we try, the camera always looks at elsewhere. We wonder if matrix used in google sketchup is different from what we used in joglutils. Can anybody help me?
23  Java Game APIs & Engines / JOGL Development / Re: COLLADA on JOGL on: 2008-02-25 10:19:20
One bad news and several good news. The version for JDK1.5 is still not ready. It will be done later after we feel our 1.6 version is good enough. Some guys ask me for the possibility of using our COLLADA on JOGL in their applications. Now you can go to the page http://www.100town.com/web/public/products download the sample project to check the possibilities. It is free for non-commercial purpose.

Our SDK is based on joglutils. The sample only show basic functions of loading and viewing. You may have to implements your logic about manipulating objects right now.

Very soon a new package about manipulating collada objects such as moving, scaling, rotating and animation invoking etc. will be published.

Again we welcome your advices and suggestions.
24  Java Game APIs & Engines / JOGL Development / Re: “the new million-dollar program for open source” on: 2008-02-14 04:06:57
http://www.sun.com/software/opensource/awards/index.jsp
25  Java Game APIs & Engines / JOGL Development / “the new million-dollar program for open source” on: 2008-02-13 18:56:34
I am reading about Sun’s announcing of “the new million-dollar program for open source”.
I found there is no community about 3D or 3D related. Does it mean 3D development will not have sun’s support as other projects?

Can anybody tell me if I am correct?

26  Java Game APIs & Engines / JOGL Development / Re: COLLADA on JOGL on: 2008-02-13 18:25:53
It is faster and a little bit more stable now.  Tongue  there are many works need to be done.
27  Java Game APIs & Engines / JOGL Development / Re: COLLADA on JOGL on: 2008-02-06 01:47:10
Thanks for your advices.
We will compile under JDK 1.5 and test it under other OS types.
It might be 15th of this month after our spring vacation.
I will put a post here then.


You might want to make it 1.5 if at all possible so that mac users can view it as well.
28  Java Game APIs & Engines / JOGL Development / COLLADA on JOGL(build 20090420) on: 2008-02-05 10:34:43
We just finished our beta version of our COLLADA on JOGL viewer. Anyone who is interested can have a look in and give us suggestions. Here is a short intro
http://www.100town.com/web/public/products/colladaonjogl/intro and a JWS link for animation test http://www.100town.com/base/cyber.jnlp
The server is in china so it might be a little bit slow to you Sad and the performance is not so satisfying currently.    Tongue
But we will continue to improve it.   

Pages: [1]
 

Add your game by posting it in the WIP section,
or publish it in Showcase.

The first screenshot will be displayed as a thumbnail.

Longarmx (52 views)
2014-10-17 03:59:02

Norakomi (43 views)
2014-10-16 15:22:06

Norakomi (33 views)
2014-10-16 15:20:20

lcass (37 views)
2014-10-15 16:18:58

TehJavaDev (68 views)
2014-10-14 00:39:48

TehJavaDev (66 views)
2014-10-14 00:35:47

TehJavaDev (59 views)
2014-10-14 00:32:37

BurntPizza (73 views)
2014-10-11 23:24:42

BurntPizza (45 views)
2014-10-11 23:10:45

BurntPizza (86 views)
2014-10-11 22:30:10
Understanding relations between setOrigin, setScale and setPosition in libGdx
by mbabuskov
2014-10-09 22:35:00

Definite guide to supporting multiple device resolutions on Android (2014)
by mbabuskov
2014-10-02 22:36:02

List of Learning Resources
by Longor1996
2014-08-16 10:40:00

List of Learning Resources
by SilverTiger
2014-08-05 19:33:27

Resources for WIP games
by CogWheelz
2014-08-01 16:20:17

Resources for WIP games
by CogWheelz
2014-08-01 16:19:50

List of Learning Resources
by SilverTiger
2014-07-31 16:29:50

List of Learning Resources
by SilverTiger
2014-07-31 16:26:06
java-gaming.org 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‑gaming.org
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!