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1  Games Center / Archived Projects / FlyingGuns on: 2009-05-13 07:14:32

This is a 'serious gaming' platform that exists since 2003. Many ideas, but its being idle until someone wakes me up again.
2  Java Game APIs & Engines / Java 3D / Re: Problem with 3ds loader on: 2007-11-07 15:32:09 uses Starfires 3DS loader successfully.

If you like, I can give further hints where it is actually used in the source tree. Look for 'scene3d' project as a small-scale example.
3  Java Game APIs & Engines / Java 3D / Re: quality 3D game source code on: 2007-11-07 15:29:47
all I can offer is .... although I won't call it a 'quality game', if 'game' at all
4  Java Game APIs & Engines / Tools Discussion / Re: TrackIR for Java on: 2007-10-04 20:29:45
Blogged about an example usage:
5  Java Game APIs & Engines / Tools Discussion / TrackIR for Java on: 2007-10-02 12:21:31
TrackIR is a affordable head tracker which is quite popular esp. in the simulation games area.

I created a Java binging in context of the FlyingGuns project that can be used standalone as well.

Some more detail is here:
6  Game Development / Game Mechanics / new dynamics framework on: 2007-10-02 12:01:58
I started writing a dynamics framework with flight simulation in mind. Quite different from JOODE or ODEJava for it does not resolve any collision conditions. It's more a simple framework allowing a body to react on forces/torques.

Some more detailed information can be found here:
7  Java Game APIs & Engines / Xith3D Forums / Help needed: port FlyingGuns to Xith3D on: 2007-06-18 21:11:59

Maybe some people noticed the project FlyingGuns before. FlyingGuns is a distributed simulation framework with a WW1 flightsim as a demo. FlyingGuns was using Java3D from the very beginning. Meanwhile I created an abstraction layer that allows to use different high-level 3D engines (see description here).

Now I'm looking for Xith3D experts who like to implement the new interface on top of Xith3D.

This port not also should improve FlyingGuns but can also be used elsewhere, e.g. for Java3D-vs-Xith benchmarks, scripted prototypes, VR etc.

The task shouldn't be *that* complicated for FG only uses basic 3D techniques so far.

Any takers?

BTW, FlyingGuns once had a Xith3D-based prototype which worked extremely well!
8  Java Game APIs & Engines / Java 3D / Re: How to draw directly to Canvas3D on: 2007-05-08 07:56:40
I don't have a good answer. Just that creating 2D overlays with Java3D is difficult. The postRender approach is know to destroy performance. So the only way seems to be to do the 2D stuff in 3D as well.
9  Java Game APIs & Engines / Java 3D / Re: SciDelik: Java 3D Based Application Demo @ JavaOne 2007 on: 2007-05-07 14:07:22
Very cool screenshots!

Is it a commercial product? Or OpenSource? I cannot find it on the webpage ....
10  Java Game APIs & Engines / Java 3D / Re: Packaging a Java3D app (with library) in one file on: 2007-03-31 20:26:12

Here is my jsmooth config file ... does this help already?

11  Java Game APIs & Engines / Java 3D / Re: PickTool efficient enough for gaming? on: 2007-03-07 12:22:29
How do you relate your problem to PickTool?
12  Java Game APIs & Engines / Java 3D / Re: Transform3D#set( Quat4f, Vector3f, float ): signature correct? on: 2007-02-19 19:24:58
But transforming a vector (e.g. a normal) gives a vector again, transforming a point gives a point. It just has to be kept consistent, which also is the original cause for this question.
13  Java Game APIs & Engines / Java 3D / Re: Transform3D#set( Quat4f, Vector3f, float ): signature correct? on: 2007-02-19 15:11:10

As a side note, I think the whole idea of having Point, Vector and Tuple in a math API is stupid since conversion from one form to another is necessary for performance. In your example a Movable could describe the Transform of a leaf node which is the result of the accumulation of all the transforms into 1 Point, but you can't cast a Vector to a Point since Point doesn't inherit from Vector. Simple documentation could be written on each method to specify what that method takes, whether it was a directional vector would suffice. Hence why im very reluctant to move to vecmath for VE.

I don't think its stupid. E.g. does Matrix4f uses different code when transforming a Vector3f and a Point3f of course. This alone is enough reasoning behind it. For a vector, only the rotational part is applied (e.g. for normals) while the full matrix is applied to a point that describes a position in space (resp. position in a reference frame).

Without that distinction, you'd have to care yourself and be very clear about what you have. As you said, there are differences, mathematically speaking.
14  Java Game APIs & Engines / Java 3D / Re: Transform3D#set( Quat4f, Vector3f, float ): signature correct? on: 2007-02-18 18:23:38
Hm, I see ... although I cannot follow that (0,0) argument, for a Transform3D always describes a position relative to the parent. So it always counts from (0,0) of its reference frame.
Virtially, a 'true' (0,0) never exists.

Taking it another way: in my API I need to place a (game)object. I wonder wether it has to be Movable#set( Vector3f,Quat4f) or Movable#set(Point3f, Quat4f) ? IMHO the same should hold for Transform3D.
15  Java Game APIs & Engines / Java 3D / Re: Transform3D#set( Quat4f, Vector3f, float ): signature correct? on: 2007-02-18 15:20:20
But it's about the meaning!?

It isn't a vector! It's a point?

Tuple3f would be completely wrong, bc. it has no meaning.
16  Java Game APIs & Engines / Java 3D / Re: Wanting to Dive into Java3D on: 2007-02-06 08:19:06
i wouldnt mind starting off making a game that looks like counter-strike one.

Oh, what a modest approach for a beginner. What about a spinning cube instead?

Then, for a 'simple CS', get acquaintaned with BSP or other PVS systems, animation systems, IK ... and start writing a bunch of good tools (after buying a modeler and learn how to use it).

For this is a Java3D forum, people here are supposed to propose Java3D. Anyway jME is a good choice for a game. Go for that. And take a look at Xith3D, too.

Or take another perspective: what data do you have? Model format? Scene format? Than look for a 3D engine supporting that format. That's the way I came to Java3D (although those days jME and Xith3D didn't yet exist).
17  Game Development / Networking & Multiplayer / Re: Sending weapon data over the network on: 2007-01-16 07:21:35
Well said! Just my thought.

I'd by so lucky if anybody tried to cheat FlyingGuns!
18  Java Game APIs & Engines / Java 3D / Re: Ferrari3D: java3d racing game/simulation/tech demo on: 2007-01-09 22:39:23
OTOH == on the other hand

Think of a HUD that you have in jet sims, current horizon, angle-of-attack and so on. These displays have to me smooth.

I'd not call console text to be a HUD, thats just a GUI. HUD is a defined term in avionics.
19  Java Game APIs & Engines / Java 3D / Re: Ferrari3D: java3d racing game/simulation/tech demo on: 2007-01-09 18:09:29
makes sense

OTOH this would not make a smooth HUD (e.g. for a flightsim) possible, which needs to be updated each frame?
20  Java Game APIs & Engines / Java 3D / Re: v: signature correct? on: 2007-01-09 13:50:05
At first I'm asking whether it is correct. If it is not, I'd ask for a change of API.
Clarification is also important for the design of my ingame API, maybe my thinking is wrong.

My point, when you e.g. transform a Vector3f by a Matrix4f, the translational part is not applied. This is useful when the Vector3f e.g. describes a normal. This is bc. a Vector3f describes just a direction and not a point in space.

Applying the Matrix4f to a Point3f, translation is applied.


Vector3f == direction
Point3f == location in space

IMHO Transform3D#set( Quat4f, Vector3f, float ) needs a position in space as second argument, so it should be a Point3f.
21  Java Game APIs & Engines / Java 3D / Re: Ferrari3D: java3d racing game/simulation/tech demo on: 2007-01-09 13:40:49
And how do you fill your Quads? I found that painting with Java2D and creating a new texture each frame can be a performance drain as well.
22  Java Game APIs & Engines / Java 3D / Transform3D#set( Quat4f, Vector3f, float ): signature correct? on: 2007-01-08 22:38:25
Hi all!

Shouldn't it be Transform3D#set( Quat4f, Point3f, float ) ??

The second parameter describes a point in space and not a direction (like a normal or so).


- J
23  Java Game APIs & Engines / Xith3D Forums / Re: Which IDE do you use? on: 2007-01-06 22:59:57
I suggest for everyone to take atleast a look at the new UML tool for Netbeans 5.5  (available via Online Update inside the IDE).
It supports bi-directional working (reverse engineering) which helps in getting an overview of class relationships - especially for large projects like Xith3D.

I'm really a big fan of NetBeans and use it every day, but the UML module just is not finished. Pretty powerful, but too many bugs.
24  Game Development / Networking & Multiplayer / Re: fast objects and networking on: 2007-01-04 19:31:57
FlyingGuns has a simple clock synchronization. Around here:

25  Game Development / Game Play & Game Design / Re: General Database questions on: 2007-01-04 08:27:19
db4o is GPL, or ask them for sponsorship.

Or try any other like

In any case I'd avoid O/R mapping, this sucks so much. Last fallback: Hibernate
26  Game Development / Game Play & Game Design / Re: General Database questions on: 2007-01-03 13:30:52
RDBMS suck Smiley

If you want it easy:

27  Game Development / Networking & Multiplayer / Re: Sending weapon data over the network on: 2007-01-02 13:35:39
I also don't thinks it's a matter of game size or complexity.

Military simulations e.g. are highly complex and don't do everything on 'the server', which doesn't have to exist at all. Interesting enough that mil. simulations don't care for cheating Smiley.

In contrast I think the more complex and the more exact things have to be, the more you have to rely on the client.

Imagine sitting in a fighter plane giving a single shot at an opponents plane aileron from close distance, being sure that is *must* hit the target. You also need visual/audio feedback much sooner than a network roundtrip would allow. In this case, only your client can determine the hit. The server cannot do that for it only has a vague impression of what you see on the screen and maybe doesn't have the detailed mesh of the target for the exact collision bullet/aileron.

All the server can do is saying: 'well, ok, the player still had ammo and their (estimated) relative positions/orientations make a hit feasable'.

Letting the server decide leads to situations where you hit a target over and over w/o giving any harm to it. Depending on the gameplay this can be very annoying. (note: I said 'depending on the gameplay'!)
28  Game Development / Networking & Multiplayer / Re: fast objects and networking on: 2007-01-02 10:58:21
Hm, after kicking the ball, its trajectory is completely determined until something else happens. So why do you send 20 messages/sec with information everybody could know anyway?

With your approach you are really begging for latency issues and thats what you get.

If you are going like that, you have to improve your smoothing. Never realize a position received from the network. Use timestamps (and a synchronized clock) and treat incoming information as a hint to correct the current path. Remember that all messages from the network come out of the past!
29  Game Development / Networking & Multiplayer / Re: Sending weapon data over the network on: 2007-01-02 10:50:07
I don't agree 100% with bla. I'd formulate more like that:

'If you have to avoid cheating, never trust the client.'

If cheating is not an issue, trusting the client opens a wide range of options to simplify logic and protocols and save a lot of bandwidth. It often allows for better feedback.

In FlyingGuns, the shooting client analyzes wether there is a hit and calculates the damage. Then it transmits the damage to the targets client. On the targets client, the damage is evaluated and e.g.  makes the target smoke or explode.

This way, no networking handshake is necessary, just a store-forward. Second, the experience is believable, bc. a perceived hit on the shooters side in any case *is* a hit. So no network artifacts show up.

Of course, a cheating client will always win. 

Saying that, concerning your specific questions, I wouldn't transmit the officers state with every bullet bc. that is completely redundant and a waste of bandwidth. I'd share the officers state separately or calculate the damage on the shooting side (if thats possible).
30  Games Center / Featured Games / Re: Wurm Online on: 2006-12-31 22:08:37
That is an error in the jnlp file, asking for a historic JRE.
I really refuse to install a JDK5.
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