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331  Java Game APIs & Engines / Java 3D / Re: Java3D Terrain/LOD article at on: 2003-07-22 22:10:00
Yo there is an FPS behavior in the java3d demos code called FPSCounter that you can add as a behavior and get text fps out in a console Grin
332  Java Game APIs & Engines / Java 3D / Java3D Terrain/LOD article at on: 2003-07-15 20:22:21
There is a new article, with source, on using Java3D to render terrain at different LOD's over at
333  Java Game APIs & Engines / Java 3D / Re: David Yazel, LOD, Terrain Splats Oh my!!! on: 2003-07-15 20:18:00
Thanks for the description,  very cool concept treating political boundaries as yet-another-layer.

I was interested in how you were using Java2D to build up a texture,  I have been unable to make/use alpha masks when writing varous image layers into an Image, I can do it with a Java3D Texture but have yet to figure out the AlphaComposite stuff that works in a BufferedImage.

334  Java Game APIs & Engines / Java 3D / Re: David Yazel, LOD, Terrain Splats Oh my!!! on: 2003-07-12 11:56:07
Using your name in the post was in no way an attempt to get you to answer...heh..heh..really...imagine my surprise when you did answer... Cheesy  

Sorry for the conitued questions..I find that these pages and various newsgroup postings have given me a set of tools to use I just can't quite put it all together into a terrain system yet.  Sometime down the road when Magicosm is done, there is a great gamasutra paper in all you guys have done.

So a patch is a set on N quads where N changes based on viewer position, do you change the image use to texture based on viewer position also?Huh  How do you handle textures between different terrain types??  I have looked at the various images you have posted but have never seen sand on one side grass on the other, are there situations where these transitions occur??  

Do you use one overriding texture as a base and then splat your details graphics on top??  In a landscape with grass, stone, a dirt road, do you splat individual types of detail all over the base texture and drap it over th quad set or generate a sub patch when a particular detail is needed??

I got thinking about this when I tried to figure out how to handle the shoreline in my world.  The rectangular nature of a quad really shows where to disimilar terrain types meet.    The choices seem to be genenrating additional small quads to give a smooth transition twixt water and land or to adjust the textures on a land/water pair using some noise function
335  Java Game APIs & Engines / Java 3D / David Yazel, LOD, Terrain Splats Oh my!!! on: 2003-07-10 19:54:33
I have been following these forums for a long time, and much of my code bears a strong resembalence to things David has posted over the years.  His recent Topic on rendering has raised some side topics including the performance of DistanceLOD nodes.  I have several questions on the subject.

My terrain system is based on Davids SplatShape examples.  This is basically a decal group with succesive alpha masked images layered on each other.  I currently have a Quad tile and a SplatShape in a Switch node/DistanceLOD to shift between the simple textured Quad and the complex SplatShape as the view moves and the performance is not as good as I had hoped especially since several people have reported successes using LOD in David render topic

1) Do I need a TrandformGroup, BoundingShape, BranchGroup for EVERY Switch/DistanceLOD?? or can they be shared??  Is it possible to have larger BoundaryShapes (say 1/4 map) activate smaller BoundingShapes for inner tiles as the large boundaries are entered??

2) I use this approach because I couldn't determine which of my Tiles were currently In-View and how far they were from the view.  I got lost in all the imageplate/transforms/etc.  Is there a simple way (without picking to determine whats in view and how far away it is??

3) Basically I want a sequence of decreasingly detailed Quads (think 1/2 circles) radiating away from my view

4) Does image size affect rendering speed,  I share textures between quad where applicable  but wondered if there was an optimum texture size for a 1 unit square quad.

5) Do different image formats affect speed, does a 64x64 jpg render slower than a 64x64 gif??

6) If I use fog to reduce distance visibility does JAva3D cull invisible-due-to-fog shapes or can I determine whether a shapes is veiwable due to fogging affects.

7)  Does switching affect compiling a shape??  Is there a better way than N individual tiles??

I am interested in, at any level of detail (heh heh a play on words there), othe peoples systems and how they approach increasing/decreasing detail
336  Java Game APIs & Engines / Java 3D / Re: java3d polygon_array on: 2003-05-11 20:07:57
i read
i learn
i read again
and I am still surprised!!!! Thanx alot.

So I could use a single 'grass' image and give N different appearence just by change this repeat count...cooll

thanx again
337  Java Game APIs & Engines / Java 3D / java3d polygon_array on: 2003-05-11 13:39:36
I am confused...perhaps youse guys can help...The code below is from a java3d terrain applet i once saw.  He is setting up his floor terrain as a polygon array, roughly U shaped,  and texturing with a grass image.   What I don't understand is the use of greater than 0 texture coord's.  I thought that these were required to range twixt 0 and 1 and yet this produces a nice ground floor.  Any ideas what is happening here??

Appearance app = new Appearance();
       app.setMaterial(new Material());
       TextureAttributes textureAttributes = new TextureAttributes();
       // create geometry
       GeometryInfo geom = new GeometryInfo(GeometryInfo.POLYGON_ARRAY);
       Point3f[] coords = new Point3f[16];
       coords[0] =  new Point3f(-12.0f, 1.2f, -35.0f);
       coords[1] =  new Point3f(-12.0f, 1.0f, -18.0f);
       coords[2] =  new Point3f(-12.0f, 0.0f, -10.0f);
       coords[3] =  new Point3f(-12.0f, 0.0f,   0.0f);
       coords[4] =  new Point3f( -1.5f, 0.0f,   0.0f);
       coords[5] =  new Point3f( -0.5f, 0.0f, -10.0f);
       coords[6] =  new Point3f( -0.5f, 1.0f, -18.0f);
       coords[7] =  new Point3f(-0.25f, 1.0f, -30.0f);
       coords[8] =  new Point3f( 0.25f, 1.0f, -30.0f);
       coords[9] =  new Point3f(  0.5f, 1.0f, -18.0f);
       coords[10] = new Point3f(  0.5f, 0.0f, -10.0f);
       coords[11] = new Point3f(  1.5f, 0.0f,   0.0f);
       coords[12] = new Point3f( 12.0f, 0.0f,   0.0f);
       coords[13] = new Point3f( 12.0f, 0.0f, -10.0f);
       coords[14] = new Point3f( 12.0f, 1.0f, -18.0f);
       coords[15] = new Point3f( 12.0f, 1.2f, -35.0f);
       Point2f[] text = new Point2f[16];
       text[0] =  new Point2f(  -6.0f, -17.5f);
       text[1] =  new Point2f(  -6.0f,  -9.0f);
       text[2] =  new Point2f(  -6.0f,  -5.0f);
       text[3] =  new Point2f(  -6.0f,   0.0f);
       text[4] =  new Point2f( -0.75f,   0.0f);
       text[5] =  new Point2f( -0.25f,  -5.0f);
       text[6] =  new Point2f( -0.25f,  -9.0f);
       text[7] =  new Point2f(-0.125f, -15.0f);
       text[8] =  new Point2f( 0.125f, -15.0f);
       text[9] =  new Point2f(  0.25f,  -9.0f);
       text[10] = new Point2f(  0.25f,  -5.0f);
       text[11] = new Point2f(  0.75f,   0.0f);
       text[12] = new Point2f(   6.0f,   0.0f);
       text[13] = new Point2f(   6.0f,  -5.0f);
       text[14] = new Point2f(   6.0f,  -9.0f);
       text[15] = new Point2f(   6.0f, -17.5f);
       // there is only one polygon with 16 vertices
       int[] stripCounts = new int[1];
       stripCounts[0] = 16;
       // easy creation of other elements (normal, ...)
       new Triangulator().triangulate(geom);
       new NormalGenerator(Math.PI).generateNormals(geom);
       new Stripifier().stripify(geom);
       // create and return shape
       Shape3D shape = new Shape3D(geom.getIndexedGeometryArray(), app);
       return shape;

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