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1  Java Game APIs & Engines / Xith3D Forums / Re: Migration of demos to the xith-tk project on: 2005-04-05 11:17:27
Quote

It is also planned to add some of Java Cool Dude's demos to this package.
Cheers,

Will.


Sounds good to me Cheesy
Yes, you can go ahead and include my resolution selector in the TK, that could only make me happier Smiley
2  Java Game APIs & Engines / OpenGL Development / Re: Vertex buffers and particle engines. on: 2004-10-23 03:18:14
Quote
Not to change the subject

But have anyone used the GL_ARB_point_sprite extension in LWJGL??


That extension is currently borked on anything but Nvidia cards, don't bother using it.

On topic;
I've been experimenting a lot with particles in the past couple of days and I managed to created some very realistic flames. The only draw back is, I converted my LWJGL engine to use C++ instead of Java Tongue. However that shouldn't stop anyone of you from converting the particles portion of the code back to Java.

Pics
http://www.realityflux.com/abba/C++/Dynamic%20Reflection/cubemapreflection.jpg

Exe
http://www.realityflux.com/abba/C++/Dynamic%20Reflection/Reflection%20CM.zip

source Cheesy
http://www.realityflux.com/abba/C++/Dynamic%20Reflection/GLParticles.cpp
http://www.realityflux.com/abba/C++/Dynamic%20Reflection/GLParticles.h

Vertex Program for particles billboard
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char *partsBillboardCode = { "!!ARBvp1.0\n"
                             "ADDRESS coeffIndices;\n"    
                             "PARAM   modelViewProjection[4] = {     state.matrix.mvp      };\n"
                             "PARAM   verticesOffsets[4]     = { {-1.0,-1.0 }, { 1.0,-1.0 },\n"
                             "                                   { 1.0, 1.0 }, {-1.0, 1.0 }};\n"
                             "PARAM   modelView[4]           = {   state.matrix.modelview  };\n"
                             "PARAM   particlesSize          = program.env[0];\n"
                             "TEMP    newLocation, newUpVector;\n"

                             "ARL     coeffIndices.x, vertex.texcoord[0].z;\n"

                             "MUL     newUpVector  , modelView[1]  , verticesOffsets[coeffIndices.x].y;\n"
                             "MAD     newLocation  , modelView[0]  , verticesOffsets[coeffIndices.x].x, newUpVector;\n"
                             "MAD     newLocation  , particlesSize , newLocation, vertex.position;\n"
                             "MOV     newLocation.w, 1.0;\n"

                             "DP4     result.position.x, modelViewProjection[0], newLocation;\n"
                             "DP4     result.position.y, modelViewProjection[1], newLocation;\n"
                             "DP4     result.position.z, modelViewProjection[2], newLocation;\n"
                             "DP4     result.position.w, modelViewProjection[3], newLocation;\n"

                             "MOV     result.color, vertex.color;\n"
                             "MOV     result.texcoord[0], vertex.texcoord[0];\n"

                             "END\n"},

3  Discussions / Miscellaneous Topics / Re: Things that get in the way of coding.. on: 2004-10-06 02:50:22
College
4  Java Game APIs & Engines / Xith3D Forums / Re: Casting shadows in Xith3d? on: 2004-09-02 10:56:07
I must apologize for the lack of news regarding the matter as I'm overwhelmed by other projects as well as school that's starting wicked soon Cry
Here's a bit about what I've written in c++ (in Java fashion), I might just kick myself to do it in Java sometime soon    Smiley

http://www.nvnews.net/vbulletin/showthread.php?t=35783
5  Java Game APIs & Engines / Xith3D Forums / Re: Help figuring out JCD's ImageLoader class on: 2004-09-01 22:58:50
A good start Smiley
http://www.flipcode.com/tutorials/tut_atmap.shtml
6  Java Game APIs & Engines / Xith3D Forums / Re: Help figuring out JCD's ImageLoader class on: 2004-09-01 09:54:03
That freakin JCD, sup with him not throwing any comments in his code Angry
You were right about your guess regarding the image format; JPGs are packed in BGRs whereas PNGs could be RGBs, ARGBs or Luminance.
Therefore, drawing the images to a Java panel or BufferedImage will always result into either an RGB or ARGB that I can use to properly create compatible textures with OPENGL.
Smiley
7  Discussions / General Discussions / Re: SIGGRAPH news on: 2004-08-17 20:22:28





Btw I was given an internship with Nvidia for next summer (off buying a 6800 GT Cheesy)
8  Java Game APIs & Engines / JOGL Development / Re: Cant slow it down!!!! on: 2004-08-04 20:40:06
Are you using an LCD monitor?
9  Java Game APIs & Engines / Xith3D Forums / Re: Casting shadows in Xith3d? on: 2004-08-04 07:21:52
I'm definitely looking forward to seeing some of you there.
You can reach me at SensAble booth #1125, ask for Abdul (6.1 feet tall, 240 LBS of muscle Grin)
10  Java Game APIs & Engines / Xith3D Forums / Re: Casting shadows in Xith3d? on: 2004-08-03 22:14:02
Well I fixed them at a certain point while actively producing demos for Xith3D, but then I went the C++ road and built a Java3D/Xith3D clone which supports robust shadow volumes.
I might go back and dig some of the old code, clean it up a bit and submit it, but that would have to wait until I come back from SIGGRAPH LA Grin



Love y'all
11  Java Game APIs & Engines / OpenGL Development / Re: Vertex arrays and VBOs on: 2004-07-18 00:42:22
Check out my demos, they all use VBOs
12  Java Game APIs & Engines / OpenGL Development / Re: Tweaking for speed. on: 2004-07-09 21:46:16
My particles engine's been proven to be ubber fast
http://www.realityflux.com/abba/ShowSRC/showsrc.php?src=../Lwjgl/BlinnLighting/source/GeomUtils/GLParticles.java
13  Java Game APIs & Engines / OpenGL Development / Re: Tweaking for speed. on: 2004-07-09 21:44:07
GL11.glBegin(GL11.GL_TRIANGLE_STRIP);
GL11.glVertex3f(-width / 2, -height / 2, 0.0f);  GL11.glTexCoord2f(0, 0);  //Bottom Left
GL11.glVertex3f(width / 2, -height / 2, 0.0f);  GL11.glTexCoord2f(1, 0);  //Bottom Right
GL11.glVertex3f(-width / 2, height / 2, 0.0f);  GL11.glTexCoord2f(0, 1);  //Top Left
GL11.glVertex3f(width / 2, height / 2, 0.0f);  GL11.glTexCoord2f(1, 1);  //Top Right
GL11.glEnd();
14  Games Center / Java Technology Game Development Contest - 2004 / Re: NewsFlash - Winner on: 2004-06-29 21:50:03
Quote
Congratulations!!!!

Actually, the game is called Squareheads. There is no group. I did the coding, and id software did the gfx Tongue


Still crashes after 1 sec in the game on this Radeon 9700 Pro of mine, down with NV extensions  Angry


Congrats CAS
15  Java Game APIs & Engines / OpenGL Development / Re: Java Cool Dude? on: 2004-06-29 18:36:22
Quote

Ahh the joy of burnt out people - gotta love this buiness Roll Eyes

/me ponders going into psychiatry



me.sendIntarwebHugTo(Matzon);
16  Java Game APIs & Engines / OpenGL Development / Re: Java Cool Dude? on: 2004-06-29 16:30:44
w00t, someone noticed me at last  Grin
Well as I mentioned in one of my private messages convo to a fellow member, I lost interest in Java a couple of months ago and moved on to C++ seasoned with a touch of Assembly.
The work that I've done with the Java community including my Xith3D demos and my little LWJGL scenegraph, had some company in MA noticing me and offering me a summer job.
My Job at SensAble technology involves developing an application that relies heavily on Haptics and OpenGL.
It is written in c++ and a little bit of assembly; any more info and I’ll breach my NDA Cheesy.
This company, senSable valued my work to the point where they booked me a seat on a roundtrip flight to LA SIGGRAPH, covered the hotel expenses etc...
On the other hand, instead of the 40 mandatory hours a week, I put in around 70-80 since I'm truly in love with the project that I was given the opportunity to work on (Physics, Math and Graphics JOY).
PS: I'm not getting paid for the extra hours, I guess this is the drawback of being a college junior, a year or more away from graduation.
I might have a new Java demo coming soon along with an updated scenegraph, but for now I have a fixed deadline to deliver a commercial product and Man, ain't that a lot of stress
:/
Thanks for asking though; I'm always reachable by email or PM
17  Discussions / Jobs and Resumes / Re: Not a game job, but a Java job - SW England on: 2004-06-15 23:43:38
Quote
I know its been a while since you last posted, but if I were to guess I would not satisfy your criteria of not being a foreigner - even though I live nearby and am more than qualified.

Nice to know we have some progress to make as humans.


Click to Play


There is gotta be an escape goat for every human failure Roll Eyes
18  Game Development / Shared Code / Re: Milkshape3D loader written w/ animation suppor on: 2004-05-09 20:29:33
/me rises hand
19  Java Game APIs & Engines / OpenGL Development / Re: something new every day on: 2004-05-09 03:03:28
I like packing my textures into one texture3D where the the z component selects the slice to use Wink
20  Java Game APIs & Engines / OpenGL Development / Re: Strange LWJGL performances on: 2004-05-08 10:19:21
FullScreen mode will give you up to 100% more performance Wink
21  Java Game APIs & Engines / JOGL Development / Re: JOGL too slow on: 2004-05-07 17:10:42
cough overhead cough
Try using vertex pointers
22  Java Game APIs & Engines / OpenGL Development / CAS; How do you use ogg with LWJGL? on: 2004-05-03 16:20:06
I read somewhere that you've created a sound package that plays ogg files and that you're using it in Alien Flux, any source available yet?
23  Java Game APIs & Engines / OpenGL Development / Re: ported kev's TextureLoader on: 2004-05-01 14:48:03
Hmmm I've updated my texture loader few days ago with an option to flip the images upside down.
I also corrected a bug where a texture is declared BGR while it's clearly RGB.
Check it out in my work frame Tongue
24  Java Game APIs & Engines / OpenGL Development / Re: The JWS thread *LWJGL demos only* on: 2004-04-30 04:20:05
New demo up Smiley
Fixed the Blinn Lighting demo and the normal map generator class as well.
25  Java Game APIs & Engines / OpenGL Development / Re: The JCD utils :D on: 2004-04-29 00:34:10
Updated the main post.

@Cas: I already wrote a a renderer for 3DS and MS3D.
Check out the GLShape class in the GeomUtils directory Smiley
26  Java Game APIs & Engines / OpenGL Development / Re: The JWS thread *LWJGL demos only* on: 2004-04-29 00:21:21
New demo up and few updates as well:
All my demos were updated to use the same base Work frame which now supports Materials, Lights, OGLSL shading language etc...
I coded a little image utility which generates normal maps from given height maps; it's located in the ImageUtils directory.
I also fixed a bug in the image loader where the texture color seems to be following the GBR color model instead of RGB's.
Check it out and let me know whatcha think Smiley
27  Java Game APIs & Engines / OpenGL Development / Re: The JCD utils :D on: 2004-04-26 14:39:03
Hmm let me see if I can merge both loaders into only one Smiley
28  Java Game APIs & Engines / Xith3D Forums / Re: I will try and get Xith3D to work with LWJGL . on: 2004-04-26 12:31:17
I had it up and working for a week or so, I remember posting a link to it.
Lemmie dig it
PS: Here's the source file
Here's the binary file file
29  Java Game APIs & Engines / Xith3D Forums / Re: Community Build Release Info on: 2004-04-26 03:38:53
How about the binaries that go along with it?
30  Java Game APIs & Engines / JOGL Development / Re: Depth Mapped Shadows on ATI on: 2004-04-26 01:52:52
/me rises hand
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