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1  Java Game APIs & Engines / Engines, Libraries and Tools / Re: LWJGL3FX - A sneak peek on: 2017-05-04 14:33:43
Hey @Spasi, did you guys get any further with your implementation?  I have some folks using Ardor3D with SWT and Eclipse RCP that are getting tired of SWT and are looking at potentially switching to JavaFX.
2  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Benchmarks for 3D Scene Graph APIs on: 2012-04-05 06:21:21
I built Ardor3D back in february (07.02), using the latest sources available in SVN (Revision 1786). I tried recompiling with the newest binaries now, the only difference is that you have changed the constructor for LwjglCanvas to take the parameters in the opposite order. (unless you encountered any other problems? These were all I got).

Nope, that's all I ran into, but we don't alter the method signatures all that often so it wasn't enough to tell me how old it was. Smiley  Mostly I wondered because we'd done some bug fixing recently in trunk.
3  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Benchmarks for 3D Scene Graph APIs on: 2012-04-04 04:09:27
What version of Ardor3D did you use btw?  Your test harness does not compile with trunk.
4  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Benchmarks for 3D Scene Graph APIs on: 2012-04-03 18:09:27
The picking results are likely because we only keep up to 25 CollisionTrees in memory at a time by default.  You have more than 25 spheres there, so it's rebuilding trees over and over.  You can use CollisionTreeManager.INSTANCE.setMaxElements(int) to bump that up to something relevant to your test.
5  Discussions / General Discussions / Re: Javafx. The mind boggles. on: 2010-12-07 22:06:50
Yeah, and maybe if we really, really believe, we'll all get ponies this year for Christmas.  Smiley

(Yes, I'm a bit jaded.)[/size]
6  Discussions / General Discussions / Re: Javafx. The mind boggles. on: 2010-12-07 17:37:07
Threads like this make me cry...
7  Java Game APIs & Engines / Android / Ardor3D Mobile Summer Event on: 2010-06-08 00:01:44
Hey Folks,

Just thought I'd give a mention of a contest of sorts being done over at Ardor3D.  The basic gist is that we are holding a Summer of Code type event where groups will put forth projects they'd like to work on and we'll sponsor the best three to the tune of $1,500.  The projects must be Android applications that use 3D rendering as a primary feature (using our Ardor3D-Android binding - released at the start of the event.)  You can find complete rules and submit your own idea over on our forums under the Ardor3D Mobile Summer board.


-- Josh
8  Java Game APIs & Engines / Tools Discussion / Re: Ardor3D release 0.6 is out on: 2009-11-23 03:53:25
I'm not sure.  It's taken a back seat to regular work these days.   Undecided
9  Java Game APIs & Engines / Tools Discussion / Ardor3D release 0.6 is out on: 2009-11-21 20:56:44
Ardor3D's development team is proud to announce the 0.6 release of their API.  This new release features several new major features such as CPU and GPU based skinning, "MegaTexture" support, procedural terrain and image generation, an Ardor3D based user-interface system, improved automatic resource cleanup and much more.

Get the full details at:
10  Java Game APIs & Engines / Tools Discussion / Re: Ardor3D release 0.5 is out on: 2009-06-01 15:59:17
(sorry but there is a real lack of examples, tutorials and documentations as your engine is young; if I had a kind of Hello World example, it would be nice).
We are doing a better job with javadoc and code commenting I think... but do need more general documentation.  We also have over 40 examples in our examples package.
The previous code of the JOGL renderer of JME 2 supposes everyone has nice graphics cards with shader support, I hope you haven't done such beginner's mistakes.
Such a way with words.  hehe.  Smiley

Has your engine been tested under Solaris 10?
No.  None of us have a machine running Solaris.  Maybe at JavaOne I'll get a chance though.

But did you test the whole AWT things under both Linux and Windows as there are some tiny differences that may cause some very annoying bugs especially in keyboard and mouse handling? (Tongue I don't want to pay twice to fix them)
As I mentioned, this is still an area under development.  We'll keep an eye out.
11  Java Game APIs & Engines / Tools Discussion / Re: Ardor3D release 0.5 is out on: 2009-05-28 16:50:26
VBO is the second bullet in the above list. Smiley

In my opinion, our JOGL1 renderer should be just as good as our LWJGL renderer at this point and it is in production (we have folks at NASA using Ardor3D/JOGL/SWT.)  If there is an inconsistency or issue though, please let us know. 

Outside the renderer though I know of two JOGL "issues" right now.  The first one is that we don't include all of the various possible natives for JOGL, so you may have to pull certain platforms down yourself.  The second one is that our AWT canvas integration is currently bound to LWJGL but that should be changed soon as well.
12  Java Game APIs & Engines / Tools Discussion / Ardor3D release 0.5 is out on: 2009-05-27 21:37:15
Hey folks,

Just wanted to announce that Ardor3D has hit its 0.5 release.  We've managed to keep up a good pace thanks to having some interesting projects using the engine and helping push us along.


  • Headless rendering support added.  You can now render 3d content without a visible 3d display.
  • Vertex Buffer Object support added as an inheritable flag - also supports automatic buffer combining for more optimization.
  • Display List support added.  You can now compile individual meshes or entire scenegraph branches as a display list.
  • High quality water rendering support added as a node that can be easily inserted into your scene.
  • First edition of our geometry clipmap terrain system added.
  • New render delegate ability added to Spatial.  You can now bypass draw operations with a RenderDelegate at any point in the scenegraph.
  • Multi-context scenegraph support: The same scenegraph can now be drawn to several canvases even if they do not share the same GL context.

You can read the full change list here.
13  Java Game APIs & Engines / JOGL Development / Re: Outdated certificates in JWS JOGL libraries on: 2009-05-20 17:19:19
Is the behavior of JMonkeyEngine programmers fair? JME 2 pretends to support JOGL but when some bugs are found in the JOGL renderer, it is not considered as important as bugs in the LWJGL renderer. "Charité bien ordonnée commence par soi-même" -> before complaining about Sun's behavior, some people should teach their own lessons to themselves. Remind me who wrote the JOGL renderer of Ardor3D please.

Um... ok?  As I recall, Steve Vaughan over at SRA wrote what he needed of a Jogl port and donated it.  Very nice of him to do that too.  Not sure why you have this chip on your shoulder, but personally I've never claimed it was a complete drop in replacement for jME's lwjgl impl.  I think they've improved it some since I left jME last year though.
14  Java Game APIs & Engines / JOGL Development / Re: Outdated certificates in JWS JOGL libraries on: 2009-05-20 12:48:43
OK so it seems there is a certificate Sun can use to push native libraries to the client without a security popup.

I wonder how they decide who gets to use that special cert.  Seems a bit unfair if one GL binding can and another can not...   Roll Eyes
15  Discussions / General Discussions / Re: JPCT vs JME vs Xith3D vs ... benchmark on: 2009-04-12 14:12:45
Egon, let's just be fair.  I don't know what you expected besides some rivalry and suggestions on why the tests may not be a proper representation when you kicked the thing off with a comment like this (emphasis is mine):

To come back to the beginning of this thread, i think it's time now for a little pissing contest. I haven't much experience with Xith3D or jME, so i relied on the tests that come with both engines and modified them (to be exact i simply changed the loaded models) to do some simple benchmarking on two machines.

Still, I think most people were pretty civil and clear headed.

As an aside, I might add that it's a little easier to deflect criticism when you provide the exact test code and such so other people can try....  Trust me, I've been through this before.  It's also easier when you are comparing engines that are open source as it is simpler to know that the same features are being used on both sides, etc.  *shrug*

Anyway, as was said here before, nice work to all the engines really.  The 3d Java world is so far from where it was a few years ago isn't it?   Smiley
16  Discussions / General Discussions / Re: JPCT vs JME vs Xith3D vs ... benchmark on: 2009-04-10 12:26:49
I tried fraps, but it actually slows down things on my machine. With FRAPS enabled, jPCT is at 530 and JME at 480...(not only judging from the FRAPS values but also backed up by the internal counters) Huh
Yeah, it does slow things down, but it should be more or less consistent anyhow. Smiley  I guess my point is that if you use that combination graph/chart/fps display in the jME tests to gather your frame counts, you're introducing stats collection, chart management and RTT overhead on the jME side so it's less than an even comparison.  You could add a line to the Test's constructor to remove all that.  Here's how you would do it on the included Obj test:
    TestObjJmeWrite() {

17  Discussions / General Discussions / Re: JPCT vs JME vs Xith3D benchmark on: 2009-04-10 01:46:04
I've managed to load the model into Java3D...i have no idea, if there is something like lockMeshes() in Java3D too, but anyway...
So on the Core2 Quad@3Ghz, ATI Radeon HD 4870, Java6, Vista Ultimate, we now have:

jPCT: 580fps
JME: 520fps
xith3D: 220fps
Java3D: 120fps (with some visual glitches, but that could be a bug in the loader)

Cool, thanks for being nice enough to post updates. Smiley

I noticed in another thread you mentioned using the in-app FPS counter to measure speed.  If you are just using the model loading tests, they have debugging and a render-to-texture graphing system which is probably where some of that 60FPS difference between jME and jPCT is going to.  Of course in a real application you'd not have those things (but they are pretty to look at in samples.)  Also, I'd suggest using a standardized method of measuring FPS (like fraps).
18  Java Game APIs & Engines / Tools Discussion / Re: Ardor3D 0.4 released on: 2009-03-27 01:57:18
Do you plan to write a tutorial that would explain how to switch from JMonkeyEngine to Ardor3D? Do you plan to use JOGL 2.0? Is the JOGL renderer reliable currently? Best regards.

We do plan to write something on that though our priority has been getting our base featureset in place.

As for JOGL 2.0, there is actually a Jogl2 renderer we are excited about that was done for Ardor3D by Ken Russell.  We hope to move that into the public as soon as he feels it is ready.
19  Java Game APIs & Engines / Tools Discussion / Re: Ardor3D 0.4 released on: 2009-03-23 22:01:23
The CLA is about proving provenance, not anything to do with the source license.  Having these in place helps keep us attractive to and compatible with projects (eclipse for example) or companies that worry about such things.
20  Java Game APIs & Engines / Tools Discussion / Ardor3D 0.4 released on: 2009-03-23 19:43:35
Ardor3D's Development team is proud to announce the 0.4 release of their 3d engine API.  This new release features many new API enhancements as well as improvements to process to make it easier to develop with the technology.

Check it out today at

Lots of new features, enhancements and bug fixes included (see full story for mroe details.)  A few highlights include:

  • Build System: Hudson build system in place.  Also deploys latest artifacts (binaries, source and javadoc) to maven.
  • Maven Support: Maven repository and pom files added for Ardor3D. Sample Ardor3D maven archetype now available in svn.
  • UI Text: New enhanced text support - supports unicode, ortho and in scene text, and variable width fonts generated via AngelCode's Bitmap Font Generator.
  • PSSM: New, more useful shadow map pass implemented - Parallel-Split Shadow Maps.
  • Collision and Picking: CollisionTree and Triangle collision/pick classes have been rewritten as "primitive" based classes that can handle any type of triangles, quads, points and lines.  (some specific primitive interactions are not yet implemented in this release.)
  • Collada Importing: Collada 1.4.1 importing support via JiBX added.  Handles static mesh types of polygons, triangles or quads.  (Line and point support to be added later.)
  • Stereo Vision: Stereo vision support added.  See StereoCamera and StereoExample for anaglyph, splitscreen and hardware based methods.

21  Discussions / Community & Volunteer Projects / Re: Comminity Space Trader technical detail on: 2009-01-23 14:29:35
I reckon it would be pretty cool to be one of the first big projects using Ardor3D.

Too late to be first (that would be either GeoCraft or NASA's Verve/Viz I guess.)  But "one of the first" as you say, is still available.  hehe Smiley  Sounds like jPCT is the choice already though, which should also be fun.
22  Java Game APIs & Engines / jMonkeyEngine / Re: Announcing jMonkeyEngine version 1.0 on: 2007-10-26 21:15:31
Most of the changes were in rc1... 1.0 final was more of a formality.  Smiley
23  Java Game APIs & Engines / jMonkeyEngine / Announcing jMonkeyEngine version 1.0 on: 2007-10-22 19:31:41
Announcing jMonkeyEngine version 1.0

After more than four years of hard work and many point releases, the developers behind the jMonkeyEngine are proud to announce the release of version 1.0 of their Java game engine. The jMonkeyEngine is a high performance game library providing all the tools needed to build quality 3D games and applications in Java. Used by professional game companies such as NCsoft, Three Rings, Jadestone and others as well as government and hobbyist developers, the jMonkeyEngine has raised the bar for quality Java-based 3D entertainment.

Learn more about the jMonkeyEngine and get involved today at


On a personal note... just wanted to publicly thank the jME community and the developers of lwjgl for helping make this possible.  Thank you!
24  Java Game APIs & Engines / jMonkeyEngine / Re: Why we use jME... on: 2007-07-31 19:45:07
Heh, sorry if you don't like the music.  I needed something that had a good beat, few vocals, and (probably most important) was obscure enough to not be legal bait.  Wink  That and I put it all together in a single night as was mentioned.  I happen to like the "group" a lot though, especially the first cd.

Anyhow, I was very happy to see the video show at the JavaOne '07 After Dark party in front of a huge crowd!   Grin  From what I've seen, these projects are just the tip of the iceberg and I personally expect a lot more great Java demos and games in the not too distant future.
25  Discussions / General Discussions / Re: Still no presence in mainstream desktop game development on: 2007-07-09 15:36:29
Having directx support in lwjgl would be *really* great and something I personally would like to contribute to in some fashion.  Can we start an official forum section at the forums for it?  Maybe a donate link (if that makes sense)?
26  Java Game APIs & Engines / jMonkeyEngine / Release 0.11 on: 2007-04-19 21:17:09
jMonkeyEngine announced today that has released version 0.11 of its successful opensource Java gaming engine, adding many new and exciting features as well as improving performance and reliability.

Major new features and systems in this release include:

* A Skin and Animatable Bone System enabling realistic representation of models and motion.
* Support for importing files in the COLLADA format.
* Support for using jME in a Java Applet.
* New Importer and Exporter System giving a standard framework for loading and saving jME scenegraphs.
* A Binary Format implementation for the new import/export system that is more compact and faster than standard Java serialization.
* Support for rendering to Framebuffer Objects.
* New Pass - Water, with configurable reflection, refraction, wave generation and more.
* New Pass - Bloom, with configurable intensity, blurring, resolution and more.
* Support for simple texture based dot3 bump mapping
* New extension providing the ability to generate 3d meshes from text.
* Control Binding Management

Bug fixes and enhancements in this release:
* Upgraded jME's official binding to LWJGL 1.0
* Improved rendering system tracking, reducing the number of jni calls to the underlying native bindings.
* Optimized Collision system, specifically triangle collision and picking that is fast and several times more memory efficient.
* New Sound System revamp (
* New editor extension package (jmex.editor) providing editor widgets useful for building jME related tools in Swing.
* Improved Particle System and Editor adding Particle layers, Particle Influences (with prebuilt wind, gravity, drag, vortex, swarm and wander influences) and more.
* Enhanced Multi-threaded support including a system for queuing up and executing code in the rendering context thread.
* Enhanced support for using jME inside of Swing/AWT
* Many other bug fixes and memory/performance optimizations

Find out more about the jMonkeyEngine by visiting
27  Java Game APIs & Engines / OpenGL Development / Re: LWJGL 1.0 Released on: 2007-02-05 21:48:55
Kudos!  Great work on reaching this important milestone guys!
28  Java Game APIs & Engines / jMonkeyEngine / Re: Is jME still maintained ? on: 2007-02-05 21:47:07
Actually, any changes we make at NCsoft to the actual classes of jME and pretty much every embellishment, feature add, etc. we make to the packages of jME gets contributed back to CVS.  What doesn't go back to the community are tool sets, game code and things that are specific to our work and way of doing things.  Check out the check ins done today for example (several dozen major class commits from us) and you'll see for yourself that jMonkeyEngine continues to be very actively improved and gains a lot by being included in multiple commercial projects.

While I appreciate the desire for touting your own engine, please at least be a bit more responsible with the (mis)quoting of others.
29  Java Game APIs & Engines / Xith3D Forums / Re: xith (possible regression...could be my fault) on: 2006-11-08 15:29:56
Considering how often these JGO forums go down or are unreachable, you might actually benefit from having your own separate forum over at  I know it seems to be useful for us at least.  *shrug*
30  Java Game APIs & Engines / Xith3D Forums / Re: Quake3 level loader - Benchmarks on: 2006-10-30 16:55:31
fun.  I can't type and got the arg wrong.  Sad  One more time?
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