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1  Game Development / Game Mechanics / Re: Collision Detection Libraries on: 2004-08-11 02:32:23
i dont really read these forums much, but u sound like a pretty serious contributor.   your tank project seems pretty cool, do u have any screenshots?
2  Game Development / Game Mechanics / Re: Collision Detection Libraries on: 2004-08-10 21:24:11
i am sorry, i was a bit harsh, and you are probably right.  i am doing this entirely because i love physics and java.  i guess if the goal is to focus on developing a real game, then using a binding of ode is cool.

but, if there was a physics engine written entirely in java that had support for the same features as ode, would you use it over ode?

anyway, what are most of the people in here actually doing with like lwjgl or xith3d or j3d? are they writing games? if they are trying to actually create a full game, then i guess by using another library they are saving themselves a lot of time.

ive looked at ode a couple of times, its pretty cool.  does it support any liquid dynamics?

also, i was wondering, by using a separate library for physics stuff, dont u have to store all of your geometry information twice?  does that affect performance at all? or can you do something cool with pointers to get around that?

3  Game Development / Game Mechanics / Re: Collision Detection Libraries on: 2004-08-07 20:33:55
well, right now im still working on tri-tri collision detection... but its not really necessary for some initial demos.

basically right now its just a very nice framework with collision detection and response implemented.  what i think is really cool about it is that its very modular and very extendable.  like i have an interface SceneGraph that anyone can implement to do any kind of optimizations for culling or collision detection that they want.  and all the UI stuff will still work really simply.  the intersection/collision tests are not part of the scenegraph but part of the Geometry library and can be called completely separately.

so i still have a ways to go for a full featured physics engine.  i need to do friction and resting contact next. and then, if i ever get to it, joints.  the end goal is a car physics, which i find really cool.

btw, im sorry, but i really hate the idea of using that java binding for ode.  why not license the unreal engine and do a java binding for that?

anyway, what do u think would be a good name for my engine.  i recently thought of Absorb, which loosely stands for A Beautiful Simulation of Rigid Bodies, and also just sounds decent.  but for now its unamed, and the package is called simply "engine"

Im gonna try to work hard in the near future to get a nice demo of the engine (maybe a couple)... thats really my goal.  my dream, really the reason i started looking into building an engine, is car physics.

i probably will stop tri-tri collisions and just do some stuff with boxes and spheres, get some friction and contact going.  after that get collision done.  then maybe improve my integration techniques.  then maybe some particle stuff.  somewhere along the way ill get to adding some lighting to the scene graph.  then other effects like fog, multi-texturing, shaders, bump-mapping...
4  Game Development / Game Mechanics / Re: Collision Detection Libraries on: 2004-08-05 14:50:19
i always like the source code on david elberlys site:, go to Source Code -> Intersection, he has some good stuff...

Btw, i am in the process of writing a rigid body physics engine in java using jogl for rendering and I have implemented collision detection and intersection tests with spheres, boxes, and triangle arrays.

P.S.: the magic-software source code is well structured but as a java programmer i found his naming conventions kind of annoying, he uses a lot of prefixes and suffixes, but once u understand them its easy to read.
5  Java Game APIs & Engines / JOGL Development / Re: Scenegraph-API on: 2003-08-21 01:34:40
there is a javadoc, its in a subfolder of the main package. i dont use it [EDIT: Xith3d, that is], or suggest it, mainly because im trying to write a scene and physics engine, and i believe that the two must be tightly knit, and the way java3d is structured (which is what xith3d used) this cant quite happen.  plus its good experience to try and write a simple one.  a basic heigherarchical (i dont know how to spell) scene graph with tree based culling and clipping is a good start.  implementing collision detection (which should (*must*) be integrated with the scene graph management for performance reasons.
6  Java Game APIs & Engines / JOGL Development / Re: Datatype and Camera Question on: 2003-08-21 01:29:20
i dont really know anything about vertex buffers. can someone just tell me what they are... like how are they different/better than just using lists of triangles.  thats what im doing with my current scene graph.

about a camera.  i suggest using a vector to represent the camera position and a quaternion to represent its rotation.  i suggest that you read up on Quaternion math if youre unfamiliar with it... i believe there is a quat class in the javax.vecmath package, but im using my own.   if you want i can paste my current Camera and Quaternion implementation in my scene graph for a physics engine.  as for interpreting mouse events for rotation, there is a decent example in the Gears demo.  once you understand quaternion rotations its really quite simple to implement.  hope this helps.

7  Java Game APIs & Engines / JOGL Development / Re: Is there a JOGL book in the works? on: 2003-08-17 22:01:39
Jogl is just an opengl binding, how would a book about jogl be any different than a book about opengl? perhaps it will include an object oriented approach to game enine design.  that will definitely be a good read... i recently picked up 3D Game Engine Design (Elberly), i reccomend it to anyone looking to write an engine.  the math is a little complex, but its well written with tons of code on the accompanying cd-rom.  and the author stresses OOP a lot, which is never a bad thing  Wink
8  Java Game APIs & Engines / JOGL Development / Timing Issues: System.currentTimeMillis() on: 2003-08-15 23:13:28
A friend and I are in the process of writing both a scene graph and a physics engine.  Everyone who has ever written a physics engine knows that timing is everything for properly emulating forces on an object.  We were using System.currentTimeMillis() to watch changes in time that are passed into update methods for each object in the scenegraph... however this method is not very accurate, and it can be very sloppy.  therefore, we wrote a simple Timer class using JNI that calls uses the system clock. this greatly improved performace.  i was wondering if anyone else has experienced this/how they solved it... if anyone wants the code for our timer just ask...  perhaps a percise timer can be implemented in the jogl library?
9  Java Game APIs & Engines / JOGL Development / Re: jogl demos not working on: 2003-08-10 18:13:40
are these features just implemented in the drivers? or are they hardware?  does this mean that games cant use these features if they want to support both nvidia and ati cards?  

thats sort of annoying, but those extensions dont look very useful anyway....
10  Java Game APIs & Engines / JOGL Development / jogl demos not working on: 2003-08-10 17:38:35
hi, i am trying to run  the web start jogl demos on the jogl site, and i can run a few of them.  i can run the hardware shadow mapping, infitite shadow volumes, and gears demos.  but for the rest i get errors saying that some extension is not found.  i am using an Radeon 9500 pro.  are those extensions only available on nvidia cards? i am a little surprised... i mean, the ATI cards are supposed to be better, but they dont support these features? is there anyway to get this functionality on an ATI card? does ati have its own extensions?  thanks for your comments...
11  Java Game APIs & Engines / JOGL Development / .MDL model format on: 2003-08-08 20:23:52
Hello, i was wondering if anyone has anyone information on the MDL file format.  It is used by counter-strike, and various other games, and i would like to write some code to import these models.  i appreciate your comments, thank you.
12  Games Center / Archived Projects / Re: ESCAPE ported from gl4java to jogl on: 2003-08-04 19:10:53
hello... ive been looking through your project, and i was wondering if you could take some time and explain to me the fundamentals of your engine.  ive been looking at two classes in particular JDRenderer and JDComiler... im confused as to why the Compiler has not only code for compiling BSPs, but it seems it also handles keyboard input and renders the whole scene? anyway, this is a great achievement, and, although i have done a good amount of 3d programming, i really have never united it under the framework of an "engine" as you have done.  i would greatly appreciate it if you could take me through the fundamental structure of your engine, from Models, to BSP compiling, to rendering, to physics/collision, to cameras.   thanks a lot

13  Games Center / Archived Projects / Re: ESCAPE ported from gl4java to jogl on: 2003-08-04 05:35:05
one more thing... why do you only have win32 executables for download... im on linux, is there anyway i can just get the the actual source and run it? what does the executable actually do?

EDIT: well,  guess i can go through the CVS and download everything, but you should just have a zip/tar for download...
14  Games Center / Archived Projects / Re: ESCAPE ported from gl4java to jogl on: 2003-08-04 05:30:55
nice job with your project, i commend you on your excellent work.  i have just one question, i notice that you comment in some screenshots that the c++ version runs at about 40% faster, now that you have ported to jogl, have these numbers changed?
15  Java Game APIs & Engines / JOGL Development / Re: Sweeeeeeeeet JOGL on: 2003-08-03 22:42:05
thats a pretty nice application... unfortunately i am unable to run because of problems i am having with gl on this linux machine.  a few questions...

not to be rude or anything but, why do break all naming conventions with your classes, variables, and functions?

i find it interesting that you create your own sin/cos tables... however, im not sure how effective this is. have you tried to run both with tables, and using the the Math.sin, Math.cos functions, and compared CPU load... i think that there are sin and cos tables built into hardware, which would make it more efficient to just use the functions.  nevertheless, if you still want to use the tables, you can use just one table, because cos is just a sin with a phase shift of pi/4....

but nice job man, your work will be very useful for me in my own attempts to build an engine....
16  Java Game APIs & Engines / JOGL Development / Re: So you like Textures eh? Texturing Demo in JOG on: 2003-08-03 05:52:50
those are some great results... where can i find the original application? did you post your code, i would like to try to run it...

wait, damn.  its still not working 100%, its soo wierd, its just like randomly choosing when to work.  and it seems that when it doesnt work once it will stop working until i like recompile or restart the terminal.  this is sooooo annoying
17  Java Game APIs & Engines / JOGL Development / Re: So you like Textures eh? Texturing Demo in JOG on: 2003-08-03 05:48:20
my application would work only like 1/3 of the time i ran it, but now i removed that texture.bind(gl) statement, and its working.... why is the texture being displayed if i dont bind it?
18  Java Game APIs & Engines / JOGL Development / Re: So you like Textures eh? Texturing Demo in JOG on: 2003-08-03 05:37:57
Troggan: Your application ran fine for me, i got 2 fps, but what do you expect from a 2mb card...

here is the code for my TextureDemo, it is just a rotating cube with some basic lighting... run "java TextureDemo " + the filename of any texture.  You will need the Texture and TextureLoader classes shown earlier, but i didnt use the original package names so you may need to import them...
The frame rate will be displayed in the console, i would like to know what you get... it should pretty much be vsync capped for any decent card.


import java.awt.*;
import java.awt.event.*;


public class TextureDemo {
 public static void main(String[] args) {
   Frame frame = new Frame("Texture Demo");
   GLCanvas canvas = GLDrawableFactory.getFactory().createGLCanvas(new GLCapabilities());

   canvas.addGLEventListener(new TextureRenderer(args[0]));
   frame.setSize(640, 480);
   final Animator animator = new Animator(canvas);
   frame.addWindowListener(new WindowAdapter() {
     public void windowClosing(WindowEvent e) {

 static class TextureRenderer
     implements GLEventListener {

   private GL gl;
   private GLU glu;
   private GLDrawable gldrawable;
   private TextureLoader texloader;
   private Texture texture;

   private float xrot, yrot, xspeed = 1, yspeed = 1,
                 z = -20.0f;
   private float[] ambient  = { 0.5f, 0.5f, 0.5f, 1.0f };
   private float[] diffuse  = { 1.0f, 1.0f, 1.0f, 1.0f };
   private float[] position = { 0.0f, 0.0f, 2.0f, 1.0f };

   private String resource;
   private int f;
   private long t1 , t2;

   public TextureRenderer(String resource) {
     this.resource = resource;

   public void init(GLDrawable drawable) {
     gl = drawable.getGL();
     this.gldrawable = drawable;

     gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);

     gl.glLightfv(GL.GL_LIGHT1, GL.GL_DIFFUSE, diffuse);
     gl.glLightfv(GL.GL_LIGHT1, GL.GL_POSITION, position);
     try {
       texloader = new TextureLoader(gl, glu);
       texture = texloader.getTexture("texture01", resource);
     } catch (IOException e) { }
     t1 = System.currentTimeMillis();
   public void reshape(GLDrawable drawable, int x, int y, int width, int height) {
     float h = (float)height / (float)width;

     gl.glFrustum(-1.0f, 1.0f, -h, h, 5.0f, 100.0f);
     gl.glTranslatef(0.0f, 0.0f, -50.0f);

   public void display(GLDrawable drawable) {
     t2 = System.currentTimeMillis();
     if (t2 - t1 > 500) {
       float fps = (int)((float)f / (t2 - t1) * 10000)/10f;
       System.out.print( (char)13 + "" + fps + "fps" + '\t');
       f = 0;
       t1 = t2;
     gl.glTranslatef(0.0f, 0.0f, z);

     gl.glRotatef(xrot, 1.0f, 0.0f, 0.0f);
     gl.glRotatef(yrot, 0.0f, 1.0f, 0.0f);

       // Front Face
       gl.glNormal3f( 0.0f, 0.0f, 1.0f);
       gl.glTexCoord2f(0.0f, 0.0f); gl.glVertex3f(-1.0f, -1.0f,  1.0f);
       gl.glTexCoord2f(1.0f, 0.0f); gl.glVertex3f( 1.0f, -1.0f,  1.0f);
       gl.glTexCoord2f(1.0f, 1.0f); gl.glVertex3f( 1.0f,  1.0f,  1.0f);
       gl.glTexCoord2f(0.0f, 1.0f); gl.glVertex3f(-1.0f,  1.0f,  1.0f);
       // Back Face
       gl.glNormal3f( 0.0f, 0.0f,-1.0f);
       gl.glTexCoord2f(1.0f, 0.0f); gl.glVertex3f(-1.0f, -1.0f, -1.0f);
       gl.glTexCoord2f(1.0f, 1.0f); gl.glVertex3f(-1.0f,  1.0f, -1.0f);
       gl.glTexCoord2f(0.0f, 1.0f); gl.glVertex3f( 1.0f,  1.0f, -1.0f);
       gl.glTexCoord2f(0.0f, 0.0f); gl.glVertex3f( 1.0f, -1.0f, -1.0f);
       // Top Face
       gl.glNormal3f( 0.0f, 1.0f, 0.0f);
       gl.glTexCoord2f(0.0f, 1.0f); gl.glVertex3f(-1.0f,  1.0f, -1.0f);
       gl.glTexCoord2f(0.0f, 0.0f); gl.glVertex3f(-1.0f,  1.0f,  1.0f);
       gl.glTexCoord2f(1.0f, 0.0f); gl.glVertex3f( 1.0f,  1.0f,  1.0f);
       gl.glTexCoord2f(1.0f, 1.0f); gl.glVertex3f( 1.0f,  1.0f, -1.0f);
       // Bottom Face
       gl.glNormal3f( 0.0f,-1.0f, 0.0f);
       gl.glTexCoord2f(1.0f, 1.0f); gl.glVertex3f(-1.0f, -1.0f, -1.0f);
       gl.glTexCoord2f(0.0f, 1.0f); gl.glVertex3f( 1.0f, -1.0f, -1.0f);
       gl.glTexCoord2f(0.0f, 0.0f); gl.glVertex3f( 1.0f, -1.0f,  1.0f);
       gl.glTexCoord2f(1.0f, 0.0f); gl.glVertex3f(-1.0f, -1.0f,  1.0f);
       // Right face
       gl.glNormal3f( 1.0f, 0.0f, 0.0f);
       gl.glTexCoord2f(1.0f, 0.0f); gl.glVertex3f( 1.0f, -1.0f, -1.0f);
       gl.glTexCoord2f(1.0f, 1.0f); gl.glVertex3f( 1.0f,  1.0f, -1.0f);
       gl.glTexCoord2f(0.0f, 1.0f); gl.glVertex3f( 1.0f,  1.0f,  1.0f);
       gl.glTexCoord2f(0.0f, 0.0f); gl.glVertex3f( 1.0f, -1.0f,  1.0f);
     // Left Face
       gl.glNormal3f(-1.0f, 0.0f, 0.0f);
       gl.glTexCoord2f(0.0f, 0.0f); gl.glVertex3f(-1.0f, -1.0f, -1.0f);
       gl.glTexCoord2f(1.0f, 0.0f); gl.glVertex3f(-1.0f, -1.0f,  1.0f);
       gl.glTexCoord2f(1.0f, 1.0f); gl.glVertex3f(-1.0f,  1.0f,  1.0f);
       gl.glTexCoord2f(0.0f, 1.0f); gl.glVertex3f(-1.0f,  1.0f, -1.0f);

     xrot += xspeed;
     yrot += yspeed;

   public void displayChanged(GLDrawable drawable, boolean modeChanged, boolean deviceChanged) {}
19  Java Game APIs & Engines / JOGL Development / Re: So you like Textures eh? Texturing Demo in JOG on: 2003-08-02 22:27:30
hey, im experiencing some really wierd things using this code... at first things were working smoothly, and then i randomly began getting a native error when i try to run the application... im using RH 8 on an IBM Thinkpad with a 2mb NeoMagic video card.  now, it seems that the application will run after a fresh reboot, but subsequent attempts to run it will randomly choose whether or not to product errors... its very very frustrating... the coe im using to run it is a port of the nehe tutorial number 7, its just a rotating textured cube with basic lighting...

i dont know what to make of the error.  maybe its just the fact that this machine is such garbage, and it will work on my radeon 9500pro machine... im trying not to worry about it, but im afraid that there may be a deeper problem.

anyway, here is ther error:

An unexpected exception has been detected in native code outside the VM.
Unexpected Signal : 11 occurred at PC=0x4CD8ABF7

Current Java thread:
     at Method)
     - locked <0x44480498> (a
     - locked <0x44480498> (a

Dynamic libraries:
08048000-0804e000 r-xp 00000000 03:02 389723     /usr/java/j2sdk1.4.1_01/bin/java
0804e000-0804f000 rw-p 00005000 03:02 389723     /usr/java/j2sdk1.4.1_01/bin/java
40000000-40013000 r-xp 00000000 03:02 681414     /lib/
40013000-40014000 rw-p 00013000 03:02 681414     /lib/
40014000-4001d000 r-xp 00000000 03:02 568513     /usr/java/j2sdk1.4.1_01/jre/lib/i386/native_threads/
4001d000-4001e000 rw-p 00008000 03:02 568513     /usr/java/j2sdk1.4.1_01/jre/lib/i386/native_threads/
4001f000-40020000 r-xp 00000000 03:02 471497     /usr/X11R6/lib/X11/locale/common/
40020000-40021000 rw-p 00000000 03:02 471497     /usr/X11R6/lib/X11/locale/common/
40021000-4002e000 r-xp 00000000 03:02 697647     /lib/i686/
4002e000-40031000 rw-p 0000d000 03:02 697647     /lib/i686/
40072000-40074000 r-xp 00000000 03:02 681432     /lib/
40074000-40075000 rw-p 00002000 03:02 681432     /lib/
40075000-4038d000 r-xp 00000000 03:02 259742     /usr/java/j2sdk1.4.1_01/jre/lib/i386/client/
4038d000-40541000 rw-p 00317000 03:02 259742     /usr/java/j2sdk1.4.1_01/jre/lib/i386/client/
40551000-40564000 r-xp 00000000 03:02 681436     /lib/
40564000-40565000 rw-p 00012000 03:02 681436     /lib/
40567000-40588000 r-xp 00000000 03:02 697638     /lib/i686/
40588000-40589000 rw-p 00021000 03:02 697638     /lib/i686/
40589000-40599000 r-xp 00000000 03:02 163039     /usr/java/j2sdk1.4.1_01/jre/lib/i386/
40599000-4059b000 rw-p 0000f000 03:02 163039     /usr/java/j2sdk1.4.1_01/jre/lib/i386/
4059b000-405bc000 r-xp 00000000 03:02 163027     /usr/java/j2sdk1.4.1_01/jre/lib/i386/
405bc000-405be000 rw-p 00020000 03:02 163027     /usr/java/j2sdk1.4.1_01/jre/lib/i386/
405be000-405d3000 r-xp 00000000 03:02 163040     /usr/java/j2sdk1.4.1_01/jre/lib/i386/
405d3000-405d5000 rw-p 00014000 03:02 163040     /usr/java/j2sdk1.4.1_01/jre/lib/i386/
405d5000-41ca3000 r--s 00000000 03:02 1363714    /usr/java/j2sdk1.4.1_01/jre/lib/rt.jar
41ce6000-41cfd000 r--s 00000000 03:02 1363715    /usr/java/j2sdk1.4.1_01/jre/lib/sunrsasign.jar
41cfd000-41d6e000 r--s 00000000 03:02 1363708    /usr/java/j2sdk1.4.1_01/jre/lib/jsse.jar
41d6e000-41d81000 r--s 00000000 03:02 1363707    /usr/java/j2sdk1.4.1_01/jre/lib/jce.jar
41fab000-41fae000 r--s 00000000 03:02 633520     /usr/java/j2sdk1.4.1_01/jre/lib/ext/dnsns.jar
41fae000-41fb5000 r-xp 00000000 03:02 1087351    /usr/X11R6/lib/
41fb5000-41fb6000 rw-p 00006000 03:02 1087351    /usr/X11R6/lib/
41fb6000-41fb7000 r-xp 00000000 03:02 163029     /usr/java/j2sdk1.4.1_01/jre/lib/i386/
41fb7000-41fb8000 rw-p 00000000 03:02 163029     /usr/java/j2sdk1.4.1_01/jre/lib/i386/
41fb8000-41fc3000 r-xp 00000000 03:02 681452     /lib/
41fc3000-41fc4000 rw-p 0000a000 03:02 681452     /lib/
41fc4000-41fd2000 r--s 00000000 03:02 633521     /usr/java/j2sdk1.4.1_01/jre/lib/ext/ldapsec.jar
41fd2000-41fef000 r--s 00000000 03:02 633523     /usr/java/j2sdk1.4.1_01/jre/lib/ext/sunjce_provider.jar
41fef000-41ff5000 r--s 00000000 03:02 681658     /usr/lib/gconv/gconv-modules.cache
41ff5000-41ffc000 r-xp 00000000 03:02 681676     /lib/
41ffc000-41ffd000 rw-p 00007000 03:02 681676     /lib/
42000000-42134000 r-xp 00000000 03:02 697636     /lib/i686/
42134000-42139000 rw-p 00134000 03:02 697636     /lib/i686/
4213b000-423f7000 r--s 00000000 03:02 1363695    /usr/java/j2sdk1.4.1_01/jre/lib/charsets.jar
443f7000-443fb000 r-xp 00000000 03:02 1087361    /usr/X11R6/lib/
443fb000-443fc000 rw-p 00004000 03:02 1087361    /usr/X11R6/lib/
4c481000-4c681000 r--p 00000000 03:02 471496     /usr/lib/locale/locale-archive
4c885000-4c924000 r--s 00000000 03:02 633522     /usr/java/j2sdk1.4.1_01/jre/lib/ext/localedata.jar
4c924000-4c937000 r--s 00000000 03:02 666100     /var/tomcat4/common/lib/servlet.jar
4c937000-4c9b2000 r--s 00000000 03:02 422142     /usr/java/j2sdk1.4.1_01/lib/jogl.jar
4c9b2000-4cc79000 r-xp 00000000 03:02 163019     /usr/java/j2sdk1.4.1_01/jre/lib/i386/
4cc79000-4cc8e000 rw-p 002c6000 03:02 163019     /usr/java/j2sdk1.4.1_01/jre/lib/i386/
4ccb3000-4cd06000 r-xp 00000000 03:02 163035     /usr/java/j2sdk1.4.1_01/jre/lib/i386/
4cd06000-4cd07000 rw-p 00052000 03:02 163035     /usr/java/j2sdk1.4.1_01/jre/lib/i386/
4cd07000-4cd55000 r-xp 00000000 03:02 1087359    /usr/X11R6/lib/
4cd55000-4cd59000 rw-p 0004d000 03:02 1087359    /usr/X11R6/lib/
4cd59000-4cd66000 r-xp 00000000 03:02 1087339    /usr/X11R6/lib/
4cd66000-4cd67000 rw-p 0000c000 03:02 1087339    /usr/X11R6/lib/
4cd67000-4ce42000 r-xp 00000000 03:02 1087331    /usr/X11R6/lib/
4ce42000-4ce45000 rw-p 000da000 03:02 1087331    /usr/X11R6/lib/
4ce45000-4ce4d000 r-xp 00000000 03:02 1087329    /usr/X11R6/lib/
4ce4d000-4ce4e000 rw-p 00007000 03:02 1087329    /usr/X11R6/lib/
4ce4e000-4ce62000 r-xp 00000000 03:02 1087325    /usr/X11R6/lib/
4ce62000-4ce63000 rw-p 00013000 03:02 1087325    /usr/X11R6/lib/
4ce65000-4cf2b000 r-xp 00000000 03:02 163023     /usr/java/j2sdk1.4.1_01/jre/lib/i386/
4cf2b000-4cf46000 rw-p 000c5000 03:02 163023     /usr/java/j2sdk1.4.1_01/jre/lib/i386/
4cf46000-4cf7a000 r-xp 00000000 03:02 357806     /usr/lib/
4cf7a000-4cf86000 rw-p 00033000 03:02 357806     /usr/lib/
4d009000-4d025000 r-xp 00000000 03:02 471494     /usr/X11R6/lib/X11/locale/common/
4d025000-4d027000 rw-p 0001b000 03:02 471494     /usr/X11R6/lib/X11/locale/common/
4d0a8000-4d16b000 r-xp 00000000 03:02 1331372    /usr/java/j2sdk1.4.1_01/jre/lib/i386/
4d16b000-4d16d000 rw-p 000c2000 03:02 1331372    /usr/java/j2sdk1.4.1_01/jre/lib/i386/
4d17a000-4d1e6000 r-xp 00000000 03:02 1087330    /usr/X11R6/lib/
4d1e6000-4d1ea000 rw-p 0006b000 03:02 1087330    /usr/X11R6/lib/
4d1ed000-4d260000 r-xp 00000000 03:02 1087340    /usr/X11R6/lib/
4d260000-4d269000 rw-p 00072000 03:02 1087340    /usr/X11R6/lib/
4d269000-4d301000 r-xp 00000000 03:02 357181     /usr/lib/
4d301000-4d316000 rw-p 00098000 03:02 357181     /usr/lib/

Local Time = Sat Aug  2 20:16:38 2003
Elapsed Time = 4
# The exception above was detected in native code outside the VM
# Java VM: Java HotSpot(TM) Client VM (1.4.1_01-b01 mixed mode)


I have other applications, and they are still running fine.  maybe someone can post an application to demo this code, and i will be able to try that out.  thanks for any responses.
20  Java Game APIs & Engines / JOGL Development / Re: So you like Textures eh? Texturing Demo in JOG on: 2003-08-02 17:30:02
so which version of the code is the most complete? the original post with a TextureFactory, or this new ode that is just Texture, and TextureLoader.... im on RedHat so i cant use that Quicktime implementation  Sad and what is a the GameFrame class that is referenced in TextureLoader?

Great job with all of this code, it wll surely help a lot of developers...
Btw, i think next needs to come a clean implementation for loading 3d model formats,  i.e. ms3d, md2, md3, 3ds max, etc.
21  Java Game APIs & Engines / JOGL Development / Re: Java Engine Design on: 2003-08-02 16:56:44
yea, i saw that project a while back, there doesnt really seem to be any deveopment on the sourceforge page... anyway, i wasnt really looking to do an explicit port...   Does anyone have a name for a jogl based 3d engine? i think i want to open up a SF project...
22  Java Game APIs & Engines / JOGL Development / Re: Java Engine Design on: 2003-08-02 05:00:21
I havent really done any game proramming before gl4java, and now ive switched to JOGL, but i think that some essential structure to the engine would include:

 -- A Camera object to store transformations and rotations about a scene, probably using Quaternion math...

 -- Some sort of general "Entity" class to represent an object to be rendered... all subclasses will share a common method "draw()"

       -- a Model class extending Entity to represent any sort of active objects in a scene, i.e. a character, weapon, or vehicle... Models posess Textures, and also probably have some system to control animation frames

        -- a Map class extending Entity to represent a static Map, such as that loaded from a BSP file, a Map includes data about its structure, textures, and perhaps a skybox...

   -- Texture objects, with loaders for specific formats

It would be best to have a flexible virtual "Client/Server" setup so that it would be easy to add internet/lan capabilities later.

I have never really designed a general engine, but always just straightforward demos, so this is new to me... How does one integrate physics/collision into the engine? does the client do this, or is it stupid, and just sends requests to the server, which in turn processes everything and updates the game state...

later to be added would be of course a particle engine (for explosions/bullets/blood), lighting/shadows, perhaps water, and everything else a real game engine has

In the meantime, I am hoping to be able to get a simple system working and render a Map, probably one from CS, and place a character model in it, and have him move through the map with some collision detection... I hope someone can help guide me in this process... i appreciate any comments, thank you.
23  Java Game APIs & Engines / JOGL Development / Java Engine Design on: 2003-08-02 04:42:39
i was wondering if anyone would be interested in doing a port of the Quake 2 engine in java. it wouldnt be so much a port, but more just like an engine that is able to use the Q2 BSP maps, and MD2 models... The engine would be flexible to later support any formats, such as those used in Half-Life/Counter-strike.

Does anyone have any interest in this, i have already worked on loading and rendering MD2 models, and BSP Maps...  I am a little stuck on where to go with the actual engine design... looking over the Q2 source has helped a little, but its not very clearly organized.

If anyone is interested in such a project please reply, and i think that being able to get some results would be an excellent achievement...
24  Java Game APIs & Engines / JOGL Development / Re: render in wireframe... on: 2003-08-01 12:34:37
yep, that fixed it... thanks for your help
25  Java Game APIs & Engines / JOGL Development / render in wireframe... on: 2003-08-01 01:47:38
hey, ive been playing around with the gears demo a bit.  i was wondering how i can render in wireframe... i tried adding:


to the end of the GearRenderer.init() method, but it doesnt change anything.  I appreciate any comments, thanks.
26  Java Game APIs & Engines / JOGL Development / where to put listeners on: 2003-08-01 00:17:08
im debating over where to put listeners in my gl demo.  specifically, im concerned about closing the application.  in the demos ive seen, a WindowAdapter is used on the main window... however, i would like to add a KeyListener to my GLEventListener, and use VK_ESCAPE as the trigger to close the window.  now, i want the same events to occur as a result of both closing the window, and pressing escape... i am printing out fps info, and later i will add other stuff.  i cant  put all this in the GLEventListener because i will not have a chance to invoke animator.stop(), so does anyone have any suggestions as to how i can do this? thank you very much, i appreciate your help.
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