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1  Java Game APIs & Engines / JOGL Development / Re: JOGL (JSR-231) Model Loaders and Utility Demos on: 2006-08-18 03:12:00
A project has been started to address extended JOGL functionality as mentioned above, and to try and eliminate further "re-inventions of the wheel". I am merging my examples and utilities into this project.
https://joglutils.dev.java.net/

Stay Tuned......
2  Java Game APIs & Engines / JOGL Development / Re: 3ds loader and drawer using JOGL on: 2006-07-19 00:49:32
This is an example of why I created this thread --> http://www.java-gaming.org/forums/index.php?topic=14021.0
3  Java Game APIs & Engines / JOGL Development / Re: Performance on: 2006-07-10 23:06:23
Windows XP x64, Dual 7900 GTX 512 Sli, Dual Opteron 252 @ 2.6Ghz, 8Gb Ram, Nvidia 91.31 Driver, Mustang Beta 2 32-bit VM

Client 32-bit VM
IM: 106 FPS
DL: 260 FPS
PI: 328 FPS

Server 32-bit VM
IM: 108 FPS
DL: 264 FPS
PI: 331 FPS
4  Java Game APIs & Engines / JOGL Development / Re: JOGL (JSR-231) Model Loaders and Utility Demos on: 2006-07-05 13:56:32
By face data/ data format I mean mainly the format by which it is interpreted. Take for example an OBJ file.....

--> header
# ASCII
# Wavefront OBJ file
# num_vertices: 8
# num_vertex_normals: 8
# num_uvs: 36
# num_faces: 12
# num_groups: 1

--> Material file
mtllib box.mtl

Vertice data
v -10.200000 -10.345192 -10.138821

Normal data
vn -0.666667 -0.666667 -0.333333

Tex coord data
vt 0.000000 0.833468

--> begin a group
g Box

--> which material to use
usemtl Box

--> now comes the face data (this is where formats differ the most... How do we interpret a geometric face from the V, T, N data
f 8/1/8 7/2/7 6/3/6

So for this example we see that we have vertex, normal and tex coord data and that the first three V,T,N coords are:
Vertex entry #8, tex coord entry #1, and normal entry #8..... and so on... This is where the difficulty comes in of interpreting the various formats, they all seem to have a different way of handling the face data...

5  Java Game APIs & Engines / JOGL Development / Re: JOGL (JSR-231) Model Loaders and Utility Demos on: 2006-07-04 16:04:20
Quote
I've glanced over your code, and I noticed your OBJ loader also implements the display() method, from the GLEventListener interface. It's really only a detail, but in working this way, I believe you're not taking the OO principle to its extreme. In a perfect world, I think the concern of loading some geometry should be separated from the in-game object that is responsible for state like direction, size, and other attributes, and of course the responsability of actually drawing the thing

I could not agree with you more.... The loader is that way for that example case, the long run plans are to do exactly as you propose.

Quote
immediately into a compiled display list!

VBO would be the best way to go for this Optus has been working on and has pretty much perfected Immeadiate VBO for this...
Ex:
scheme.add(new Interleavable(Interleavable.Type.TexCoord, 2, 4));
scheme.add(new Interleavable(Interleavable.Type.Normal, 3, 4));
scheme.add(new Interleavable(Interleavable.Type.Vertex, 3, 4));
Interleavable stc1 = new Interleavable(Interleavable.Type.TexCoord, 2, 4);
stc1.setUnitId( 0);
new InterleavedVBO(scheme, GL_QUADS, count, draw_mode);
ivbo.bind (texture unit, texture id);
ivbo.begin();
ivbo.texcoord(texture unit, U, V);
ivbo.normal(X, Y, Z);
ivbo.vertex(X, Y, Z);
ivbo.end();

Quote
every writer implements the same interface. It contains all "entities" you could ever find in a 3D model file, and it would look something like this:

The difficulty will be dealing with the way each individual format's handling of translating it's so called "standard" respective V,T,N coord's into face data.

Overall I like your proposal, and we will certainly take any help we can get shoot me a mail and we can maul over the details.
6  Java Game APIs & Engines / JOGL Development / Re: Can jogl handle 3D volume rendering? on: 2006-07-01 21:32:22
I can personally attest that JAVA/JOGL is more than up to the task of Volume Rendering.....
Go here: http://java.sun.com/javaone/sf/sessions/general/day4.jsp
Watch Segment One
About 22 minutes in or so you'll find your evidence... Wink
7  Java Game APIs & Engines / JOGL Development / Re: JOGL (JSR-231) Model Loaders and Utility Demos on: 2006-07-01 00:11:01
*Updated*
05/30/06

Added JOGL (JSR-231) OpenGL Redbook examples as well as code snipets from the book formed to full examples.
8  Java Game APIs & Engines / JOGL Development / Re: JOGL (JSR-231) Model Loaders and Utility Demos on: 2006-06-16 17:04:47
Package updated to now contain LWJGL demos as well
9  Java Game APIs & Engines / OpenGL Development / LWJGL Model Loaders and Utility Demos on: 2006-06-16 16:47:42
I see that one of the most often asked questions for LWJGL is where can I get model loader<insert name here> or is there any example code for doing <X>
I am in the process of writing a few loaders and utilities for LWJGL which will be used in my personal java.net project JGLMark.
JGLMark (https://jglmark.dev.java.net/) is open source and  I intend it to be a Java OpenGL benchmark.
I will make regular update posts here as I progress with the loaders and utlities in hopes that I can receive FeedBack from the community on them and so that I may best optimize them as well as give something back to help improve the community as a whole.
I am also always looking for good help to join the JGLMark team as well... Wink

So on to the good stuff..
The code can be downloaded from JGLMarks Downloads section here:
https://jglmark.dev.java.net/servlets/ProjectDocumentList?folderID=0

The Code thus far:

PACKAGE---------------------------------------------------------------------------------------------------------------------------------------------------
GL.LWJGL

Textures
Status: In Progress
Class:
Dependent Utility Classes: none
Desciption: Example of loading and using Textures in LWJGL

GLSL
Status: In Progress
Class:
Dependent Utility Classes: GLSLShaderUtil
Desciption: Example of loading and using GLSL Vertex and Fragment Shaders in LWJGL

LWJGL OBJ Model Loader
Status: In Progress
Class: OBJModelDemo
Dependents Utility Classes: OBJModelVBO
Desciption: Example of loading and using OBJ Models in LWJGL
So Far I have implemented loading and handling of:
1) Vertex data
2) 3D texture coordinate data
3) Normal Data
4) Load models using VBO's (OBJModelVBO)
5) draw the model
TO BE DONE.....
1) Implement support for OBJ Groups
2) Implement support for OBJ Materials and Textures
3) Implement support for OBJ Mesh Smooth Groups

Vertex Buffer Objects (VBO)
Status: In Progress
Class:
Dependent Utility Classes:
Desciption: Very Simple Example of using VBO's in LWJGL

PACKAGE---------------------------------------------------------------------------------------------------------------------------------------------------
GL.JOGL

Textures
Status: Done
Listener: SimpleTextureListenerSimple
Dependent Utility Classes: none
Desciption: Example of loading and using Textures in JOGL (JSR-231)

GLSL
Status: Done
Listener: SimpleGLSLListener
Dependent Utility Classes: GLSLShaderUtil
Desciption: Example of loading and using GLSL Vertex and Fragment Shaders in JOGL (JSR-231)

JOGL OBJ Model Loader
Status: In Progress
Listener: SimpleOBJModelListener
Dependent Utility Classes: OBJModel, OBJModelVBO
Desciption: Example of loading and using OBJ Models in JOGL (JSR-231)
So Far I have implemented loading and handling of:
1) Vertex data
2) 3D texture coordinate data
3) Normal Data
4) Load models using Vertex Arrays (OBJModel)
5) Load models using VBO's (OBJModelVBO)
6) draw the model
TO BE DONE.....
1) Implement support for OBJ Groups
2) Implement support for OBJ Materials and Textures
3) Implement support for OBJ Mesh Smooth Groups

Vertex Buffer Objects (VBO)
Status: Done
Listener: SimpleVBOListener
Dependent Utility Classes: none
Desciption: Very Simple Example of using VBO's in JOGL JSR-231




Please post or Email me your suggestions, feedback, and or if you'd like to volunteer to help the effort/Join the JGLMark team.
10  Game Development / Shared Code / Model Loaders and Utilities for JOGL and LWJGL on: 2006-06-09 16:11:45
See the Following Topics in the JOGL & LWJGL Forums:
JOGL --> http://www.java-gaming.org/forums/index.php?topic=14021.0
LWJGL --> http://www.java-gaming.org/forums/index.php?topic=14088.0

11  Java Game APIs & Engines / JOGL Development / JOGL (JSR-231) Model Loaders and Utility Demos on: 2006-06-09 15:32:30
I see that one of the most often asked questions for JOGL is where can I get model loader<insert name here> or is there any example code for doing <X>
I am in the process of writing a few loaders and utilities for JOGL (JSR-231) which will be used in my personal java.net project JGLMark.
JGLMark (https://jglmark.dev.java.net/) is open source and  I intend it to be a Java OpenGL benchmark.
I will make regular update posts here as I progress with the loaders and utlities in hopes that I can receive FeedBack from the community on them and so that I may best optimize them as well as give something back to help improve the community as a whole.
I am also always looking for good help to join the JGLMark team as well... Wink

*NEW*
I have ported some of the RedBook examples to JOGL (JSR-231), additionally I am adding some examples using the code snipets throughout the book which were never formed into full .c examples. An example is the primitives from chapter 2, the primitves are explained and there are a few code examples of them but nothing as a full example. For more info see below...

So on to the good stuff..
The code can be downloaded from JGLMarks Downloads section here:
https://jglmark.dev.java.net/servlets/ProjectDocumentList?folderID=5582&expandFolder=5582&folderID=0

The Main Entry point is GLDemoApp. For now to fire up the different Listeners, modify this line:
canvas.addGLEventListener(<insert name of Listener here>);

The Code thus far:

PACKAGE---------------------------------------------------------------------------------------------------------------------------------------------------
GL.JOGL

Textures
Status: Done
Listener: SimpleTextureListener
Dependent Utility Classes: none
Desciption: Example of loading and using Textures in JOGL (JSR-231)

GLSL
Status: Done
Listener: SimpleGLSLListener
Dependent Utility Classes: GLSLShaderUtil
Desciption: Example of loading and using GLSL Vertex and Fragment Shaders in JOGL (JSR-231)

JOGL OBJ Model Loader
Status: In Progress
Listener: SimpleOBJModelListener
Dependent Utility Classes: OBJModel, OBJModelVBO
Desciption: Example of loading and using OBJ Models in JOGL (JSR-231)
So Far I have implemented loading and handling of:
1) Vertex data
2) 3D texture coordinate data
3) Normal Data
4) Load models using Vertex Arrays (OBJModel)
5) Load models using VBO's (OBJModelVBO)
6) draw the model
TO BE DONE.....
1) Implement support for OBJ Groups
2) Implement support for OBJ Materials and Textures
3) Implement support for OBJ Mesh Smooth Groups

Vertex Buffer Objects (VBO)
Status: Done
Listener: SimpleVBOListener
Dependent Utility Classes: none
Desciption: Very Simple Example of using VBO's in JOGL JSR-231

Lighting and Materials
Status: Done
Listener: LitTeapotListener
Dependent Utility Classes: OBJModelVBO
Desciption: Very Simple Example of using Lighting and Materials in JOGL JSR-231

PACKAGE---------------------------------------------------------------------------------------------------------------------------------------------------
GL.LWJGL

Textures
Status: In Progress
Class:
Dependent Utility Classes: none
Desciption: Example of loading and using Textures in LWJGL

GLSL
Status: In Progress
Class:
Dependent Utility Classes: GLSLShaderUtil
Desciption: Example of loading and using GLSL Vertex and Fragment Shaders in LWJGL

LWJGL OBJ Model Loader
Status: In Progress
Class: OBJModelDemo
Dependents Utility Classes: OBJModelVBO
Desciption: Example of loading and using OBJ Models in LWJGL
So Far I have implemented loading and handling of:
1) Vertex data
2) 3D texture coordinate data
3) Normal Data
4) Load models using VBO's (OBJModelVBO)
5) draw the model
TO BE DONE.....
1) Implement support for OBJ Groups
2) Implement support for OBJ Materials and Textures
3) Implement support for OBJ Mesh Smooth Groups

Vertex Buffer Objects (VBO)
Status: In Progress
Class:
Dependent Utility Classes:
Desciption: Very Simple Example of using VBO's in LWJGL

*NEW*
OpenGL Programming Guide (RedBook) examples as well as code snipets from the book formed to full examples
Status: In Progress
Package: RedBook.zip


Please post or Email me your suggestions, feedback, and or if you'd like to volunteer to help the effort/Join the JGLMark team.
12  Discussions / General Discussions / Re: ANNOUNCING JGLMark!!! on: 2006-02-14 01:31:22
You have been granted observer role, so you may check it out from cvs, and compile and play. The JGLMark team is a group of us working on it in our spare time so their is no release yet, but we do soon hope to make an early Alpha Preview release soon.
13  Discussions / General Discussions / Re: team on: 2006-01-16 04:16:24
JGLMark could always use good help.. Grin
14  Discussions / General Discussions / Re: Official spec for JGLMark test #1 "Primitives" on: 2006-01-08 07:06:23
below is the code for spewing the meshes from the fountain, feel free to comment.

package pf;

import java.nio.FloatBuffer;
import java.nio.IntBuffer;
import java.util.Random;
import org.lwjgl.BufferUtils;
import org.lwjgl.opengl.ARBBufferObject;
import org.lwjgl.opengl.ARBVertexBufferObject;
import org.lwjgl.opengl.Display;
import org.lwjgl.opengl.DisplayMode;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GLContext;
import org.lwjgl.opengl.glu.GLU;

public class GLFountain {
    public static boolean EXIT_APP = false;
    public static String WINDOW_TITLE = "OpenGL Mesh Fountain";
    public static DisplayMode displayMode;
    public static int WINDOW_WIDTH = 1024;
    public static int WINDOW_HEIGHT = 768;
    public static int WINDOW_DEPTH = 32;
    public float FOVY = 80.0f;
    public float NEAR_VIEW_DISTANCE = 0.1f;
    public float FAR_VIEW_DISTANCE = 1000.0f;
    public float EYE_X = 0.0f;
    public float EYE_Y = 600.0f;
    public float EYE_Z = 350.0f;
    public float AT_X = 0.0f;
    public float AT_Y = 0.0f;
    public float AT_Z = 0.0f;
    public float UP_X = 0.0f;
    public float UP_Y = 1.0f;
    public float UP_Z = 0.0f;
    public float [] floatplane = {300.0f,0.0f,-300.0f,300.0f,0.0f,300.0f,-300.0f,0.0f,300.0f,-300.0f,0.0f,-300.0f};
    public FloatBuffer plane = BufferUtils.createFloatBuffer(floatplane.length);
    public float [] floattriangles = {0.0f,1.0f,0.0f,1.0f,-1.0f,0.0f,-1.0f,-1.0f,0.0f};
    public FloatBuffer triangles = BufferUtils.createFloatBuffer(floattriangles.length);
    public int [] VBO_ID = new int[2];
   
    public final int MaxObjects = 10000;
    int ctr=0;
    public int Objects = 0;
    public float DistanceTime = 0.1f;
    public float Gravity = 9.8f;
    public byte randX[] = new byte[1000];
    public byte randY[] = new byte[1000];
    public byte randZ[] = new byte[1000];
    public float[] x = new float[MaxObjects];
    public float[] y = new float[MaxObjects];
    public float[] z = new float[MaxObjects];
    public float[] DirectionX = new float[MaxObjects];
    public float[] DirectionY = new float[MaxObjects];
    public float[] DirectionZ = new float[MaxObjects];
    public float [] rand_R = new float[MaxObjects];
    public float [] rand_G = new float[MaxObjects];
    public float [] rand_B = new float[MaxObjects];
    public float startPointX=0.0f;
    public float startPointY=0.0f;
    public float startPointZ=0.0f;
   
   
   
    public static void main(String[] args) {
        GLFountain glfountain = new GLFountain();
        glfountain.run();
    }
   
    public void run() {
        long startTime = System.currentTimeMillis() + 5000;
        long fps = 0;
        try {
            init();
            while (!EXIT_APP) {
                MainLoop();
                Display.update();
                if (startTime > System.currentTimeMillis()) {
                    fps++;
                } else {
                    long timeUsed = 5000 + (startTime - System.currentTimeMillis());
                    startTime = System.currentTimeMillis() + 5000;
                    String outdata = fps + " frames in " + (float) (timeUsed / 1000f) + " seconds = "+ (fps / (timeUsed / 1000f))+" FPS";
                    System.out.println( outdata );
                    Display.setTitle(WINDOW_TITLE + " " + outdata);
                    fps = 0;
                }
            }
            cleanup();
            System.exit(0);
        } catch (Exception e) {
            e.printStackTrace();
            System.exit(0);
        }
    }
   
    public void MainLoop() {
        if(Display.isCloseRequested()) {
            EXIT_APP = true;
        }
        timePassesBy();
        newObject();
        render();
    }
   
    public void createWindow() throws Exception {
        DisplayMode modes[] = Display.getAvailableDisplayModes();
        for (int i = 0; i < modes.length; i++) {
            if (modes.getWidth() == WINDOW_WIDTH
                    && modes.getHeight() == WINDOW_HEIGHT
                    && modes.getBitsPerPixel() == WINDOW_DEPTH) {
                displayMode = modes;
                break;
            }
        }
        Display.setDisplayMode(displayMode);
        Display.setTitle(WINDOW_TITLE);
        Display.create();
    }
   
    public void init() throws Exception {
        createWindow();
        CheckExtensions();
        initGL();
        CreateVBO();
        initializefountain();
    }
   
    public void CheckExtensions() {
        if (!GLContext.getCapabilities().GL_ARB_vertex_buffer_object ) {
            System.out.println("ARB VBO Extension is not supported!");
            System.out.println("Dropping Out!");
            System.exit(1);
        }
    }
   
    public void initGL() {
        Display.setVSyncEnabled(false);
        GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY);
        GL11.glShadeModel(GL11.GL_SMOOTH);
        GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
        GL11.glClearDepth(1.0);
        GL11.glEnable(GL11.GL_DEPTH_TEST);
        GL11.glDepthFunc(GL11.GL_LEQUAL);
        GL11.glMatrixMode(GL11.GL_PROJECTION);
        GL11.glLoadIdentity();
        GLU.gluPerspective(FOVY,(float) displayMode.getWidth() / (float) displayMode.getHeight(),NEAR_VIEW_DISTANCE,FAR_VIEW_DISTANCE);
        GL11.glMatrixMode(GL11.GL_MODELVIEW);
        GL11.glLoadIdentity();
        GLU.gluLookAt(EYE_X, EYE_Y, EYE_Z, AT_X, AT_Y, AT_Z, UP_X, UP_Y, UP_Z);
    }
   
    public void CreateVBO() {
        plane.put(floatplane).rewind();
        triangles.put(floattriangles).rewind();
        VBO_ID[0]=CreateVBOID();
        BufferData(VBO_ID[0], plane);
        VBO_ID[1]=CreateVBOID();
        BufferData(VBO_ID[1], triangles);
    }
   
    public  int CreateVBOID() {
        IntBuffer buffer = BufferUtils.createIntBuffer(1);
        ARBVertexBufferObject.glGenBuffersARB(buffer);
        return buffer.get(0);
    }
   
    public static void BufferData(int id, FloatBuffer buffer) {
        ARBVertexBufferObject.glBindBufferARB(ARBVertexBufferObject.GL_ARRAY_BUFFER_ARB, id);
        ARBVertexBufferObject.glBufferDataARB(ARBVertexBufferObject.GL_ARRAY_BUFFER_ARB, buffer, ARBVertexBufferObject.GL_STATIC_DRAW_ARB);
    }
   
    public void initializefountain() {
        Random r = new Random(34567890);
        r.nextBytes(randX);
        r.nextBytes(randY);
        r.nextBytes(randZ);
        for (int i = 0; i < MaxObjects; i++) {
            rand_R =(float)Math.random();
            rand_G =(float)Math.random();
            rand_B =(float)Math.random();
        }
        for (int i = 0; i < 10; i++) {
            newObject();
        }
    }
   
    void newObject(){
        if (Objects  < MaxObjects){
            initObject(Objects);
            Objects++;
        }
    }
   
    void initObject(int p) {
        x[p] = startPointX;
        y[p] = startPointY;
        z[p] = startPointZ;
        ctr++;
        ctr %= randX.length;
        DirectionX[p] = randX[ctr] / 10.0f;
        DirectionY[p] = randY[ctr] / 10.0f - 80;
        DirectionZ[p] = randZ[ctr] / 10.0f;
    }
   
    void timePassesBy(){
        for (int i = 0; i < Objects; i++) {
            DirectionY  += DistanceTime*Gravity;
            x -= DistanceTime*DirectionX;
            y -= DistanceTime*DirectionY;
            z -= DistanceTime*DirectionZ;
            if (y < startPointY) {
                initObject(i);
            }
        }
    }
   
    public void render() {
        GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);
        GL11.glColor3f(0.6f, 0.6f, 0.6f);
        ARBVertexBufferObject.glBindBufferARB(ARBVertexBufferObject.GL_ARRAY_BUFFER_ARB, VBO_ID[0]);
        GL11.glVertexPointer(3, GL11.GL_FLOAT, 0, 0);
        GL11.glDrawArrays(GL11.GL_QUADS, 0, 12);       
        for (int i = 0; i < Objects; i++) {
            GL11.glColor3f(rand_R, rand_G, rand_B);
            GL11.glPushMatrix();
            GL11.glTranslatef(x,y,z);
            ARBVertexBufferObject.glBindBufferARB(ARBVertexBufferObject.GL_ARRAY_BUFFER_ARB, VBO_ID[1]);
            GL11.glVertexPointer(3, GL11.GL_FLOAT, 0, 0);
            GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, 9);
            GL11.glPopMatrix();           
        }
    }
   
    public void cleanup() {
        IntBuffer del_vbo_id = BufferUtils.createIntBuffer(1);
        del_vbo_id.put(0, VBO_ID[0]);
        ARBBufferObject.glDeleteBuffersARB(del_vbo_id);
        del_vbo_id.put(0, VBO_ID[1]);
        ARBBufferObject.glDeleteBuffersARB(del_vbo_id);
        Display.destroy();
    }
}
15  Discussions / General Discussions / Re: JGLMark Recruitng!!! on: 2005-11-22 14:26:42
*UPDATE*
New Team Member List
Recruitng for JGLMark!!! Post here if you are interested or apply at: http://jglmark.dev.java.net/

Current Team Members:
Crash0veride007: Project/Content Lead, Artwork, Developer
Optus: Technical Lead, Artwork, Developer
Napier: Artwork Lead, Developer
Mentat1: Master Java Coder, JGLMark Sensei
faustoespinal: Expert 3D Graphics Coder, Developer
Firestarter: Webstart, Webpage, Security

http://jglmark.dev.java.net/
16  Discussions / General Discussions / JGLMark Partially Pilfered by FutureMark..... on: 2005-11-17 17:48:56
*sigh*......

Announcment
http://www.futuremark.com/pressroom/pressreleases/?111605

Linkage:
http://www.futuremark.com/download/?spmarkjava06.shtml
17  Discussions / General Discussions / Official spec for JGLMark test #1 "Primitives" on: 2005-11-10 02:09:44
Official spec for JGLMark test #1 "Primitives"
An emitter fountain will spew out random objects. As time goes on more and more objects
will be emiited, until the test concludes. The fountain will be placed in a room. As the fountain emitts objects the camera will be translated
around it. As the emitted objects approach the "ground object", they will be removed from the scene. This test will utililize vertex arrays, to render the modeled objects However if it is detected that the system is capable of using VBO's the test will switch to using VBO's instead. This test is basic test to see how well the system is at handling basic OpenGL tasks.

Below are some renderings of the emmission room and meshes that will spew out of the fountain....
The Emission Room & Fountain:
http://i18.photobucket.com/albums/b148/crash0veride007/emitteroom.jpg

The Emission Meshes:
http://i18.photobucket.com/albums/b148/crash0veride007/alien.jpg
http://i18.photobucket.com/albums/b148/crash0veride007/radioactive.jpg
http://i18.photobucket.com/albums/b148/crash0veride007/biohazard.jpg
http://i18.photobucket.com/albums/b148/crash0veride007/galaxian.jpg

Visit us at: http://jglmark.dev.java.net
18  Discussions / General Discussions / Re: JGLMark IDEAS on: 2005-10-12 23:28:41
many thanks, I have sent them a mail.
Some TRUELY awesome shaders there, it would great to have one as the token JGLMark demoscene.
19  Java Game APIs & Engines / Tools Discussion / Re: CVS Repository remove Empty directories? on: 2005-10-12 12:30:47
cool, at least it was not something mundane that I was missing... I'll shoot a mail to one of the java.net admins
thanks matzon!
20  Java Game APIs & Engines / Tools Discussion / CVS Repository remove Empty directories? on: 2005-10-11 23:24:22
In JGLMarks java.net CVS Repository, we have a bunch of empty directorys we no longer need. We have tried everything to remove them CVS update -dP cvs release -D <dirname> but nothing does the trick and gets rid of em off the java.net repository.
Any help on how to get rid of these would be appreciated.
21  Discussions / General Discussions / Re: JGLMark IDEAS on: 2005-10-10 18:32:35
Post your thoughts and ideas here: http://jglmark.dev.java.net/servlets/ForumMessageList?forumID=1696
*NOTE* you must be signed into java.net
22  Discussions / General Discussions / Re: JGLMark Recruitng!!! on: 2005-10-10 02:48:58
*UPDATE*
New Team Member List
Recruitng for JGLMark!!! Post here if you are interested or apply at: http://jglmark.dev.java.net/

Current Team Members:
Crash0veride007: Project/Content Lead, Artwork, Developer
Optus: Technical Lead, Artwork, Developer
Mentat1: Master Java Coder, JGLMark Sensei
faustoespinal: Expert 3D Graphics Coder, Developer
Firestarter: Webstart, Webpage, Security

http://jglmark.dev.java.net/
23  Discussions / Community & Volunteer Projects / Re: PROJECT APPROVED: JGLMark on: 2005-10-01 15:04:45
Awesome thanks!
Some initial source code is in CVS and it's java.net homepage is coming along nicely.
24  Discussions / General Discussions / Re: JGLMark Recruitng!!! on: 2005-09-30 13:21:18
Should be ok now!
We are Official NOW!
We are recruiting for anyone who like to join the project!
https://jglmark.dev.java.net
25  Discussions / General Discussions / Re: JGLMark Recruitng!!! on: 2005-09-30 06:05:18
https://jglmark.dev.java.net/specdoc.html
https://jglmark.dev.java.net/
26  Discussions / General Discussions / Re: JGLMark Recruitng!!! on: 2005-09-24 18:51:37
https://jglmark.dev.java.net/files/documents/4080/21238/JGLMarkSpec.doc
27  Discussions / Community & Volunteer Projects / Re: PROJECT PROPOSAL: JGLMark on: 2005-09-24 13:41:24
jglmark.dev.java.net has been created! It now awaits the community vote and your approval.
28  Discussions / Community & Volunteer Projects / Re: PROJECT PROPOSAL: JGLMark on: 2005-09-23 19:50:27
We'll make it our charter Wink
29  Discussions / General Discussions / Re: JGLMark IDEAS on: 2005-09-23 16:22:29
*smacks self upside head*

Good ideas Implement tests to benchmark features, rather then showing a scene.
Thanks Spasi!
30  Discussions / General Discussions / JGLMark IDEAS on: 2005-09-23 01:25:46
The Team Needs Ideas for tests for JGLMark Please Post Your Ideas Here.
The benchmark so far will contain at least 2-3 scenes much like 3Dmark03/05. Also we intend to have some GLSL and ASM shader tests.
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