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1  Java Game APIs & Engines / JOGL Development / Re: Soft shadows in StarWars Republic Commando on: 2005-04-18 20:39:24
And for another flavor of Industrial Light and Magic please reffer to frustum.org and take a look at the soft shadows example, there is a source code (c++) over there, i think...
2  Java Game APIs & Engines / JOGL Development / Antialiasing problem on Nvidia Qaudro on: 2005-03-29 14:50:59
Hi there,

I have a problem running multisample example on NVidia Quadro cards. On both Quadro NVS and FX 1100 I get this:

WARNING: antialiasing will be disabled because none of the available pixel formats had it to offer  

When I try forcing antialiasing in driver settings my image is getting screwed up, looks like it has two rendering contexes and renders at 1fps.  

Is there a workaround for this?
3  Java Game APIs & Engines / Xith3D Forums / Xith & Antialiasing ? on: 2004-11-18 23:31:00
Hi,

Is there a way of safely enabling antialiasing in Xith, if not, is there a posiibility to enable multisampling in underlaying jogl layer or something like this...

Vlad
4  Java Game APIs & Engines / jMonkeyEngine / Re: Xith vs jME on: 2004-09-18 21:50:49
Hi,

Quote

I'd be happy to help you fix that up if you like...  


Sure, I need 100% static geometry so it would be great if you can give me a hint on how to use VBO, I also suspected that this will improve speed a lot.

Quote

One other thing, if your model is something you are willing to share, I'd love to get a copy to use for stress testing and general improvement of jME.  


yes you can get a copy of it, I am willing to share it for the purposes of testing

Quote

Could you please run the jME program in fullscreen and see what FPS you get?


Just tested running in fullscreen but got exactly the same results

Quote

Also, in jME, with a poly count that big, you would generally use LOD on the furthurest models to decrease Polycounts and hence increase FPS.


Well, my point was, jME has all the LOD tools, while Xith has only switch node, which has some problems as I read in Xith forum. I just wanted to compare raw rendering speed. I definetely like LOD stuff in JME but still I will have large polycounts (maxing at 300K with LODs) since I am not building a game.


5  Java Game APIs & Engines / jMonkeyEngine / Re: Xith vs jME on: 2004-09-18 02:24:30
Hi,

Xith:



JME



The model has around 30000 polygons, I was experimenting with large models coz I am working on a visualization system that will have high res models.

I can't provide the source code for the Xith demo coz it is big, but it is pretty much the same concept as the jME test, I loaded all the objects in to the scene graph, added one light source and moved the camera. Xith objects were loaded from 3DS file while on jME side I used MilkShape loader. I have coded my own camera movement in Xith app, while on jME side I used the default stuff.

I just found that I used Spot Light in Xith, and Point Light in jME, could that make such a big difference?

and here is a jME code...

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public class TestMilkLoader extends SimpleGame{
    public static void main(String[] args) {
        TestMilkLoader app=new TestMilkLoader();
        app.setDialogBehaviour(ALWAYS_SHOW_PROPS_DIALOG);
        app.start();
    }

    // The new loader
   protected void simpleInitGame() {
        //  Idealy this could be replaced by
       // Loader mi=new AutoCadLoader(); ect
       LWJGLCullState s = new LWJGLCullState();
        Loader mi=new MilkLoader();
        //mi.setLoadFlag(Loader.LOAD_CONTROLLERS);
       mi.setLoadFlag(Loader.PRECOMPUTE_BOUNDS);
        URL MSFile=TestMilkLoader.class.getClassLoader().getResource(
        "jmetest/data/model/msascii/body.ms3d");
        mi.setBase(TestMilkLoader.class.getClassLoader().getResource(
        "jmetest/data/model/msascii/"));
        Node mi1=mi.load(MSFile);
        //mi1.setLocalScale(.1f);
       //mi1.getController(0).setSpeed(10f);
//        ((MilkAnimation) mi1.getController(0)).setSkipRate(.01f);
       rootNode.attachChild(mi1);
        s.setCullMode(CullState.CS_BACK);
        s.setEnabled(true);

        Node mi2=mi.load(MSFile);
        Node mi3=mi.load(MSFile);
        Node mi4=mi.load(MSFile);
        Node mi5=mi.load(MSFile);
        Node mi6=mi.load(MSFile);
        Node mi7=mi.load(MSFile);
        Node mi8=mi.load(MSFile);
        Node mi9=mi.load(MSFile);
        Node mi10=mi.load(MSFile);
        Node mi11=mi.load(MSFile);
        Node mi12=mi.load(MSFile);
        Node mi13=mi.load(MSFile);
        Node mi14=mi.load(MSFile);
        Node mi15=mi.load(MSFile);
        Node mi16=mi.load(MSFile);
        Node mi17=mi.load(MSFile);
        Node mi18=mi.load(MSFile);
        Node mi19=mi.load(MSFile);
       
       
        mi19.setLocalTranslation(new Vector3f(0,0,-360));
        mi18.setLocalTranslation(new Vector3f(0,0,-340));
        mi17.setLocalTranslation(new Vector3f(0,0,-320));
        mi16.setLocalTranslation(new Vector3f(0,0,-300));
        mi15.setLocalTranslation(new Vector3f(0,0,-280));
        mi14.setLocalTranslation(new Vector3f(0,0,-260));
        mi13.setLocalTranslation(new Vector3f(0,0,-240));
        mi12.setLocalTranslation(new Vector3f(0,0,-220));
        mi11.setLocalTranslation(new Vector3f(0,0,-200));
        mi10.setLocalTranslation(new Vector3f(0,0,-180));
        mi9.setLocalTranslation(new Vector3f(0,0,-160));
        mi8.setLocalTranslation(new Vector3f(0,0,-140));
        mi7.setLocalTranslation(new Vector3f(0,0,-120));
        mi6.setLocalTranslation(new Vector3f(0,0,-100));
        mi5.setLocalTranslation(new Vector3f(0,0,-80));
        mi4.setLocalTranslation(new Vector3f(0,0,-60));
        mi3.setLocalTranslation(new Vector3f(0,0,-40));
        mi2.setLocalTranslation(new Vector3f(0,0,-20));
//        ((MilkAnimation) mi2.getController(0)).setSkipRate(.05f);
//        mi2.setLocalScale(.5f);
       rootNode.attachChild(mi2);
        rootNode.attachChild(mi3);
        rootNode.attachChild(mi4);
        rootNode.attachChild(mi5);
        rootNode.attachChild(mi6);
        rootNode.attachChild(mi7);
        rootNode.attachChild(mi8);
        rootNode.attachChild(mi9);
        rootNode.attachChild(mi10);
        rootNode.attachChild(mi11);
        rootNode.attachChild(mi12);
        rootNode.attachChild(mi13);
        rootNode.attachChild(mi14);
        rootNode.attachChild(mi15);
        rootNode.attachChild(mi16);
        rootNode.attachChild(mi17);
        rootNode.attachChild(mi18);
        rootNode.attachChild(mi19);
       
        //rootNode.attachChild(new Box("axisX",new Vector3f(5,0,0),5f,.1f,.1f));
       //rootNode.attachChild(new Box("axisY",new Vector3f(0,5,0),.1f,5f,.1f));
       //rootNode.attachChild(new Box("axisZ",new Vector3f(0,0,5),.1f,.1f,5f));
       rootNode.setRenderState(s);

    }
   

and there you go...
6  Java Game APIs & Engines / jMonkeyEngine / Re: Xith vs jME on: 2004-09-17 02:42:49
Hi there,

I tested last release version of Xith using latest JOGL against JME 0.7 using LWJGL 0.9, the test consisted of loading 600000 triangles of geometry with one light source. Xith rendered around 16fps, while jME was giving me 4-5fps.  

Tested on GF4600Ti Athlon 1800, Java 1.4.2 and 1.5b
     
7  Java Game APIs & Engines / Xith3D Forums / Re: Stereo rendering? on: 2004-08-26 03:54:25
Can you please post some coding samples ?
8  Java Game APIs & Engines / Xith3D Forums / Stereo rendering? on: 2004-08-18 14:42:06
Hi there,

I am developing a visualization system with Xith and am curious about the Stereo rendering feature. Is it gonna be implemented soon or are there any current workarounds that can enable this feature?
 
9  Java Game APIs & Engines / Xith3D Forums / Re: Ase Loader Tutorial - Troubleshoot.... on: 2004-07-13 18:22:49
Hi,

I had the same problem and here is how I fixed it

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public static BranchGroup loadASE(String path, String fileName)
      {
            TextureLoader.tf.registerPath(path);
            AseFile af = new AseFile();
            try
            {
                  AseReader ar = new AseReader(new BufferedReader(new FileReader(path + "\\" + fileName)));
                  af.parse(ar);
            }
            catch(IOException e)
            {
                  System.out.println("Error reading ASE file");
            }
            return af.getModel();
      }
10  Java Game APIs & Engines / Xith3D Forums / Re: OpenMind on: 2004-07-12 14:30:46
Hi,

I found this one much more argumentative, and I think it pretty much reflects the reality and it focuses on Java game development.

http://www.rolemaker.dk/articles/evaljava/Evaluating%20Java%20for%20Game%20Development.pdf

My point in this discussion is not to prove that Java sucks or that it can't perform, my point is that Java is capable of delivering high quality games with small performance penalty but huge production speed increase. There just has to be more effort in showing and proving this point to other people so that Java can make bigger momentum in gamming industry. I think community should focus more on developing games and demos than on trying to deliver projects like Open Mind.  
11  Java Game APIs & Engines / Xith3D Forums / Re: OpenMind on: 2004-07-12 00:33:02
Hi,  

Shocked

Quote

But in most cases Java is up to 200 % faster than CPP

I would strongly like to believe that, any references, micro/macro benchmarks that prove the above? :-/
12  Java Game APIs & Engines / Xith3D Forums / Re: OpenMind on: 2004-07-12 00:14:48
Hi Don,

All this would be very nice if following was not the case, Here is what Chrome team said about the technology behind the game.

Quote

Re: Java, obfuscation and jogl

hello,
We don't use jogl, net code was created by our dev team, engine is written in C - we use JAVA as a script language - it's easy and functional - that's why we are using it and regarding Garbage Collector as our Lead Engine Programmer told me - properly written code allows to avoid "freezing" problems with GC
cheers
kacper


For more details you can refer to their discussion forum at :
http://forum.chromethegame.com/en/forumShTh.php?SeID=0&ref=&SeID=4&ThID=7937

I would like to see this kind of game based entirely on Java though

13  Java Game APIs & Engines / Xith3D Forums / Re: OpenMind on: 2004-07-11 22:59:43
There is a lot of talk about how Java is capable of producing high quality games. So far we did't see any commercial products, and that is the main problem here.  Community projects like open mind fail because there is no real proof that they can perform as advertised. They probably could have if only they could reach that stage of development.

Instead of concentrating on developing community general purpose API's, developers should focus on the games primarily (commercial project would be the best). Something like Megacorps team is doing right now and I hope for their success. Showing off features and proving that they actually work is the key. Take a look at the Unreal 3 engine demo, they show few sequences with newest features and suddenly everyone wants to get a hold of that technology, I am pretty sure that the demo like that can be pulled with Java, it should deliver 5-10 fps less according to Sun and some other 3D Java experts. It's all nice when we read how Java can deliver 85 % of C++, That's fine, but where is the game or demo that delivers all that performace and features not to mention platform independance. Personally I think that no one would ever care about those 15-20% of performance lost if there was a feature rich game that flawlessly work on all claimed platforms.

So, until there is at least one  extremely commercial game (that utilizes all the high end hardware features) produced with Java, Open Mind and similar projects will suffer and only hard core enthusiasts will contribute to them while majority of people will sit and wait for Java to prove itself. Off course there is a question, who will risk the resources to pull an "Unreal 3 class" project with Java.
14  Java Game APIs & Engines / Xith3D Forums / Re: LOD, culling, Xith thread safety ? on: 2004-06-28 15:39:12
Thanks
15  Java Game APIs & Engines / Xith3D Forums / LOD, culling, Xith thread safety ? on: 2004-06-27 20:39:57
Hi there,

I am developing a vizualization system with Xith and I have a couple of questions about Xith...

Is there a way to implement LOD based culling in Xith ?

What are the culling mechanisms currently implemented in Xith?

What could be the implications of  thread unsafe scenegraph, potential problems versus performance benefits?
16  Java Game APIs & Engines / Xith3D Forums / Re: Do you want a .ms3d loader? on: 2004-06-26 21:34:26
I would be very interested to get some more details on benchmarking you did, maybe in different thread though.  
17  Java Game APIs & Engines / Xith3D Forums / Re: Picking order on: 2004-06-26 21:27:52
I had the same problem, when I tested it, the results were not in order every time, so what I did was, everytime pick occured, found the result element with the smallest Z min value, this solved the problem, but still the picking is kind off slow if you have a lot of geometry in the view, a little bit of speedup is gained if you reduce number of pickable shapes.
18  Java Game APIs & Engines / Xith3D Forums / Re: OK UI package now ported to SWT ! ! ! on: 2004-05-19 02:37:03
I am guessing that UI package allows using SWT components inside Xith ? What about the other way around? Is there a way to use SWT shell to display the Xith context ?
19  Java Game APIs & Engines / Xith3D Forums / Re: Xith crashes... on: 2004-05-18 06:10:09
Thanks...
20  Java Game APIs & Engines / Xith3D Forums / Xith crashes... on: 2004-05-18 00:34:38
Hi there, I am testing Xith for two weeks now and my simple application (few texture mapped objects in a scene with one light source) works fine on Nvidia hardware but when I switch to Ati Mobility Radeon 7000 the computer hangs with my app Not Responding. The program actually runs fine but after I maximize or resize the window for a few times it stops responding. Does anyone know what could be the problem? I am using the code from tutorial to create window, canvas, view...
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