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1  Java Game APIs & Engines / Java 3D / Re: Light effects help wanted. on: 2003-07-19 11:23:53
Thanks for the help guys... Im doing my best working this out...

I got another question about the number of lights... If I have 8 lights in the background geometry and say 8 lights in the sceengraph it self that should be ok right. The light in the background geo will not affect the polygons in the scene right?

Thanks Tex
2  Java Game APIs & Engines / Java 3D / Re: Light effects help wanted. on: 2003-07-13 21:15:24
Thanks for the break down Breakfast.

So I can only have 8 lights? How is that? Is that a Java3D limitation or some other?

I guess that breaks my plan to use lights for lasers and as ship lights... Sad

Tex

EDIT: No I did actually mean PointLight.. Wink
3  Java Game APIs & Engines / Java 3D / Light effects help wanted. on: 2003-07-13 16:41:02
Hia guys.

More questions from the stoopid noob. Wink

I have been playing around alot with light for the last week. Light beeing so damn important and making things go from dead and booring to alive and kicking I need to learn alot about light effects.

What I have done so far is that I have been using PointLight that comes from one corner of the univers and lights everything. This creates nice shadows ony my asteroid fields. With different collors to the Ambient light it starts to look really nice.

Though I have a few questions about other effects and how to make them.

1. Light comming from within spheres and cylinders. I would like to create glowing spheres to create blinking lights on stations, ships and other objects. Ive been playing around with this placing PointLight into a sphere and making it transparent but somehow this doesnt work for me. Next step is to do same thing with cylinders to create laser beams. My idea is here to have a very think cylinder and to get it to glow to make more atmosphearic laser shot effects.

Anyone know how to do this (make shapes glow) or have sample code?

2. Lens flares. To create light sources that represent the star(s) in the system Id like to use glowing objects that create a lens flare. This I have no clue what so ever on how to do. Any advice?

Thanks in advance.
Tex.
4  Java Game APIs & Engines / Java 3D / Re: HUD, textoverlay with Java3D and wiered stuff. on: 2003-07-13 16:01:06
Ive done the 1000 times scale down for the moment. It works ok. I have scaled everything including physics and clipping. Though Im not happy with this solution as I cant have gigantic sectors that cover millions of kilometers but I have to chop things up into sectors that you jump between.

So if anyone will come up with a good way to use locales for this. Please post here.

Thanks
Tex.
5  Java Game APIs & Engines / Java 3D / Re: Renderer design on: 2003-07-08 22:56:08
My project is a online space sim. You know your Elite, Wing Commander, Privateer, Jumpgate kind of game. First phase is just to make a simple online shoot em up as this involves all the important parts as rendering, physics, collisions, netcode and servercode.

The goal is to make the alpha phase in Java3D but given the state of Java3D (future unknown) Im pretty much aware that I will have to port at some stage.

If your project will allow me to render better graphics while still having a scengraph data structure Im all for it. Though I do NOT wana move over to pure jogl as the scenegraph structure is good for fast implementation (ot at least according to my evaluation).

A port could either be done right now in my project or when I have the first alpha running. After alpha 1 I will be adding persistancy, building a huge galaxy, player built stations and alot of other content and then I do want the data structure in place.

And ohh yeah I use behaviors for alot of things. All navigation and HUD display rendering is behaviors, radar/targeting will be as well.

Tex.
6  Java Game APIs & Engines / Java 3D / Rendering "smooth" 3D Studio objects. on: 2003-07-07 15:15:23
Hia guys.

Im using StarFire loader for 3DS files. The model has "smooth" information in it but how do I get that to render in Java3D?

Tex
7  Java Game APIs & Engines / Java 3D / Re: HUD, textoverlay with Java3D and wiered stuff. on: 2003-07-05 12:58:40
Hmmm Locales.

If I understand it correctly everything is one branch tree but all objects within the same region are part of the same Locale. Is that correct?

Question though when I am in one locale does Java 3D still render the objects in other locales if they are within clipping range? If that is true this would actually be fantastic and exactly what I need. This way I could create a really big galaxy wich would be really cool.

Finally does anyone have some sample code on Locales?

Thanks
Tex.
8  Java Game APIs & Engines / Java 3D / Re: HUD, textoverlay with Java3D and wiered stuff. on: 2003-07-03 13:40:33
Another issue with the Zones. Radar.

It will be extreamly hard to do a radar that can look into the next zone. As a radar has a fixed range and when you are say 1000 meters from the next zone the radar would be covering 39000 meters of the next zone (radar range 40000).

Tex
9  Java Game APIs & Engines / Java 3D / Re: HUD, textoverlay with Java3D and wiered stuff. on: 2003-07-03 13:38:48
Quote
Why not have a grid of zones held in your central universe and then give each zone it's own co-ordinate system/Java3D environment to locate ships in it?


Wouldnt that require that each zone is its own SimpleUniverse?

Actually creating a huge world of connected zones with their own coordinate system is a very interesting thought as you virtually could create a HUGE universe that way. Wormholes/Jumpgates could move you from one zone to another somewhere totally else in the universe or you could fly there.

Though I do see two problems with this. One is just the insane ammount of memory this could use to just store all the zones. Second is fights at zone edges if they are their own SimpleUniverses, people with low ping and fast machines using these borders to lag out slower players.

Though if the client always preloaded all the bordering zones the zone transition could be made smoother.

But the zones can by no means be as small as 10000 meters so I still have to scale down alot I guess.

Tex
10  Java Game APIs & Engines / Java 3D / Re: HUD, textoverlay with Java3D and wiered stuff. on: 2003-07-03 11:35:29
Workaround manupilation of possition will be a freekin pain to do as Im doing a online game. The server is always the master for position and keeping track of player positions that have been manupilated by the client will always be a freekin pain.

My next attempt is to scale all my models down ALOT so that the region where it freeks out is deep deep deeep space. Im gonna try scale down by a factor 100 or 1000. Most likely the models will look like crap but if they dont I do move the bad region to like 5mil out this way and that would be out of range for my game to have any problems.

Tex
11  Java Game APIs & Engines / Java 3D / Re: HUD, textoverlay with Java3D and wiered stuff. on: 2003-06-30 19:10:14
I got the hud objects within the clipping range. So if I have clipping range at 20/20000 I have the Text at 25.

Tex.

12  Java Game APIs & Engines / Java 3D / HUD, textoverlay with Java3D and wiered stuff... on: 2003-06-25 14:32:04
Since Im doing a space sim I really need a HUD.

I get really wiered shit going on when doing any kind of overlays. I have done this two ways with same wiered shit happening.

First one I have done with the Text2D object. I know that this causes huge overhead when changing the text so I have just had it be a static text. I have added this text to the view platform with a PlatformGeometry.

The second way was using the HUD classes at http://www.newdawnsoftware.com/

In both cases the hud works really well when within 10.000 units range of the 0 0 0 point in the coordinate system. But if I place my ship at say 50.000 units  (or fly it there) range from the 0 0 0 point the overlay bounces like mad on the screen when turning or moving.

The further I am away from the 0 0 0 point the bigger the bounces on any overlay I have.

Anyone got any idea what can cause this?

The rendering is really smooth when Im close to the 0 0 0 point with virtually no gc caused skipping.

The bouncing is not relative to movement speed or to rotation speed from what I have tested just to distance from 0 0 0.

Hope someone has a clue, I dont atm. Sad

Thanks in advance.
Tex  
13  Java Game APIs & Engines / Java 3D / Re: Simple ViewingPlatform question on: 2003-06-25 14:20:06
The Z axis goes negative into the screen so you always have negative Z numbers infront of you.

This totally screws with my head as in my game the acceleration of the ship is always in the direction of the viewplatform. Engines behind me so accel goes forward. Hence accelleration is always negative...  Roll Eyes
14  Java Game APIs & Engines / Java 3D / Re: Java3D open gl version or directx version on: 2003-06-25 14:17:11
Cool thanks for the input guys.

So what I guess Ill do is that I will develop on the open-gl version and then test it on dx version as well.

Tex
15  Java Game APIs & Engines / Java 3D / Java3D open gl version or directx version on: 2003-06-24 11:26:21
Is there any difference in the two as of preformance and functionality?

Tex
16  Java Game APIs & Engines / Java 3D / Re: Java3D: what next on: 2003-06-19 11:29:47
Well personally Im not thrilled to see that Java3D might be going down the drain.

For my project the simplicity of the sceen graph model is really important as development time is a crusial facto Especially development of new functionality on the platform the project will result in. I am very aware of the overhead in a high level API like Java3D but sometimes high level API´s have their advantages if you just know how to handle the trade offs.

Tex
17  Java Game APIs & Engines / Java 3D / 3D Math help needed, please. on: 2003-06-19 10:18:26
Hi guys.

Im new here and new to game development so please go gentle on this noob.  Wink But no noob to programing and java so no worries.  Wink

Thing is math is so damn rusty in my head so that is where I need help. Im currently writing a 3d fps space sim in Java3D. After lot of tweaking I got really nice rendering so now its time to work more on the game physics part.

Currently I got the ship moving in full newtonic laws this is working great. Now for playability reasons I want to add a air friction drag to the velocity vector. (Multiplayer fighting with fully newtonic physics just sucks way to much. The MMPOG Jumpgate has great game physics using air friction drag. So Im modeling after that)

Anyways so I have the velocity vector. I have it represented in vx, vy, vz and hence ofcourse the magnitude v.

The air friction drag is to be deployed on the velocity vector as a negative accelleration (is that word in english really retardation?Wink).

The air friction drag is:
dF = -(C*v^2/mass)*t

As I said the dF is to directly work as a negative acceleration on the vector v. So this means I need to either find the angles of the v vector through the vx,vy,vz values I have and through them calculate the dFx, dFy, dFz and go from there. Or do some sort of Transform using the Transform3D object.

I hope you guys understand what Im trying to accomplish. And the reason Im not posting this in the physics forums is that hope fully you guys know how to solve this working the Java3D api´s. Wink

Thanks in advance.
Tex.
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