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1  Java Game APIs & Engines / J2ME / Re: j2me game engine on: 2003-11-27 10:19:14
Thanks Fred  Wink
2  Java Game APIs & Engines / J2ME / Re: j2me game engine on: 2003-11-26 18:34:46
Hello,

For Java Mobile 3D (JSR84), CLDC 1.1 is needed so MIDP2.1. The floating point dilemma...
OpenGL-ES is kind about that and you could use fixed maths.

I have done a full 3D J2ME engine MEE-J3D : see www.miklabs.com/wip
I will show a keynote  about j2me and 3D at Imagina in France: www.imagina.mc

Mik
Miklabs.com
PS:MEE-J GPL will be released soon   Tongue
3  Discussions / General Discussions / Re: ALIEN FLUX reviewed! And they mentioned Java! on: 2003-07-09 22:47:04
Yap the win32 demo version freeze my Win2000 Dell Inspiron7500. Sad I need to switch off it.

Duh
4  Discussions / Miscellaneous Topics / Re: Copying a 2 Dim Array into a 1 dim array on: 2003-07-09 22:41:40
and a System.arraycopy instead of the second loop?
like :
for (int i = 0; i < size; i++)
{
  System.arraycopy(source, 0, target, i*size, size);
}

as the source and the target have same type

Duh

Mik
5  Discussions / General Discussions / Re: ALIEN FLUX reviewed! And they mentioned Java! on: 2003-07-09 15:53:45
Mojo you are right. (for the milkshape loader not enough time
Sad)

Steve Pavlina writes some good articles about that:
http://www.dexterity.com/articles/

Princec where are you for the j2me edition?

Duh,

Mik
6  Java Game APIs & Engines / J2ME / Re: how to write a derived class from game.Layer? on: 2003-07-08 07:51:19
Ya it's messy that we can't subclass Layer class.
In fact The only solution is to rewrite a more powerfull LayerManager that accept ExtraLayer and derived basic Layer.

Duuh

Mik
7  Java Game APIs & Engines / JOGL Development / Re: Milkshape loader for JOGL on: 2003-07-02 15:19:24
great job guy  Wink
8  Java Game APIs & Engines / JOGL Development / Re: Milkshape loader for JOGL on: 2003-07-02 13:20:56
ok, for the model that you are trying to load, could you give it to me? The best for such a problem, is to use in the same time a hex editor, and find the faulty bytes (and know how little and big endian works)
9  Java Game APIs & Engines / JOGL Development / Re: Milkshape loader for JOGL on: 2003-07-02 11:18:18
Ya, you need to rewrite all.I think i will do that,.

I found another bug in loadModelData changed to:

code changed to
     boolean loadModelData(InputStream is, long filesize)
     {
           // wrap a buffer to make reading more efficient (faster)
           DataInputStream dis = new DataInputStream(new BufferedInputStream(is));
           
           int fileSize = (int) filesize;  // Warning! File size trunctuated to 32bits!

           byte[] pBuffer = new byte[fileSize];
           try
           {
                 dis.readFully(pBuffer);
                 dis.close();
           }
           catch (IOException ioe)
           {
                 System.out.println("MilkshapeModel Error: Failed to read file contents.");
                 ioe.printStackTrace();
                 return false;
           }
...
10  Java Game APIs & Engines / J2ME / Re: Where to start? on: 2003-07-02 10:33:07

1) A lots, ...

2) A lots, take a look at
forum.nokia.com
wireless.java.sun.com ((http://wireless.java.sun.com/device/index.html for a not so updated devices list)

3) goto 2) for some good examples for gaming
http://jfdoue.free.fr/index.html (a good starting point)

4) Fast graphics ... hum ... No direct pixels access on MIDP1.0, possible with MIDP2.0 Nokia UI, Siemens SDK, and , VSCL, Moto Game API. since MIDP2.0 is not widespreaded making J2ME applis is a bit complex.

I working on a SDK to simplify this process:
mee.dev.java.net

Duh,

Mik
11  Java Game APIs & Engines / JOGL Development / Re: Milkshape loader for JOGL on: 2003-07-01 21:41:44
ok, I think I have localize the bug, there is a bug in sully implementation of MS3DMaterial, it assume that the texture name is always 128 bytes long and use a System.arraycopy for copying from the buffer to m_texture.
And because Material Texture loading was the last operation it doesn't bug. But if you continue the process as you do, the pointer is wrong.
To bypass that you need to find the filename length, and change two arraycopy and also the MS3DMaterial sizeof according.
Not enough time to test, but I think it would do the job...

12  Java Game APIs & Engines / JOGL Development / Re: Milkshape loader for JOGL on: 2003-07-01 20:59:41
for the high value did you try without the multiply by 1000.
13  Java Game APIs & Engines / JOGL Development / Re: Milkshape loader for JOGL on: 2003-07-01 20:21:11
A float is only 4 bytes long  Wink :
dataPointer += 4; // second line  
14  Java Game APIs & Engines / JOGL Development / Re: Milkshape loader for JOGL on: 2003-07-01 19:50:16
have you a link where I could see and test your code?
15  Java Game APIs & Engines / JOGL Development / Re: Milkshape loader for JOGL on: 2003-07-01 17:33:58
Not finished yet... Not enough time, this WeekEnd I will work on it.

Mik
16  Java Game APIs & Engines / J2ME / Re: Inconsistent or missing stackmap at target on: 2003-06-30 15:38:49
In fact Eclipse don't integrate J2ME support.  What I do is using Ant and Antenna to bypass this limitation. antenna.sourceforge.net, and It work quit well.
Or use WebSphere Studio Device Developer, based on Eclipse.
17  Discussions / Jobs and Resumes / Re: Wanted: J2ME programmer to port Alien Flux on: 2003-06-29 16:38:36
Yes as MIDP2 is not really wide spread, J2ME game programming is quite a huge task to deploy on every cellphones.

So what to do?

- only focuses on one phone (like Nokia 70% of the Market)

- use standard MIDP1.0,  but problems are always here. For example PNG transparency on WTK1.04 doesn't work well. On SonyEricsson emulator it works but on the real device T610 not on certain PNG (lower than 256 colors) . Heap size problems are also a classic.

- Or use a SDK that wrap all this nasties problems and so one  code for all devices with optimizations for Nokia Siemens, Moto and soon Sharp GX1. I work on that : MEE http://mee.dev.java.net/

Mik
18  Java Game APIs & Engines / JOGL Development / Re: Milkshape loader for JOGL on: 2003-06-21 09:31:47
Duh, I fill stupid    Embarrassed

A new version is upload it checks for uppercase and lowercase, and see if the file exist.

Thx

Mik
19  Java Game APIs & Engines / JOGL Development / Re: Demos and tutorials on: 2003-06-20 16:11:44
ok so i will do that...
20  Java Game APIs & Engines / JOGL Development / Re: Milkshape loader for JOGL on: 2003-06-20 15:20:49
Yes that's right.
21  Java Game APIs & Engines / JOGL Development / Re: Milkshape loader for JOGL on: 2003-06-20 14:46:21
That's right OpenGL.

For culling:
gl.glCullFace(mode); // where mode could be GL_BACK, GL_FRONT or GL_FRONT_AND_BACK
and etc.

For transparency some methods exists using extensions:
http://developer.nvidia.com/view.asp?IO=Interactive_Order_Transparency

Or as Orangy, by separate opaque and transparent faces

For the skeletal animation, J3D doesn't do that too...
22  Java Game APIs & Engines / JOGL Development / Re: Demos and tutorials on: 2003-06-20 13:56:28
Ok I reply to myself ... Wink

I need to create a sub project of games-games demos rights?

Mik
23  Java Game APIs & Engines / JOGL Development / Demos and tutorials on: 2003-06-20 13:54:56
As I say in other thread, my nehe31 port is here:
miklabs.com/wip/nehe31.zip
I need feedback on Linux box...

Does a file sharing for demos or tutorials would exist to put this kind of stuffs?

I want to build a framework for demos, any suggestions?
As other members told me, a standardized reusable model need to be used. Some sort of Java3D subset?

Mik

No Problemo
24  Java Game APIs & Engines / J2ME / Re: First J2me game on: 2003-06-20 13:49:06
Ya vector is hardcore or quit complexe to implements, I have tested some methods using flash or svg format not so smooth.

miklabs.com/wip for a sneak preview  Shocked

Mik
25  Java Game APIs & Engines / JOGL Development / Re: Milkshape loader for JOGL on: 2003-06-20 12:49:48
Ok I see what you want, a common framework. Not a new engine, but something standardized.

Not reinventing the wheel every time is a good thing. It is what I try to do in my current professionnal project MEE, by completly rewriting the 3D engine to be complaint with standard, like JOGL and JSR184 (JavaMobile3D)

If you want I will completly rewrite the nehe31 and the JOGL framework to a more java3D way... like using vecmaths, and other java3D paradigms. In fact I have already done that with my Quake3 map viewer, a cross over between Java3D and GL4Java.

No Problemo

Mik
26  Java Game APIs & Engines / JOGL Development / Re: Milkshape loader for JOGL on: 2003-06-20 11:53:20
Do you use a caterpillar to kill a ant?  Grin
27  Java Game APIs & Engines / JOGL Development / Re: Milkshape loader for JOGL on: 2003-06-20 11:51:07
To display a simple cube you don't  need so much stuff  Grin
Transparency and culling are not usefull for only drawing a simple model like Milkshape format.

The framework don't need to be very complex. See my nehe31 port.
28  Java Game APIs & Engines / JOGL Development / Re: Milkshape loader for JOGL on: 2003-06-20 09:18:26
I don't understand what you want to say?

But a engine is only some extensions for an API.

To write a 3D loader you need some base classes, like Vector3f, Triangle, Matrix, Joints, ,... to describe infos in the file. This classes are a small engine in fact, specific or not to this loader. Wink
29  Java Game APIs & Engines / J2ME / Re: First J2me game on: 2003-06-20 09:11:12
Yap Vector graphics is a cool way when you have direct access to pixeldatas like on MIDP2.0, Nokia, Siemens, GX10 and some Moto. But on pure MIDP1 it is a little harder and slower. Bresenham isn't the fastern a midpoint algo does best for speed.

My Engine MEE uses a wrapping system with Interfaces, and with a good optimizer and obfucator, these interfaces are replaced by classes for each targetted phones, using Ant.

Mik
30  Java Game APIs & Engines / JOGL Development / Re: Milkshape loader for JOGL on: 2003-06-20 08:50:55
No Problemo.
miklabs.com/wip/nehe31.zip

I have done a Linux test  of it and texture doesn't show.
I need more feedback for my port  on Linux...

Im working on a base code for other port and demos. So stay tuned.
I have in my folder a old code to compare speed between J3D and GL4Java, which display Quake3 map. Maybe I will work on that too.

But I don't have a lot time my Middleware project MEE, take me a lot of time:
- J2ME support for MIDP1 and MIDP2, Nokia, Moto and Siemens API using an interface wrapping.
- J2SE in the same way
- 2D multiscrolling, Isometric, Raycast.
- XML project description

And MM3D a full 3D for J2ME/J2SE thar I completly rewrite to be compatible with JOGL, and JSR184. Grin

Mik
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