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1  Games Center / Archived Projects / Re: Demo Game with my 3D Adventure Framework on: 2008-01-08 16:47:43
I am sorry, but most likely I won't supply a webstart link of the game. I would have to change a lot of resource loading code in order to be able to load the resources from the webstart required jar archives instead of loading from the file system. The game is not compiled to a binary exe file. The exe file ist just an self-extracting archive file which I created, because some of my friends have very poor computer skills and don't even know how to extract a zip file. Because of that I supplied the self-extracting exe file for them. By the way the exe archive has an even smaller size than the plain zip file. Just ignore the exe file ;-)

Feedback? Did everything else work out fine?

Regards
John Rico

Supplement: I have just removed the exe link.
2  Games Center / Archived Projects / Re: Demo Game with my 3D Adventure Framework on: 2007-12-11 16:51:15
Thank you irrisor

You were right. The links were broken. It has been a copy/paste error. I fixed the links so they should work correctly now.

Regards
John Rico
3  Games Center / Archived Projects / Demo Game with my 3D Adventure Framework on: 2007-12-11 13:44:58
Hi folks

I would like to introduce my new project to you. My last project was a 2D adventure framework (Thread: http://www.goldenstudios.or.id/forum/showthread.php?tid=1365) which worked pretty well so far, but I wanted more  Wink For that reason I started a project, which became my master thesis at the University of Oldenburg in Germany.

My new project was the implementation of a halfway useful 3D engine (really no graphical wonder!) and an 3D point & click adventure framework that was meant to be set on top of it.

Some days ago I reached the deadline for delivery of the project and because of that I am free to publish its results now.

Here are the links to a zip file that contains the demo game for the system that I've created.

http://www.student.uni-oldenburg.de/frank.bruns/DemoAdventure.zip

I know that there can be some flaws in running the game, which are mostly related to weak hardware performance and graphic cards (drivers). Especially when using Linux there are some Thread related issues I think that have a bad impact on playing sounds and the "Loading" screen.
The program isn't as optimized for stability as it would have been neccessary when aiming the real consumer market.

Well, I have to admit that the demo game is completely in German, because I wanted to use some friends of mine for the speech recordings and didn't want to overburden them by asking them to say everything in English, which could have been a problematic task for them. By the way, I spoke the game's main character myswlf, if you are interested in how my voice sounds.

But please try it despite of the possible language problem...

The controls are close to the conventions of the point and click genre. You can use the right mouse button to invenstigate hotspots and the left mouse button to performs actions on them. The inventory is reached by placeing the mouse at the upper edge of the screen.
Hint: The third mouse button visualizes the hotspots within a camera perspective.

Have fun with it and leave some feedback if you like!

John Rico  Cool
4  Java Game APIs & Engines / JOGL Development / Re: Cube mapping using JOGL's Texture and TextureIO classes on: 2007-04-23 12:52:59
Hi Ken

I'm glad to hear that I could help to point out a bug. I will try the nightly build as soon as possible and let you know. if it worked for me. I hope so :-)

I just tried the new release. Great job. It works fine. Nice to see that you JOGL people really take user problems seriously.

Regards
Frank
5  Java Game APIs & Engines / JOGL Development / Re: Cube mapping using JOGL's Texture and TextureIO classes on: 2007-04-20 10:01:06
Here it is:

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javax.media.opengl.GLException: glGetError() returned the following error codes after a call to glTexParameteri(): GL_INVALID_ENUM 
   at javax.media.opengl.DebugGL.checkGLGetError(DebugGL.java:12715)
   at javax.media.opengl.DebugGL.glTexParameteri(DebugGL.java:9106)
   at com.sun.opengl.util.texture.Texture.updateImage(Texture.java:460)
   at de.adventure.engine.effect.environmentmapping.CubeMap.init(CubeMap.java:75)
   at de.adventure.engine.effect.environmentmapping.CubeMap.<init>(CubeMap.java:62)
   at Renderer.init(Renderer.java:306)
   at com.sun.opengl.impl.GLDrawableHelper.init(GLDrawableHelper.java:72)
   at javax.media.opengl.GLCanvas$InitAction.run(GLCanvas.java:271)
   at com.sun.opengl.impl.GLDrawableHelper.invokeGL(GLDrawableHelper.java:189)
   at javax.media.opengl.GLCanvas$DisplayOnEventDispatchThreadAction.run(GLCanvas.java:305)
   at java.awt.event.InvocationEvent.dispatch(InvocationEvent.java:199)
   at java.awt.EventQueue.dispatchEvent(EventQueue.java:461)
   at java.awt.EventDispatchThread.pumpOneEventForHierarchy(EventDispatchThread.java:242)
   at java.awt.EventDispatchThread.pumpEventsForHierarchy(EventDispatchThread.java:163)
   at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:157)
   at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:149)
   at java.awt.EventDispatchThread.run(EventDispatchThread.java:110)
6  Java Game APIs & Engines / JOGL Development / Re: Cube mapping using JOGL's Texture and TextureIO classes on: 2007-04-19 18:04:58
I just tried the latest nightly build, but still get the same error code. I even tried to switch from bitmaps to JPGs picture files, but no improvement :-(

Maybe I can show you my complete cubemap class:

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public class CubeMap implements EnvironmentMappingIface
{
   private Texture cubeMapTex = null;
   private String posX = "";
   private String posY = "";
   private String posZ = "";
   private String negX = "";
   private String negY = "";
   private String negZ = "";

   /**
    * Creates a new cube map with the specified six textures.
    * @param posX path to posX texture
    * @param negX path to negX texture
    * @param posY path to posY texture
    * @param negY path to negY texture
    * @param posZ path to posZ texture
    * @param negZ path to negZ texture
    * @param width texture width in pixels
    * @param height texture height in pixels
    */

   public CubeMap(GL gl, String posX, String negX, String posY, String negY, String posZ, String negZ /*, int width, int height */)
   {
      this.posX = posX;
      this.negX = negX;
      this.posY = posY;
      this.negY = negY;
      this.posZ = posZ;
      this.negZ = negZ;

      this.init(gl); // init the cube map data
  }

   /**
    * Initializes the cube map data.
    * @param gl
    */

   private void init(GL gl)
   {
      this.cubeMapTex = TextureIO.newTexture(GL.GL_TEXTURE_CUBE_MAP);

      try
      {
         this.cubeMapTex.updateImage(TextureIO.newTextureData(new File(this.posX), true, null), GL.GL_TEXTURE_CUBE_MAP_POSITIVE_X);
         this.cubeMapTex.updateImage(TextureIO.newTextureData(new File(this.negX), true, null), GL.GL_TEXTURE_CUBE_MAP_NEGATIVE_X);
         this.cubeMapTex.updateImage(TextureIO.newTextureData(new File(this.posY), true, null), GL.GL_TEXTURE_CUBE_MAP_POSITIVE_Y);
         this.cubeMapTex.updateImage(TextureIO.newTextureData(new File(this.negY), true, null), GL.GL_TEXTURE_CUBE_MAP_NEGATIVE_Y);
         this.cubeMapTex.updateImage(TextureIO.newTextureData(new File(this.posZ), true, null), GL.GL_TEXTURE_CUBE_MAP_POSITIVE_Z);
         this.cubeMapTex.updateImage(TextureIO.newTextureData(new File(this.negZ), true, null), GL.GL_TEXTURE_CUBE_MAP_NEGATIVE_Z);
      }
      catch (GLException e)
      {
         // TODO Auto-generated catch block
        e.printStackTrace();
      }
      catch (IOException e)
      {
         // TODO Auto-generated catch block
        e.printStackTrace();
      }
     
   }

   /* (non-Javadoc)
    * @see de.adventure.engine.effect.environmentmapping.EnvironmentMappingIface#bind(javax.media.opengl.GL)
    */

   public void bind(GL gl)
   {
      gl.glPushAttrib(GL.GL_TEXTURE_BIT);
         gl.glActiveTexture(GL.GL_TEXTURE1);

         
         gl.glTexEnvf(GL.GL_TEXTURE_ENV, GL.GL_TEXTURE_ENV_MODE, GL.GL_MODULATE);
         gl.glEnable(GL.GL_TEXTURE_CUBE_MAP);
         gl.glEnable(GL.GL_TEXTURE_GEN_S);
         gl.glEnable(GL.GL_TEXTURE_GEN_T);
         gl.glEnable(GL.GL_TEXTURE_GEN_R);

         gl.glTexGeni(GL.GL_S, GL.GL_TEXTURE_GEN_MODE, GL.GL_REFLECTION_MAP);
         gl.glTexGeni(GL.GL_T, GL.GL_TEXTURE_GEN_MODE, GL.GL_REFLECTION_MAP);
         gl.glTexGeni(GL.GL_R, GL.GL_TEXTURE_GEN_MODE, GL.GL_REFLECTION_MAP);
         
         this.cubeMapTex.bind();
         this.cubeMapTex.enable();
   }

   /* (non-Javadoc)
    * @see de.adventure.engine.effect.environmentmapping.EnvironmentMappingIface#release(javax.media.opengl.GL)
    */

   public void release(GL gl)
   {
      gl.glActiveTexture(GL.GL_TEXTURE1);
      this.cubeMapTex.disable();

      gl.glDisable(GL.GL_TEXTURE_GEN_S);
      gl.glDisable(GL.GL_TEXTURE_GEN_T);
      gl.glDisable(GL.GL_TEXTURE_GEN_R);
      gl.glDisable(GL.GL_TEXTURE_CUBE_MAP);

      gl.glPopAttrib();
   }


Well the error already occurs in the init() method which is called in the constructor.
The bind() and release() method just run along while using an empty cube map texture object, I guess.
7  Games Center / WIP games, tools & toy projects / Re: TUER : Try an Unusual Experience of Revolution (MD3, fullscreen and other pb on: 2007-04-19 13:58:13
Quote
If you need a MD3 loader for JOGL, I will update the packages of the source on sourceforge.net to allow you to download it.

Hi

I would really like to have your MD3 model loader. Would you mind to make it available for download. I would be really appreciating that.

Thanks
Frank
8  Java Game APIs & Engines / JOGL Development / Re: Cube mapping using JOGL's Texture and TextureIO classes on: 2007-04-19 11:27:09
Hi

I couldn't really solve the problem with the JOGL demo code, because I'm still getting a GL_INVALID_ENUM exception.
File pathes to texture files are correct. The texture data must have been created properly, because I can query the height and width from the TextureData objects (or can I get them even if the texture data object isn' t set up correctly?).
I don't know why, but the GL_INVALID_ENUM occurs right at the first updateImage() method
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this.cubeMapTex.updateImage(TextureIO.newTextureData(new File(this.posX), true, null), GL.GL_TEXTURE_CUBE_MAP_POSITIVE_X);


This is how I initialize the cube map texture and I can't find any significant deviations from the JOGL demos Cubemap.class code:

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/**
    * Initializes the cube map data.
    * @param gl
    */

   private void init(GL gl)
   {
      this.cubeMapTex = TextureIO.newTexture(GL.GL_TEXTURE_CUBE_MAP);

      try
      {
         this.cubeMapTex.updateImage(TextureIO.newTextureData(new File(this.posX), true, null), GL.GL_TEXTURE_CUBE_MAP_POSITIVE_X);
         this.cubeMapTex.updateImage(TextureIO.newTextureData(new File(this.negX), true, null), GL.GL_TEXTURE_CUBE_MAP_NEGATIVE_X);
         this.cubeMapTex.updateImage(TextureIO.newTextureData(new File(this.posY), true, null), GL.GL_TEXTURE_CUBE_MAP_POSITIVE_Y);
         this.cubeMapTex.updateImage(TextureIO.newTextureData(new File(this.negY), true, null), GL.GL_TEXTURE_CUBE_MAP_NEGATIVE_Y);
         this.cubeMapTex.updateImage(TextureIO.newTextureData(new File(this.posZ), true, null), GL.GL_TEXTURE_CUBE_MAP_POSITIVE_Z);
         this.cubeMapTex.updateImage(TextureIO.newTextureData(new File(this.negZ), true, null), GL.GL_TEXTURE_CUBE_MAP_NEGATIVE_Z);
      }
      catch (GLException e)
      {
         // TODO Auto-generated catch block
        e.printStackTrace();
      }
      catch (IOException e)
      {
         // TODO Auto-generated catch block
        e.printStackTrace();
      }




Here is the compiler's error report:

GL vendor: ATI Technologies Inc.
GL version: 2.0.5885 WinXP Release
GL renderer: 128MB ATI Radeon X1300 x86/SSE2

javax.media.opengl.GLException: glGetError() returned the following error codes after a call to glTexParameteri(): GL_INVALID_ENUM
   at javax.media.opengl.DebugGL.checkGLGetError(DebugGL.java:12715)
   at javax.media.opengl.DebugGL.glTexParameteri(DebugGL.java:9113)
   at com.sun.opengl.util.texture.Texture.updateImage(Texture.java:433)
   at de.adventure.engine.effect.environmentmapping.CubeMap.init(CubeMap.java:82)
   at de.adventure.engine.effect.environmentmapping.CubeMap.<init>(CubeMap.java:67)
   at Renderer.init(Renderer.java:283)
   at com.sun.opengl.impl.GLDrawableHelper.init(GLDrawableHelper.java:72)
   at javax.media.opengl.GLCanvas$InitAction.run(GLCanvas.java:271)
   at com.sun.opengl.impl.GLDrawableHelper.invokeGL(GLDrawableHelper.java:189)
   at javax.media.opengl.GLCanvas$DisplayOnEventDispatchThreadAction.run(GLCanvas.java:305)
   at java.awt.event.InvocationEvent.dispatch(InvocationEvent.java:199)
   at java.awt.EventQueue.dispatchEvent(EventQueue.java:461)
   at java.awt.EventDispatchThread.pumpOneEventForHierarchy(EventDispatchThread.java:242)
   at java.awt.EventDispatchThread.pumpEventsForHierarchy(EventDispatchThread.java:163)
   at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:157)
   at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:149)
   at java.awt.EventDispatchThread.run(EventDispatchThread.java:110)
9  Java Game APIs & Engines / JOGL Development / Re: Cube mapping using JOGL's Texture and TextureIO classes on: 2007-04-19 10:27:26
Thanks Ken.

How stupid of me not to have a closer look on the JOGL demos data.

I will try your suggestion.

Frank
10  Java Game APIs & Engines / JOGL Development / Cube mapping using JOGL's Texture and TextureIO classes on: 2007-04-18 20:20:03
Hi everyone.

I'm trying to implement an environment mapping functionality with cube maps. (I already got sphere mapping to work, which was pretty easy.) 
I would like to rely on the JOGL texture classes for that task. The JOGL javadoc at some places points out which methods are usually meant for initializing and creating cube maps.
But I'm not sure how to use them. Does someone have a simple example imlementation using the JOGL texture classes and is willing to share it? That would be really great, because I'm having a real hard time to find one on the internet, at least one that relies on the JOGL texture classes.

Thanks
Frank
11  Game Development / Shared Code / Re: Milkshape3D loader written w/ animation support on: 2007-02-19 19:42:20
Hi

I just stumbled across this thread, because I am searching for some file loaders that support animations to use in my JOGL based game engine. Can this file loader easily be plugged into JOGL? I learned that it was ported to Java3D by the author, but is there still a version out there that can be used with JOGL? If the answer is yes, where can I get it?

Regards
John Rico
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