Java-Gaming.org Hi !
Featured games (83)
games approved by the League of Dukes
Games in Showcase (512)
Games in Android Showcase (119)
games submitted by our members
Games in WIP (576)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
   Home   Help   Search   Login   Register   
  Show Posts
Pages: [1]
1  Java Game APIs & Engines / Xith3D Forums / Re: Cal3D loader on: 2006-10-10 18:03:05
Please provide proper references to initial author Dave Lloyd and the header of BSD lisence to source files. keep up the good work.
2  Games Center / Archived Projects / Re: RPG Toolset v0.1 on: 2006-08-08 20:58:42
thank you it works now.
for your debugging the error log now contains:
java.lang.ClassCastException
net.zeromatrix.rpg.toolset.GUI.showNewMapDialog(GUI.java:2022)
net.zeromatrix.rpg.toolset.GUI.actionPerformed(GUI.java:1598)
javax.swing.AbstractButton.fireActionPerformed(Unknown Source)
javax.swing.AbstractButton$Handler.actionPerformed(Unknown Source)
javax.swing.DefaultButtonModel.fireActionPerformed(Unknown Source)
javax.swing.DefaultButtonModel.setPressed(Unknown Source)
javax.swing.AbstractButton.doClick(Unknown Source)
javax.swing.plaf.basic.BasicMenuItemUI.doClick(Unknown Source)
javax.swing.plaf.basic.BasicMenuItemUI$Handler.mouseReleased(Unknown Source)
java.awt.Component.processMouseEvent(Unknown Source)
javax.swing.JComponent.processMouseEvent(Unknown Source)
java.awt.Component.processEvent(Unknown Source)
java.awt.Container.processEvent(Unknown Source)
java.awt.Component.dispatchEventImpl(Unknown Source)
java.awt.Container.dispatchEventImpl(Unknown Source)
java.awt.Component.dispatchEvent(Unknown Source)
java.awt.LightweightDispatcher.retargetMouseEvent(Unknown Source)
java.awt.LightweightDispatcher.processMouseEvent(Unknown Source)
java.awt.LightweightDispatcher.dispatchEvent(Unknown Source)
java.awt.Container.dispatchEventImpl(Unknown Source)
java.awt.Component.dispatchEvent(Unknown Source)
java.awt.EventQueue.dispatchEvent(Unknown Source)
java.awt.EventDispatchThread.pumpOneEventForHierarchy(Unknown Source)
java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
java.awt.EventDispatchThread.pumpEvents(Unknown Source)
java.awt.EventDispatchThread.pumpEvents(Unknown Source)
java.awt.EventDispatchThread.run(Unknown Source)
3  Games Center / Archived Projects / Re: RPG Toolset v0.1 on: 2006-08-08 18:59:15
same error
4  Games Center / Archived Projects / Re: RPG Toolset v0.1 on: 2006-08-08 17:27:03
java version "1.5.0_07"
Java(TM) 2 Runtime Environment, Standard Edition (build 1.5.0_07-b03)
Java HotSpot(TM) Client VM (build 1.5.0_07-b03, mixed mode, sharing)
5  Games Center / Archived Projects / Re: RPG Toolset v0.1 on: 2006-08-08 12:30:30
I get errors when trying to run it. The startup screen freezes on "Initializing UI" and there is an error in error log:
net.zeromatrix.rpg.toolset.mapeditor.TileSelectionPanel.<init>(TileSelectionPanel.java:51)
net.zeromatrix.rpg.toolset.MapEditor.createPanels(MapEditor.java:911)
net.zeromatrix.rpg.toolset.MapEditor.<init>(MapEditor.java:261)
net.zeromatrix.rpg.toolset.GUI.<init>(GUI.java:766)
net.zeromatrix.rpg.toolset.RPGToolset.main(RPGToolset.java:26)
6  Java Game APIs & Engines / Xith3D Forums / Re: Questions concerning Cal3d and MD5 loaders. on: 2006-06-07 18:44:54
You must use the latest vecmath version due to bugs in Quaternion interpolate method
7  Java Game APIs & Engines / Xith3D Forums / Re: Questions concerning Cal3d and MD5 loaders. on: 2006-06-07 15:23:20
this is some older code i posted it only for the update function as a reference. Most submeshes dont have internal data. Internal data are used for meshes not directly attached to a bone like cally's hair for instance and that are manipulated by cal3d's own physique system
8  Java Game APIs & Engines / Xith3D Forums / Re: Questions concerning Cal3d and MD5 loaders. on: 2006-06-06 20:05:35
Some dump old code of mine for cal3d support in XITH
1  
2  
3  
4  
5  
6  
7  
8  
9  
10  
11  
12  
13  
14  
15  
16  
17  
18  
19  
20  
21  
22  
23  
24  
25  
26  
27  
28  
29  
30  
31  
32  
33  
34  
35  
36  
37  
38  
39  
40  
41  
42  
43  
44  
45  
46  
47  
48  
49  
50  
51  
52  
53  
54  
55  
56  
57  
58  
59  
60  
61  
62  
63  
64  
65  
66  
67  
68  
69  
70  
71  
72  
73  
74  
75  
76  
77  
78  
79  
80  
81  
82  
83  
84  
85  
86  
87  
88  
89  
90  
91  
92  
93  
94  
95  
96  
97  
98  
99  
100  
101  
102  
103  
104  
105  
106  
107  
108  
109  
110  
111  
112  
113  
114  
115  
116  
117  
118  
119  
120  
public class XithModel extends BranchGroup{
    protected static Vector3fBuffer vertexBuffer = new Vector3fBuffer(10000); // FIXME: ARBITRARY SIZED BUFFER - replace soon!
    protected static Vector3fBuffer normalBuffer = new Vector3fBuffer(10000); // FIXME: ARBITRARY SIZED BUFFER - replace soon!
    public CalModel model;
    Appearance app;
    public XithModel(String name,Appearance app,CalModel model) {
   this.model = model;
        this.app=app;
        initialize();
    }
   
    /** Creates a new instance of JmeCalModel */
    public XithModel(String name,CalCoreModel coreModel) {
   this.model = new CalModel(coreModel);
        initialize();
    }
   
   
   
   
   
   
    public void initialize(){
   //BranchGroup  result = new BranchGroup();
        //System.out.println("DRAWING");
   Vector meshes = model.getMeshes();
   int myCounter=0;
   for (Iterator i = meshes.iterator(); i.hasNext(); ) {
       //System.out.println("INSIDE");
       CalMesh mesh = (CalMesh) i.next();
       Vector submeshes = mesh.getSubmeshes();
       for (Iterator j = submeshes.iterator(); j.hasNext(); ) {
      CalSubmesh submesh = (CalSubmesh) j.next();
      CalCoreMaterial material = submesh.getCoreMaterial();
     
     
      float [ ] colour = { 1.0f, 1.0f, 1.0f, 1.0f }; //new float [4];
     
      if (submesh.hasInternalData()) {
         
          myCounter++;
      }
      else {
          int numVertices = submesh.getCoreSubmesh().getVertexCount();
          Vector3fBuffer vertexBuffer2 = submesh.getCoreSubmesh().getVertexPositions();
          Vector3fBuffer normalBuffer2 = submesh.getCoreSubmesh().getVertexNormals();
          int[] faces = new int[submesh.getCoreSubmesh().getFaceCount()*3];
          int cc=0;
          for(int p=0;p<submesh.getCoreSubmesh().getFaceCount();p++){
         Face aface = submesh.getCoreSubmesh().getVectorFace()[p];
         faces[cc]=aface.vertexId[0];
         cc++;
         faces[cc]=aface.vertexId[1];
         cc++;
         faces[cc]=aface.vertexId[2];
         cc++;
          }
                   
                    IndexedTriangleArray iar = new IndexedTriangleArray(numVertices,GeometryArray.COORDINATES|GeometryArray.NORMALS,faces.length);
                   
                   
                   
                    for(int kk=0;kk<numVertices;kk++){
                        iar.setCoordinate(kk,new float[]{vertexBuffer2.getX(kk),vertexBuffer2.getY(kk),vertexBuffer2.getZ(kk)});
                        iar.setNormal(kk,normalBuffer2.get(kk));
                    }
                    iar.setIndex(faces);
                    Shape3D shape3d = new Shape3D(iar,app);
                     addChild(shape3d);
                     submesh.shape3d=shape3d;
          myCounter++;
      }
     
       }
   }
   
    }
   
    public void updateModel(float tpf){
       model.update(tpf);
       initialize2();
    }
   
    public void initialize2(){
   Vector meshes = model.getMeshes();
   int myCounter=0;
   for (Iterator i = meshes.iterator(); i.hasNext(); ) {
       
       CalMesh mesh = (CalMesh) i.next();
       Vector submeshes = mesh.getSubmeshes();
       for (Iterator j = submeshes.iterator(); j.hasNext(); ) {
      //System.out.println("INSIDE2");
      CalSubmesh submesh = (CalSubmesh) j.next();
      CalCoreMaterial material = submesh.getCoreMaterial();
     
     
      float [ ] colour = { 1.0f, 1.0f, 1.0f, 1.0f }; //new float [4];
     
      if (submesh.hasInternalData()) {
         
          myCounter++;
      }
      else {
          int numVertices = model.getPhysique().calculateVertices(submesh, vertexBuffer);
                    int numNormals = model.getPhysique().calculateNormals(submesh, normalBuffer);
                    int aa = submesh.getFaceCount();
                    for(int kk=0;kk<numVertices;kk++){
                        ((IndexedTriangleArray)submesh.shape3d.getGeometry()).setCoordinate(kk,new float[]{vertexBuffer.getX(kk),vertexBuffer.getY(kk),vertexBuffer.getZ(kk)});
                        ((IndexedTriangleArray)submesh.shape3d.getGeometry()).setNormal(kk,normalBuffer.get(kk));
                    }
          myCounter++;
      }
     
       }
   }
        //return result;
   
    }
   
}
9  Discussions / Community & Volunteer Projects / Re: Collaboration between jME and Xith3D on: 2006-06-02 16:25:31
the main problem is that cal3dj uses jme's math and floatbuffers for mesh info. if you manage to adapt it to xith i can review your code and make it compatible with latest versions when i return
10  Discussions / Community & Volunteer Projects / Re: Collaboration between jME and Xith3D on: 2006-05-31 19:50:42
http://gamedev.kproject.gr. The source there is rather outdated but you'll get the main concept. Since I'm getting married in 10 days, i don't have any coding time. so expect much more from 25 of june when i come back from honeymoon with batteries full.
11  Discussions / Community & Volunteer Projects / Re: Collaboration between jME and Xith3D on: 2006-05-26 21:35:02
http://home.tiscali.de/der_ton/blender2md5.rar
12  Discussions / Community & Volunteer Projects / Re: Collaboration between jME and Xith3D on: 2006-05-21 18:09:50
First of all i'm developing with JME for the last 1 and 1/2 years. I played a little with Xith and i found it way to complex from jme, but that is just my personal opinion. Now that mark and renanse are working at NCsoft there is much activity in jme development and JME's forums are pretty helpful. I agree with MagicSparks proposal for collaboration since there are many things that can be done in an engine-indepedent way but i disagree with the option of discontinuing xith. Perhaps the best way would be to start a new project based on existing knowledge and more game oriented.
13  Java Game APIs & Engines / Xith3D Forums / Questions concerning Cal3d and MD5 loaders. on: 2006-05-16 13:33:02
I'm in the process of making Cal3d and Md5 loaders xith aware. I would like to ask a couple of questions because i'm not much educated regarding xith architecture.
in cal3d every mesh contains information for vertices, indices, normals and texcoords, in md5 normals must be auto-calculated.
Which is the best geometry container to store those attributes? At the moment i'm using IndexedTriangleArray.
Which options must be set in Appearance for texturing? I'm using setPolygonAttributes(new PolygonAttributes(PolygonAttributes.POLYGON_FILL, PolygonAttributes.CULL_NONE, 0));
And a last question? Does xith supports Controllers like JME ( a controller gets automatically executed at each update cycle and gets added in any scengraph node).
I believe by the end of the week i will have something to show!
14  Discussions / Community & Volunteer Projects / Re: PROJECT PROPOSAL: jme-contrib on: 2006-05-15 14:27:54
let me tell this one more: since xith-tk is a java.net project providing means for adding extra functionality that is hosted and supported out of xith's repository i don't see any reason for not doing the same for jme. i just want this project to be a part of java.net since i believe it is the best for this project  and the community. if i am wrong please forgive me. In any case jme-contrib will be hosted somewhere. I'm not going to continue trying to persuade people with other opinions. DP sorry for low blows. at the current time my work concentrates on model loaders with skeleton systems and i think that jme-contib is a good place to host such code.
15  Discussions / Community & Volunteer Projects / Re: PROJECT PROPOSAL: jme-contrib on: 2006-05-15 13:17:16
I did not know there was precedence to this as I dont follow the Xith community very well, but since there is precedence now, go for it. While your at it, have jme-shape, jme-renderer, jme-ai, jme-frustum, jme-math, jme-entity, jme-soundrenderer, jme-sounddecoder, jme-blah, jme-somemoreblah...It all makes sense from your perspective.
I wonder how all other projects in the world managed with just 1 rep, they must be ridiculously stupid. Yes, that must be it...they are all stupid...
If you read the first two posts you'll notice about xith-tk and the concept of this proposal.
This projects main goal is to host all the things you mention and it will be governed by developers working on stuff like this without restrictions existing in the base jme project.
so if you dont like a java.net project like this i'll setup it on mine servers and when the codebase will reach some certain levels of functionality i will repost a proposal with no jme in its name or description and perhaps then i will get your positive vote ( another low blow ).
16  Discussions / Community & Volunteer Projects / Re: PROJECT PROPOSAL: jme-contrib on: 2006-05-14 22:39:06
Since the existence of xith-tk for xith i believe DPs arguments are invalid. From the beginning of jme there are several contributions with code that exists only in jme forums.
I really dont see whats the point for not having a jme-contib project hosting utility code and other stuff supported by developers who dont work on jme's core . And since DP is an ex- jme - contributor who had several aruments against the way jme is heading i really dont care about his negative vote( both here and in jme-physics) I dont need cvs access to a user contibuted jme repository . I'm making a proposal for project that adds extra functionality for an existing java.net project.
Since i am working with model loaders maybe i will submit a proposal for 3d-model loaders and maybe i get DP's positive vote  Tongue
17  Game Development / Newbie & Debugging Questions / Re: Library jar into executable jar on: 2006-05-05 18:23:07
You must edit your jar's manifest and add the line Class-Path: path-tojdom
18  Discussions / General Discussions / Re: Animating components of a 3D Model on: 2006-04-28 17:30:22
there is a cal3d plugin for jme at http://gamedev.kproject.gr
19  Discussions / Community & Volunteer Projects / Re: PROJECT PROPOSAL: jme-contrib on: 2006-03-31 10:09:25
Yes you're right about the copyright. The Md5 loader i'm speaking is a new version that has nothing to do with ChaosDeathFish's code and it is under devlopment now.
For the jme-contrib project it will provide code that will add extra functionality for jme and will have more flexible permissions for jme community members and a central place to find such user contributions.
20  Discussions / Community & Volunteer Projects / PROJECT PROPOSAL: jme-contrib on: 2006-03-30 19:35:38
jme-contril will host code, libraries and utilities for the JME 3d engine. It will function like xith-tk for xith allowing jme users to contribute code such as model loaders, scene managers etc that cannot be hosted to jme's repository because of strict access requirements. The startup of the project will contain cal3d and md5 loaders and any other code supplied by jme community.
21  Discussions / Community & Volunteer Projects / Re: PROJECT PROPOSAL: jME Physics on: 2006-02-14 10:50:13
My Vote was +1! I totally agree with your proposal!
22  Discussions / Community & Volunteer Projects / Re: PROJECT PROPOSAL: jME Physics on: 2006-02-13 21:25:21
The JME repository shall contain high level APIs for integration with physics system. The physics system implementation based on ODE or NOVODEX or any other physics engine shall be in the environment of a plugin project, because the end user is only interested in the abstract high level API and not the implementation. The implementation must be totally decoupled from the base JME code!
Pages: [1]
 

Add your game by posting it in the WIP section,
or publish it in Showcase.

The first screenshot will be displayed as a thumbnail.

Longarmx (50 views)
2014-10-17 03:59:02

Norakomi (39 views)
2014-10-16 15:22:06

Norakomi (31 views)
2014-10-16 15:20:20

lcass (35 views)
2014-10-15 16:18:58

TehJavaDev (66 views)
2014-10-14 00:39:48

TehJavaDev (65 views)
2014-10-14 00:35:47

TehJavaDev (55 views)
2014-10-14 00:32:37

BurntPizza (72 views)
2014-10-11 23:24:42

BurntPizza (43 views)
2014-10-11 23:10:45

BurntPizza (84 views)
2014-10-11 22:30:10
Understanding relations between setOrigin, setScale and setPosition in libGdx
by mbabuskov
2014-10-09 22:35:00

Definite guide to supporting multiple device resolutions on Android (2014)
by mbabuskov
2014-10-02 22:36:02

List of Learning Resources
by Longor1996
2014-08-16 10:40:00

List of Learning Resources
by SilverTiger
2014-08-05 19:33:27

Resources for WIP games
by CogWheelz
2014-08-01 16:20:17

Resources for WIP games
by CogWheelz
2014-08-01 16:19:50

List of Learning Resources
by SilverTiger
2014-07-31 16:29:50

List of Learning Resources
by SilverTiger
2014-07-31 16:26:06
java-gaming.org is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑gaming.org
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!