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1  Game Development / Newbie & Debugging Questions / Re: Attack action on: 2017-01-22 21:22:53
Check out feedback loops... A good article here page 18.
2  Java Game APIs & Engines / Engines, Libraries and Tools / Re: LWJGL3 and Android Redux on: 2017-01-19 21:13:59
OK.. I'll start taking a look ~mid-next week. I joined the slack channel as "typhonrt". I think starting with the core / bare minimum to get GLES up first is a good idea for sanity then add Vulkan and worry about audio later. I'm generally familiar with the process you outlined and will embrace the black screen of death until I make it blue..  Shocked  Hopefully Travis is up for it as with a cursory review it seems to indicate it may be a bit raw.
3  Java Game APIs & Engines / Engines, Libraries and Tools / Re: LWJGL3 and Android Redux on: 2017-01-19 13:52:14
Hi @Spasi.. I hope you are feeling better!

Just dropping a note that I'll be attending GDC for the GL / Vulkan sessions and tutorial day. There will be a talk on native usage of Vulkan / Android, but I'd be glad to submit a lightning talk (5 min) and perhaps have the chance to drop the details on LWJGL support on Android & icing on the cake if Vulkan is supported. Regardless if the lightning talk comes through I'll be able to chat with many high level folks about said support if it was possible to get things working before then. Alas it's 5 weeks away, so a bit tight on the timeline. I just bit the bullet and got a tutorial GDC pass.

If you could perhaps provide some guidance on where to start or what needs to be done I'll try to help out however I can. I can probably put in ~20 hours a week starting next week to help for the following 2 weeks then perhaps jam full time on things the remaining time as necessary to get things stable.

I'm finally getting a new dev laptop tomorrow and will be setting up the latest Android Studio setup in the next couple of days. What else will I potentially need? I assume getting comfortable with building LWJGL on the new lappy will be a good start (MacBook Pro in regard to environment). If there is any info regarding this process do point me to it as I didn't readily find anything on the LWJGL web site.

It'd be absolutely fantastic to get LWJGL 3 on Android and I'll pimp it hard at GDC and inform folks who is behind it all too (err not me!).  Grin I'll also foot the cost to make a nice color business card / flyer about LWJGL 3 w/ Android support info and pass it out to everyone I meet; will also include JGO link too!
4  Game Development / Newbie & Debugging Questions / Re: FPS Sensitive Jumping on: 2016-12-22 23:17:06
So yeah... A few things which will lead in a more solid direction. Things get tricky with dynamics / gravity and other related calculations as you have seen.

The quick hack is this.

The next thing to do is this.

Also there are performance problems with your move method. Never create new objects if at all possible in any game loop. A further optimization is to not poll the input device in the move method of your game / entity class! I'll see if I can get a mostly correct example with the quick hack and these optimizations above mostly worked out in some pseudo-code modifications to your posted class in a follow up post.
5  Java Game APIs & Engines / Engines, Libraries and Tools / Re: LWJGL3 and Android Redux on: 2016-12-20 21:23:26
Get well!

I do look forward in how this can proceed and to start can probably squeeze out ~10 hours a week to help test, but certainly would be glad to get up to speed on the LWJGL architecture / build process in time. If there was a time to get this going though it sure does seem like now!  Grin
6  Java Game APIs & Engines / Engines, Libraries and Tools / LWJGL3 and Android Redux on: 2016-12-20 19:08:25
Hi @spasi. I'd like to continue the discussion from the previous LWJGL3 & Android thread which is locked now.

As more or less expected Google is declining to make a Vulkan Java binding for Android. Even giving what I think is a weak answer:
There are no plans to do a "pure" wrapping of Vulkan in Java. Vulkan would make a poor Java-language graphics API, and the overhead of JNI would mean losing many of the benefits that it's supposed to provide.

I doth protested, but it's not likely Google's position will move. There are no more Java champions on the graphics side willing to take a stand within the Android team. This matches the sentiment I got from a light probing earlier this year. Hopefully they absolutely don't create some new API on top of Vulkan as mentioned in a follow up to the above quote.

Anyway... I am 100% down to collaborate and help create and maintain a LWJGL3+ port for Android. Don't worry about the API level needing to be high. It might even have to be API level 24/25; Android N and that's fine. I do have some complex direct GL/ES code with the video engine and that's even kind of neat because it would really be pushing things to get LWJGL3 setup to drive it (if possible). We can't let this go unused!  Roll Eyes  I'd be fine switching to LWJGL and doing an Android N release of the video engine if it could actually work; would have lot's of data then on new device compatibility! Too bad I'll have to stick to GL/ES, but it'd be interesting. I'd be glad to get some GL/ES and Vulkan demo code out there. I already have an Android GL/ES starter available which I'd rewrite for LWJGL3 via GL/ES in addition to a potential Vulkan version. In this effort I actually provide improved facilitating framework code where the Android API is long in the tooth.

I've got tons of devices with each generation of GPU and would be glad to test, refine, and work on any necessary optimizations.

It seems like Android N / API 25 w/ the switch to OpenJDK would be the first to get stable w/ GL/ES and Vulkan paths. I know there is a bit of sun.misc.Unsafe usage and / or some JNI fallback code for JVM optimization. Even if things started with Android N that's great as there is a huge hole opening up on Android for performance graphics and LWJGL and can fill it.

So since I only have a cursory overview of LWJGL3 from poking through the source code I'd be curious to hear what you think will be the pain points? How are you handling JDK9 removal of sun.misc.Unsafe?

I think the first thing is to evaluate what's potentially necessary / missing for an easier port. Maybe the Android team would be slightly helpful if there is something missing that could potentially be exposed in the future if no workarounds exist. Just kind of thinking out loud at this point... I'm down to make it happen though.
7  Discussions / Business and Project Management Discussions / Re: Crowdfunding in 27 Easy Steps video on: 2016-12-14 00:17:13
That's definitely a good thread re: indie gamer Kickstarter postmortems. So far I've read the Scraps and Tetrapulse ones and will check out those that barely cleared the funding goal first.

Interestingly both that I read mentioned having a playable demo available early as an area of importance and this seems like necessary thing to do these days. The Tetrapulse folks had great fortune to work with a professional video group who made their video for free.

I liked that posting the referrer links that led to pledges seems to be something that is included in most postmortems. Here is mine from the second attempt as the first attempt was mostly barren:

So, yes direct JGO pledges were low. It would be interesting to compare against the other 3 JGO affiliated Kickstarters I mentioned. I'd gather that I was being generous with saying up to 3% of funding could have come from JGO in any crowd funding effort posted here.

It should also be pointed out that the direct traffic referrer is really ~5% if the family donation of $5k is removed.

Interesting points to see though was why did the Android Central blog post which had a custom in person demo video versus the Phandroid post which linked to the Kickstarter video do so well. There certainly was a call to action in the Phandroid post title and positive reaffirming comments from folks I met at the Big Android BBQ. Otherwise quite the disparity at 28 : 3 pledges. That was the only uptick or large influx of pledges. It certainly was a shock when I woke up that morning!

What is kind of surprising is that the Facebook referrer had only 1 pledge given that I also had a solid in person demo w/ Robert Scoble that was posted to ~650k FB followers. I can only assume that upwards of 75% of Scobles followers may be iPhone users versus Android. Both the Scoble post and Android Central had the general message of: "oh look shiny" versus any explicit call to action though one would assume many more saw the Scoble post.

For the referrers from I gave out at least 2k business cards that featured a color front image w/ text description on the back with the that link at several conferences and meetups.

From attending Big Android BBQ I got roughly $400 worth of pledges around the dates of the conference in October for the first cancelled effort. I guess it's notable that attending cost me ~$1k / tax write off though especially since I was a speaker. I didn't look to see if the handful of backers in the first effort actually contributed in the second. A similar uptick for AnDevCon and haunting the halls and press room of GMIC gave similar small upticks. For the latter I got lucky to run into an old acquaintance that got me the most expensive VIP pass and access to the press room where I met Scoble.

From what I've read from other postmortems getting a solid feature in a highly trafficked blog post / media placing is worth anywhere between $800 - $1500 on average. I suppose there always will be outliers where it can be much higher.


Double sigh Riven...

Let me explicitly call you out now so there is no misunderstanding. What you are doing is concern trolling with a dash of gaslighting. I guess it's kind of ironic calling out the moderator of a forum for such, but there is no doubt in my mind that this is your intent / tactics on display. When I say: "I simply don't believe you intended to be helpful" I am referring directly to the pattern of your behavior in that respect. Your last post in particular kicking up the fumes once again establishing a very clear pattern.

I laughed quite a bit in how you tried to conflate my responses on your critical statements to an attack on your character. I think you're intelligent and knowledgable with graphics matters in general and competent enough to keep JGO running. I'd like to believe that you are not self-aware about your concern trolling and gaslighting. Furthermore I provided plenty of evidence as to why the critical statements you mentioned were moot, moronic, and ridiculous. You're even smart enough to avoid the bait and not overtly attack points of unbridled optimism and a perhaps not so humble brag from my last post even though you admittedly wanted to, but instead kept up with a more subtle approach; albeit with fumes.

I can tell you this much though... If you gaslight people in your personal and professional real world life especially significant others and family then you are terrible person and should check yourself. Hopefully you are just doing it on JGO for the lulz and you are bored and it stops here.

I await for your "elaboration on misconceptions"; please take your time to prove that you ever intended to be helpful at all.
8  Discussions / Business and Project Management Discussions / Re: Crowdfunding in 27 Easy Steps video on: 2016-12-11 07:03:25
Survivorship bias is where we draw conclusions from the evidence that we see, ignoring the cases that we don't see because they failed and we never heard about them. This leads us to base our conclusions on the exceptions.

It's very kind of Catharsis to share his experiences so we're not mis-guided by the kickstarter success stories where the entrepreneur was probably just lucky. As they say, shit happens, so don't blame yourself for failures, and 'fortune favours the bold', so keep on trying.

Thanks @CommanderKeith as I was just trying to give insight into my experience.

Boo, I've been delayed from responding..  Emo I lost a friend in the devastating structure fire in Oakland at an underground electronic music event last weekend along with several others I met in passing over the years, so quite the gloomy week. I have my reminisces of a very talented sound / audio engineer + artist, Barrett Clark here.

I guess I'll leave a few more stats. Beating the street did end up with seemingly more folks contributing more than the minimum amount. Here is the breakdown:

86 total
22 at $5
5 at $15
35 at $20 (limited offer $25 tier)
10 at $25
6 at $50
4 at $100
1 at $250
1 at $3k (actually $5k)

So overwhelmingly the 3/4th majority pledged more than the minimum amount and this likely had to do with all of the in person outreach / demos that I did at conferences and other meetups. One would assume if the word actually got out in mass that the $5 tier would  dwarf the more expensive ones. The golden outlier was my parents which entered in the first week and only on the condition that they were aware that if the goal wasn't reached they owed nothing; they knew nothing about crowd funding. So yeah... Only $2,132 actually raised from outside sources.

You can see the Kicktraq graph as well. No big start or finish. Just the barren middle the whole way through.

At a certain point once there is a significant threshold to reach likely around $10k+ it's absolutely necessary to reach a large amount of folks through the media / press.

Since I was doing something in an unknown / unproven area (creative effects composition video engine) right at the first moment it was first possible the only thing that I think would have changed the outcome is if I had a closed free alpha with 500+ people already using the app with as many press / bloggers involved in that group as possible. Conceivably giving the finished app away for free for everyone who could point to contributing or saying a good word in any forum (Reddit, etc.). Even sending out ~10 devices to press / bloggers with the app preloaded probably wouldn't have been enough to get significant press coverage to tip the goal; though a lot closer.

The takeaway is that if you are coming from the self-funded / bootstrapping side then crowd funding isn't necessarily about starting your community unless you are asking for less than $10k and the sweet spot is probably around $3k-$5k from a completely cold start.

I have a general musing on the success of Minecraft. IMHO Markus benefited from charging ~$10 for an early alpha and right around the time there were significantly new social networking services; Twitter, etc. you know back when people took it seriously. Get a few positive "check this out tweets" by gaming oriented influencers around then with 50k+ followers with reshares and a potential network effect and that significantly helps sans full blown articles in the press / blogs.

Oh yeah.. Guess who plunked down $10 though I just fired up Minecraft once when originally posted on JGO when it was free... ;P


Sigh... Now I'll address Riven.... It only takes one person in any forum to caste shade preventing further positive discourse.

To me it's no surprise... That you continue to be critical without actually being constructive for the most part. I guess that is just you.

To me it's no surprise that merely sub-1% of JGO's active members, and sub-1% facebook friends were interested in TyphonJS.
So true, classic me!

Yes.. classic you. I'll just point to a previous post you made that was negative and short sighted; typical JGO peanut gallery fare.

Furthermore I think it's moronic to suggest sub-1% of JGO potentially interested in the actual product especially considering a limited mode without saving and such is going to be free. It's a supped up post processing engine that allows anyone to freely explore infinite combinations of post processing and indirectly learn numerous things about GLSL with an interactive environment; IE play around with some effects composition / figure out what you used then go implement it in your own code. Besides there are plenty of non-gaming creative efforts folks work on with Java via JGO. Now perhaps sub-1% of JGO backs any crowd funding effort here. The amount certainly isn't above 3% quite likely for any of them.

Besides while I never mentioned it a longer term goal is to create a desktop app for programmers to directly create their own shaders / filters and upload to the running app on device for testing / usage and eventually I'd like to support a 3rd party marketplace for programmers.

As mentioned on general principal I back all crowd funding efforts from active JGO members.
I applaud the gesture, but I think it's a bit out there, and one cannot expect people to return that favor. I wouldn't even fund my friends projects blindly, I think that goes for most people, but it might be classic me again.

Never said I expected more or anything from JGO. I just expressed what I do. Your assumption still is on the ridiculous side considering I've spent $40 over the last 2+ years. $5 on Retro-Pixel Castles and Tomb of Tyrants; $30 on Spine. There simply aren't many folks trying to do crowd funding posted to JGO. I can go without a beer to support anyone here without question. Now if there were one a week I'd perhaps take a bit more of a critical look. Again this is still down to who you are as a person and what kind of community you'd like to see JGO be. I still think there is going to be another breakout hit and even at least one or more "FU money" successes from JGO in the future.

My moot musings are the best, I'm glad you finally take the time to set the record straight on this one.

Yes.. There is context involved. I simply don't believe you intended to be helpful given past negativity expressed and the moot nitpicking that you did provide. That alone could have dissuaded anyone else from joining the conversation. Moot also meaning "non-actionable". You provided nothing actionable that could have been put into use at the time. Want me to explicitly spell out the exact reasoning and why that is the case for all of your criticism?

Your criticism even of not taking time between relaunching things at a lower goal amount also was moot. In the following days after I did that I spoke at AnDevCon; and gave a 5 minute inspired lightning talk addressing all attendees. There was no time to adjust assets as I was constantly beating the street and reaching out to people, so an immediate reboot was pertinent.

Your consistent panning of splicing two videos together (IE 8 second gap) as a horrible thing to do is moot in the context that I highly doubt that had anything to do with why things didn't turn out better.

As mentioned next time though via a direct public launch I'll be doing more of an interspersed video with narration highlighting specific features as that seems the popular thing to do.

I respect that you sank $10K into that video, but it simply - to me - didn't look like it. I actually think you could have done a better job yourself (this is somewhat of a compliment, you see). The firm that delivered on a budget made some rookie-mistakes IMHO (like that 8 second (!) fade out, in the middle of the video), that I seriously think that *you*, given a day to work on it, could have done it better than what that firm delivered.

At some point in time it makes sense to delegate work. I actually asked a pro video editing acquaintance of mine what the minimum non-offensive value should be for the SF Bay Area when engaging such a service; his answer $10k. The next month when I had that available he kind of led me on for a couple of months then declined to assist. The next best option perhaps wasn't the best per se. Another point of consideration is that everyone except the group I used would charge per diem fees. Want to get a clear / sunny content of SF / Golden Gate bridge, etc. Well if it's not a clear day then too bad a significant per diem for showing up regardless is charged. The folks I worked with were lenient in this regard. The first time I tried to shoot the narrative / dialog part of the video (2nd half) I was so stressed I couldn't do it. They came back a few days latter; no extra charge. Heh, you can still see I was a bit stressed in the video..

Not to brag per se, but at the time with the seed stage startup ($1MM funding) I was working for 60+ hours a week it took me ~69 hours to fund the video. Much easier for me to work ~6 days programming while others got actors (which I couldn't do) to be in the video and run around the city. With my last contract at higher corporate rates it would take ~45 hours and an upcoming contract would take ~36 hours to fund it; we'll see though as until it's in the bank it doesn't count. I don't have taxes withheld when paid and this expenditure is a tax write off to boot. I gather that I'm likely the highest hourly paid professional involved with JGO or in the top 0.0001%. So yes at some point delegation is more than reasonable.

I also think you grossly underestimate the work required to setup a Kickstarter. At the time the requirements for a company were strict and I had to run around finding a bank I wanted to work with that wasn't a consumer bank instead of making a video and many hours of coordinating documents between Amazon (payments) and such. That and all of the speaking / networking I did in person on top of a 50-60 hour work week had my schedule full and then some. Being an introvert none of that was energizing and was pretty challenging given the amount of in person indifference encountered; Big Android BBQ was a good example of that. Being "in friendly territory" wasn't so friendly on the surface in general.

And as mentioned I don't think changing the video would have significantly changed the outcome. The early alpha user community IMHO would have been the far larger difference.

Given that quite a few kickstarters succeed with minimal investment, I think it's more of a hype/goodwill centered issue than a financial one.

Again I think this is a naive point of view unless you list specific data. Perhaps when Kickstarter launched and the early years ('09 to '11 maybe '12) saw more minimal investment successes until there was massive discontent about crowd funding. Also the goal amount is pertinent. Sure that $500 or $3k goal for some small efforts were raised. As mentioned I certainly think anything over $10k gets a lot more dicey these days and at $20k+ you definitely need a preexisting community, pay money for articles and / or potentially receive outside help for the video. Perhaps if one has unlimited time and or significant funds on hand more can be done in house over a longer period ramping up before launch; that wasn't my situation re: time / funds.

I'm not sure what actually changed with Google Play though - couldn't you always release a 0.x version of your app and publish it in Google Play? Surely even your alpha/beta version beat a lot of existing 'proper' apps, capability wise, that were in the store, back then?

alpha / beta testing and staged rollouts.

I hadn't used these features before and was how I was going to manage the delivery of the Kickstarter goals to early supporters. Had I known the outcome or knew I'd have a AAA corporate contract months later that brought in a windfall for 4 months of work I would have postponed things and got a solid closed alpha release up with 500+ folks + bloggers / press before doing any crowd funding effort.

9  Discussions / Business and Project Management Discussions / Re: Crowdfunding in 27 Easy Steps video on: 2016-12-02 19:40:24
To me it's no surprise... That you continue to be critical without actually being constructive for the most part. I guess that is just you.

To me it's no surprise that merely sub-1% of JGO's active members, and sub-1% facebook friends were interested in TyphonJS.

As mentioned on general principal I back all crowd funding efforts from active JGO members.

TyphonJS is something entirely different and is open source tooling focused on modern Javascript with a bent for cloud deployment tooling. Not bad currently with cumulative ~55k+ unique monthly downloads for all modules without any PR or even public mention outside of this post. Still got lots to do there and get things fully rolling.

I read your kickstart, and commented on it previously, on how its content would even have alienated your actual target-audience, but we agreed to disagree on that one.

Actually if you read that post you'll see I listened and did not disagree on relevant points; though you had far more critical and moot musings on it all, but I didn't point that out until now.

Having no actual budget I could not change the video. Could I have hired a more professional firm for $30-50k sure... Could I have paid PR firms to blast out a perhaps slightly more polished message sure. I did what I could within my means at the time and with the knowledge I have now things will be different on my next go at it perhaps with results to match.

Would I make the video differently now; yes... I also know that beating the street and showing demos to ~1000+ people primarily at tech conferences is nebulous in return. It takes multiple impressions to get folks to follow through. The best fruit of all the in person demos came from the Phandroid coverage where several people in the comments brought up meeting me / seeing the demo at the Big Android BBQ which adds confidence from the passer by reading that post.

I was on the leading edge of what was possible at the time (and still now). A bit too early and a buck short. With some small tweaks and a budget of $50-100k things might have been different.

There are plenty of other things left unsaid in regard to the difficulty of bootstrapping and working in waves on any creative effort; 13 years and counting. There also was my parents ongoing failing health and a desire to get a moonshot realized before they passed which happened this year. Given the latter alone I took a shot at it...

Either you have the money to blast things out PR wise, get lucky and meet a need; do both... OR you need about ~500 strong advocates who will be active in getting the word out. The latter achieved through hitting the street and doing some sort of alpha / beta early release. That is now possible with Android which wasn't back then; re staged alpha / beta releases via Google Play. For games I'm not sure the whole green light / GOG work in progress release is the way to go per se as it is a bit to uncontrolled.

10  Discussions / Business and Project Management Discussions / Re: Crowdfunding in 27 Easy Steps video on: 2016-11-27 00:30:22
I can speak about my experience and provide a bit of a postmortem.

Well as the speaker mentions around 14:32 with that slide about building and engaging an audience, press, etc. before launching a Kickstarter is super important and absolutely necessary. I feel that is where things fell down with my failed effort at it. Don't think that launching the Kickstarter is where you start building a community or followers especially if you don't have previous product development successes! I think I got only one backer from JGO BTW; thanks @princec.. If any others did thanks! FWIW I always back any Kickstarter I see posted on JGO regardless of quality level.

On trying to raise $20k I spent $10k to make the video and other various assets. None of my larger group of FB social network "friends" (really just past folks I knew or met a few times from the underground music / club scene when I was an active DJ in the past) would participate in making a video, so I had to work with an outside production group which could source people to be in the video. I guess I should also mention maybe ~0.15% of these "friends" backed it. Even people I knew personally and hung out with socially and showed all the progress and demos at the time did not back it; needless to say I went my separate way after that (for other reasons too) from the majority of these folks. From the Google+ angle I have "over 4k (who knows how many zombies!)" followers of my Android / graphics tech chatter community; I really didn't see many recognizable names from past commenters back the effort.

If $10k sounds high for a video that is actually super low at least in the San Francisco area from the majority of outside groups I contacted regarding video production ($30-50k was the average quoted price). I happened to find some competent folks a couple of years out of college that did a good job. Again I more or less had to do this to source people to be in the video besides I already was over extended on all other outreach efforts with a lot of stress involved. Sure I could have done it myself, but the resulting video would have been different and perhaps perceived as "less professional" or whatever.

I was trying to fund the final release engineering aspects with a fully working demo ready (~$80k already spent on development), but not hardened for release (protection of assets, etc.). The catch here is that what I really needed to do was send in advance a hobbled locked down demo to all relevant Android bloggers and any other press. I just didn't feel comfortable sending an APK out. What I should have done since I was targeting the Nexus 5 at the time was buy 3-5 used devices and pre-installed / custom locked down the app and sent devices out. Probably should have done that for another ~3 potential influencers, but I was strapped for cash at the time and bad luck hit which made things even worse as the contract I was doing at the time was abruptly cancelled 3 months early as the startup I was consulting for was running out of cash and dropped Android as a target. I literally had to attend conferences and directly approach known bloggers to do a demo like Phil Nickinson of Android Central. I spoke at the Big Android BBQ (on GLES 3.1 / compute shaders) and made contact with Phandroid, but they posted a week before it ended which did get the largest influx towards the end. I also ran into Robert Scoble and did a impromptu demo which he posted to 650k FB followers; it's hard to say how many backed it from this despite the glowing statements. Other than that I got no other "press" associated coverage; no one returned emails.

I had all cold contacts before launching the Kickstarter. In engaging after launching the Kickstarter that made it hard to reach any professional video forums; those folks thought it was a joke at best and panned me royally. Reddit was a cesspool of frustration even though others did post about the effort the follow up comments there were really asinine. Many claiming it was fake and one particularly silly one claiming it shouldn't cost more than $5k to build and launch the product with it easily being outsourced which got upvoted. I don't have a pulse on where things are now with Kickstarter backing, but end of '14 was a much harder time than say '11-13; before many failures to deliver occurred.

So absolutely to have a chance at success these days build an audience well before launching. Be in contact with the press / bloggers and send them a limited demo before launching any Kickstarter. It's not enough to be technically competent even producing reasonable demo video / assets. Engage engage engage any relevant communities well before launching any crowd funding effort. Even better if you can build contacts with the press / bloggers sending them an early demo 1-2 months prior and have articles posted on launch. Also don't rely on JGO alone at all as your only forum!

Meh... So where am I now? I had a brilliant contract Jan-June '15 that has provided the last ~18 months of development. I've mostly focused on server / back-end and web app concerns in general open sourcing everything under TyphonJS which will greatly support any product development video engine or not. These were "stretch goals" prior. You could say that I fell back into tools development which is a passion of mine, but I'm playing the long game. No one to my knowledge has released anything like what I created regarding a video engine on Android or iOS yet. Mobile phones are getting faster so things are only improving on what is possible, so a lot more will be available when I do launch. I'm going to make sure I can launch directly and likely skip Kickstarter / crowd funding again as it was a huge time sink and in the end made me feel horrible. Like anything creative it's a hit / luck based endeavor whether you are making a game or something else. I did learn the hard way through all of this though and most of what I highlight above is relevant to crowd funding or a direct launch of a new product. Next time around I'll be doing things differently as you can't count on good luck.
11  Discussions / Suggestions / Re: Featured Open-Source on: 2016-11-15 15:41:02
Perhaps create an awesome list and curate it and take pull requests from others and open a thread on JGO.
12  Games Center / WIP games, tools & toy projects / Re: Neamless Aura on: 2016-11-04 18:19:38
  • Topdown 2D RPG

Looks good. I noticed that you reduced the scope from isometric to top down (orthographic). This is something that is going to make life much much easier to realize with Java2D.

Consider if you do meet objectives early after getting the rest of bullet points done to switch to libgdx for:

  • Animations
  • Shaders/Shadows

...and perhaps going isometric. If you do a good design job on the other bullet points you should be able to carry over most of that code and it will be a good learning / comparative experience.

So yeah get Tiled up and running and collision detection stored in a meta layer! Cheesy
13  Java Game APIs & Engines / Engines, Libraries and Tools / Re: any Visual Scene Graph Editor on: 2016-11-04 07:19:44
Welcome to JGO @rastinrastini!

For 2D Overlap2D seems neat and has a runtime for libgdx. I haven't looked at the runtime implementation, but quite likely it is using a scene graph behind the scenes.

For 3D there are no options as far as I'm aware.
14  Java Game APIs & Engines / Java 2D / Re: RPG animating 4 directions on: 2016-11-02 22:22:02
...but I want to be able to dynamically equip the characters with weapons and armor and also sync that information over the network. The player will ideally be able to face 4 directions, sit, swing a sword, shoot a bow. These are all fine to do on a base sprite but the gear needs to attach properly during these animations.

Wrong forum section for JGO re: libgdx and all, but I'll give my two cents despite this being an older post.

Since you are using libgdx check out Spine.

Potentially consider purchasing an asset set such as

What is really nice about this tower defense asset set is that there are 27 characters that already have Spine animations in all iso directions; for $40!

Just like there is an API and support for loading tile maps in libgdx there also is a library addition that handles runtime concerns of using Spine animated models for libgdx. For $40 you can get all those assets and the animation support which can more or less be dropped into libgdx. Spine would be a worthy purchase as well for continuing to tweak or create anything animated such as switching weapons. Conceivably if the base characters follow the same animation templates you could potentially separate the base characters from the weapon animation.

Here is a post on the Spine forum about this
15  Discussions / Miscellaneous Topics / Re: Dynamically produce a shatter pattern on: 2016-10-25 17:46:28
I like the only answer on this forum post. It brings up BSP trees and links to a discussion from the developer of Smash Hit. You can start playing around with things in 2D as far as choosing arbitrary planes near an impact point.

A seemingly nice tutorial on BSP trees for Java; page 1, 2, & 3 (with 2D BSP Java source).

So from the point of impact you can choose some semi-random planes and continue subdividing and creating polygons and perhaps continue to draw outward and perhaps apply some unique shader effects to the edges.. I'm sure a bit of experimentation would be necessary. Then from there it's kind of going the route of the Smash Hit info above for 3D.

Not a glass shatter video, but something someone made with Java2D.
16  Discussions / Business and Project Management Discussions / Re: Mentor Needed! on: 2016-10-24 23:11:43
Well, good on you for getting things regularly updated on Github. Consider adding a graphic image / snapshot to the README and a clear link to the executable JAR file. As mentioned consider opening a WIP post as that is the best place to provide ongoing advice / critique.

I'm certainly not against Java2D as likely what is actually required for a passing grade by this effort (smaller tech demo) can be fulfilled with it. It'll be easy when keeping things orthographic and more involved to go isometric, but still possible. Libgdx and going the GL route you'll likely have up to a 3 month learning curve though using libgdx takes a lot of the rough edges off over a bespoke GL effort shortening the switch considerably.

It seems like you are hand rolling maps currently? Switching to Tiled / TMX is a next step and don't overlook libtiled-java for loading TMX files and some other basic structure. After that figuring out how to store collision data as a meta layer in Tiled is pertinent. An article about the approach while Cocos2D oriented for code snippets explains the gist of how to approach things with Tiled.

There are various optimizations and other useful comments on the code you have currently posted, but make a WIP thread.

Regarding OO design I'm sure there is a bit to pick up there. Traps galore so to speak, but it's worth fighting through or learning how things get difficult. This applies to any OO entity hierarchy and quest or inventory system; re: for now Entity and EntityPlayer is simple. A fun video that describes the situation you will encounter is this one; the code solution is for Javascript, but the description of the problem is good. Just remember the scenario described and keep that in mind as you go down the traditional OO route.
17  Discussions / Business and Project Management Discussions / Re: Mentor Needed! on: 2016-10-20 19:59:24
Failure is not acceptable to pass but the fact that it can be worked with afterwads, or worked on, its due date can be replaced to august.

I highly suggest you set a firm cut off date to stop going down "the wrong" path. If you can't make suitable progress by the end of the year with Java2D seriously switch to libgdx ASAP in January. A mentor should direct you to the right tools and path, but you got to listen and take heed as well.

I already have the TileMap loading working,

Then start posting code in your Github account.

now it's a matter of getting some small things done.
Such as graphics, but my friend is helping me with sprites etc.

Nothing is trivial or small per se especially at your assumed experience level. Once again as a mentor in absentia I highly suggest that you purchase assets. With a non-exhaustive search
here are likely free assets, but check the licenses. I found 2 $40 sets here:

What is really nice about the latter tower defense assets is that there are 27 characters that already have Spine animations in all iso directions; for $40!

Tools are important and you shouldn't eschew using them. If you are going to be doing any animations I highly recommend Spine. Just like there is an API and support for loading tile maps in libgdx there also is a library addition that handles runtime concerns of using Spine animated models for libgdx. For $40 you can get all those assets and the animation support which can more or less be dropped into libgdx. Spine would be a worthy purchase as well for continuing to tweak or create anything animated.

Don't waste time waiting for custom assets.

For the game itself I'll try using libgdx, but only if I can't progress anymore and if it's really nescessairy.

Consider that libgdx also has controller support. It has everything you need and you can look at the source code to learn how things work under the hood.

The full game is just a working tile map loader a movable sprite, external controls and interactions.
That's really the full scope and that's what I'm doing right now.

Sounds more like a tech demo than a "game"; depending on how much you can fudge things in respect to the definition of "game" you might be able to get away with Java2D.

What do you mean by interactions? Collision detection, animation, sound / music, story / plot? There is also UI, loading / saving, and a bunch more things to consider in an actual game. Let alone the issues you are going to run into with Tiled / tile maps and rendering order and sprite occlusion.

For the mentor part, I'll think I'll try to go with your plan, of asking help for each problem. But it's not really help I need, since most problems
are solved with some research. It's progress evaluation and "re-track" me if I wander off too far.

Once you have the basis of the game / timemap loading and rendering consider opening a "work in progress" thread.

You are already wandering off to start. If I had to describe my understanding of how things are presently it would be: "you don't know what you don't know". Which is fine, but that is why it is crucial to set right now a firm stopping date on your current path, the sooner the better, so that you do have enough time to correct it. I worked in depth professionally with Java2D for 6 years in the aughts before Android dropped, so I do know what is possible there; getting on the OpenGL path via libgdx is pertinent.
18  Discussions / Business and Project Management Discussions / Re: Mentor Needed! on: 2016-10-18 18:07:59
As your mentor in absentia....

Re: >I was just progressing with Java 2D and don't mind spending too much time and do it less efficiënt... It is also a personal achievement doing this mainly with the standard Java libs.

Is failure an acceptable outcome for this project for a passing mark / grade?

To meet "The full goal" as outlined in your first post you need to choose the right tools. You'll be using the standard Java library along with an additional graphics library; whether that is JavaFX (not recommended!) or libgdx or ... The Java 2D API is not well suited to this task at all. Ignore Slick2D as it is outdated.

Consider that you'll need a vector math library regardless of what you are going to do and that is an additional library over the standard libs. This comes as part of libgdx.

You'll either need to drastically reduce the scope of "the full goal" or use additional libraries suited for the task at hand.

Creating just a Tiled / TMX map loader from scratch that ham-fists everything together with Java2D and a vector math library just to load and sort of display a level will take you to June if you're lucky.

Or you could use an outside library if you want to stick to standard libs: libtiled-java.

If the requirement remains to actually produce anything close to a working game you need to use the right tools. Even with using libgdx and the tile map support it provides you are going to have a hell of a time to create something that resembles an actual game by June and this is if you are working full time on it all which I assume is not the case.

Re: >But I'll keep trying to find a mentor since it's kind of 'necessairy'.

I also wanted a mentor at your age, but one never materialized, so be prepared to keep your head down, buck up, and get coding. You'll find that folks will help you with concrete / individual problems on various forums, but a dedicated mentor worth their salt is hard to come by even if you could offer compensation for time involved. Regardless if the mentor requirement is partially attached to your school / class at hand it's going to be dodgy at best to find anyone who will sign on for that role. Also be prepared for dead ends / failure if you find the wrong one.

19  Discussions / Business and Project Management Discussions / Re: Mentor Needed! on: 2016-10-17 21:35:42
Super 1337 info

 Roll Eyes

You'll need to buck up and drop the Java 2D API and get your hands dirty with libgdx.

The "super 1337 info" above will provide plenty of links then check out Tiled.

Get coding / then perhaps ask specific questions you may have on the libgdx forums or here on JGO.
20  Discussions / Miscellaneous Topics / Re: Video Editing and Java on Android on: 2016-10-05 08:15:04
If only I could get access to the pixels in a video in a uniform manor. Have not learned yet, but not prepared to.

Why not learn? There are not too many examples out there per se, but the bigflake collection provides plenty of initial hints; there's a bunch more including multithreaded GL optimizations to really get there. You can directly covert to an OpenGL texture a camera frame or decoding an existing file and when rendering a GL frame / flip buffers you can have that encoded. So you'll be using GL 2+ shaders for real time or offline manipulation.

A great way to learn would be to create your brightness / white balance video conversion app and you could get pretty far modifying certain bigflake examples.
21  Discussions / Miscellaneous Topics / Re: Video Editing and Java on Android on: 2016-09-27 22:22:38
A lot of my bullet points are about the GUI. Although, the real meat lays in editing using effects. I'd be happy with any app that allows for editing brightness of pixels from x to y.
If you got that down, then that would be amazing to release to the community.

Once I finish up all the backend goodness prepping for a larger launch I'll likely consider putting out a free utility app that does basic effects like this to up sell / promote the full deal.
22  Discussions / Miscellaneous Topics / Re: Video Editing and Java on Android on: 2016-09-10 20:26:37
This hasn't gone unnoticed per se. I jumped on creating custom video engines and an effects pipeline that allows up to 8 of 200 different effects to be freely combined for effects composition and custom creation of presets. I started in '13 w/ the Galaxy Nexus, but Nexus 5 was the first device to have a solid GPU that blew the lid off FBO performance. Tried to do a Kickstarter to cover final launch aspects; no one cared. Had to go back doing some contract work, but over the last year I spent time beefing up my server / back-end skills to support a full roll out of the video tech along with a solid server infrastructure for sharing / selling presets and other useful things that are worth a yearly subscription like being able to transport ones work between devices.

So yeah... Again no one really cares (investors) about creative video or creative anything for that matter that isn't selling out your user base and that is if you already have millions of users, so bootstrapping takes time.
23  Java Game APIs & Engines / Engines, Libraries and Tools / Re: JGLOOm - Loading Every File Format for Every OpenGL Lib* on: 2016-08-21 18:32:07
That's awesome! I never considered event busses, I've always used proprietary listeners... I'll see if I can implement guava into the library.

Definitely consider not using traditional / old school listeners if sanity is to be maintained. Wink

**Opinionated** Absolutely avoid Guava at all costs and dubiously view and double check anything that has touched Google engineering hands. Despite reputation laziness abounds within Google engineering. JGloom is already going to be bloated beyond belief as far as API surface is concerned let alone internal implementation going down the traditional OO route. If you add external libraries as dependencies pick the smallest most efficient and purpose built ones for the task. I guess that is another thing that should be in mind now and not later and that is creating the smallest API surface and modularization of JGloom.

JDeferred and Green Robot eventbus seem like reasonable candidates from a cursory search. I haven't used either of these libraries, so evaluate them!.
24  Discussions / Miscellaneous Topics / Re: There is no hope on: 2016-08-21 10:52:21
It's too bad you can't single out individual jerks and sell their "private" data (re: contact address book) to ad networks. Google needs to add cheapskate ratings to users, so devs with any scruples don't punish everyone.. ;P Or you can just sell out all your users; most don't realize the permission overreach and what is happening anyway; bah, this is nothing new sadly.
25  Java Game APIs & Engines / Engines, Libraries and Tools / Re: JGLOOm - Loading Every File Format for Every OpenGL Lib* on: 2016-08-21 07:30:49
Interesting, I should go about implementing an asynchronous architecture... I'm not very good at designing async machines, using an object before it *exists* doesn't excite me.
If anyone has some good reads on async, please PM me. I'm pretty dumbfounded when it comes to anything other than basic OO.

Java definitely has been late to the game for a good promise based solution. Java 8 introduces CompletableFuture. The only problem is that it is just introduced in Android API level 24 which precludes it really being usable per se. JDeferred seems like the best available external option presently. A promise is an object.

There are several OO event bus implementations around. GWT has one, Guava, there are many others. The last one might be a good candidate for an existing solution. Events are fully formed objects... Err of course I think all of them are flawed in respect to a component architecture.

When I mention component architecture essentially I mean a generic application of what has received attention in the Java sphere of things as an "Entity System"; Artemis, Ashley, etc. etc. (all flawed per se). At the heart of it the important design concern is implicit composition. The TyphonRT event bus implementation uses extensible enums as event categories. The all caps "event IDs" that I mention in the previous post like LOAD_GLTF, or CREATE_MODEL are extensible enums. With TyphonRT an event is still an object, but a component manager. You can attach any type of data to it dynamically and other systems register with the event bus under the extensible enum categories or catch alls. In this respect there are no specific event types like the traditional OO approach. An event is defined by the category / extensible enums it's posted under and there is just one type of event which has data implicitly attached.

You can still get away with traditional OO, but there will be a proliferation of concrete event types. If you get the design right up front it all can still work. Consider new extensions to glTF then you have to mutate the events passed through the system or introduce new ones.

I'm playing fast and loose in the conversation in general.
26  Java Game APIs & Engines / Engines, Libraries and Tools / Re: JGLOOm - Loading Every File Format for Every OpenGL Lib* on: 2016-08-20 23:57:37
The direction I recommend is a purely event driven path for model loading and rendering. There are no direct connections between subsystems. Just events that each subsystem responds to and posts further output events handled by the next system in the chain.

So to continue the strawman architecture and why you must consider an asynchronous architecture (event driven / event bus) let's consider the full glTF spec. In my previous outline of what event control flow could look like I took liberties that the glTF file being parsed indeed contained all of the assets; data URIs as per the spec. Most model formats contain all of the assets to load. glTF is different though as any asset in the glTF file may just be an external URI reference relative to the glTF file being loaded that needs to be downloaded separately from the glTF file itself. This presents a direct example why an asynchronous architecture is needed.

Previously in my last reply I mentioned:
Let's assume "load" might introspect the type of file or data being loaded. A modelID is assigned, promise created and returned after posting two events on the internal JGloom event bus. The first, CREATE_MODEL, forwards on the model ID and promise which is received by a management system. The second, LOAD_GLTF, with the raw file data after introspection and associated model ID.

The glTF parser receives the LOAD_GLTF message and then starts unpacking and finds out there are 5 things to load. First it fires an event on the event bus PARSING_GLTF with the model ID and how many assets are being loaded which is received by a collector system which creates the complete model instance / component manager (hopefully). The parser then fires off 5 events (let's say there is 1 texture, 2 shaders, 2 binary blobs), so the following is punted to the event bus with model ID and raw data from the glTF file: LOAD_GLTF_TEXTURE (x1), LOAD_GLTF_SHADER (x2), LOAD_GLTF_BINARY (x2).

Well shoot let's say the glTF file is loaded from a remote URI and the file now includes external URI entries for one or more of the assets to load. The call to JGLoom might now look like:
Promise modelID = jgloom.load('')

This means `jgloom.load` detects the URI and determines it's some remote file to load. Let's say the JGloom load API has an internal implementation that takes the actual loaded file. Like before from the public API a modelID is assigned, promise created and returned. Then LOAD_EXTERNAL_URI is posted on the internal JGloom event bus, with the URI of the file to load the associated model ID to load and a separate promise which accepts the loaded file and invokes the internal load implementation that takes the actual file. The system that receives LOAD_EXTERNAL_URI makes the HTTP request and upon receipt of the file fulfills the loader promise. Now we are more or less back to the control flow initially described. The internal load implementation determines it's a glTF file and fires two events: CREATE_MODEL, LOAD_GLTF. As an aside what if the URI is a local "file://" URI. No problems as the external URI loader system accesses the file system and proceeds just like it would if it were a remote request.

The glTF parser receives the LOAD_GLTF message and then starts unpacking and finds out there are 5 things to load. First it fires an event on the event bus PARSING_GLTF with the model ID and how many assets are being loaded which is received by a collector system which creates the complete model instance / component manager (hopefully). However now all the assets are external URIs not locally available. Now the parser will create 5 promises which receive the file of the asset and like before subsequently punts individually to the event bus with model ID and raw data from the external file: LOAD_GLTF_TEXTURE (x1), LOAD_GLTF_SHADER (x2), LOAD_GLTF_BINARY (x2) So the parser then fires off 5 LOAD_EXTERNAL_URI events to the JGloom internal event bus. The system handling LOAD_EXTERNAL_URI resolves these promises and the control flow resumes as originally described collecting and completing the model loading process.

The event driven / event bus architecture perfectly handles these cases.

What if there is an error though. Let's say an external resource 404s. The system handling external requests resolves the file request promise with an error and message. The error handler of the request promise now posts an event to the internal event bus LOAD_MODEL_ERROR with the model ID and a descriptive message. The collector system receives this message and cleans up resources and removes tracking for the given model ID. The management system receives the message and resolves the modelID promise passed back to the user with an error and removes tracking for that modelID.

Consider up front the benefit of an asynchronous architecture. A traditional OO architecture especially with discrete listeners will fold and be hard to maintain / debug.

I looked around for Java promise libraries that work on Android and it seems like JDeferred might be a good choice.
27  Java Game APIs & Engines / Engines, Libraries and Tools / Re: JGLOOm - Loading Every File Format for Every OpenGL Lib* on: 2016-08-18 21:47:38
That's the part that scared me, but SHC showed you can still use binary formats in GWT!

Yep ArrayBuffer / and whatever view matches for the copy.

Typhon looks very interesting, I knew you had your Java app but you seem to exploded in crazy works. Nice job!

TyphonRT has 13 years of crazy works behind it though just not open source for all to see; so as far as crazy works what's visible is the tip of the iceberg.. Wink I just want to get to something commercially launched that justifies any ROI before open sourcing TyphonRT. TyphonJS I'm open sourcing and that has been refreshing to get things out for folks to use, but haven't publicized anything yet about it. TyphonJS is also a test on building the infrastructure for the many-repo approach. Even a year ago that approach only is possible on Github financially speaking for open source repos (free). I believe ~6 months ago Github finally changed the pricing structure for unlimited private repos per org / user for a flat fee per user. Even then that doesn't fit the model I'm developing as I treat Github organizations as a "component category" hence if I want private repos across ~30 organizations for one user that is ~$210 a month; better than it used to be though. There is Gitlab (free private repos), but I'm going to evaluate that later. TyphonJS is spread over ~25 organizations currently each with repos specific to the category that the organization represents. Some tooling is available (how the listing on is created), but I've got a few unpublished tools that given a regex and Github token for instance all repos of TyphonJS across all organizations can be cloned in bulk and WebStorm projects automatically created and npm / jspm install run in one batch (no need to manually install everything which would be crazy).. Eventually a GUI configuration tool for apps will allow appropriate selections for an end project to be created with referenced NPM / JSPM modules that create the appropriate project with all resources, etc... Lot's more, but I'll stop here though as this is a JGloom thread.. ;P

Thanks for the tips on importing glTF, hopefully that'll be the first format we support.

Also keep in mind the glTF binary extension

So the canary in the coal mine in all the discussion thus far is that what you are trying to pull off is complex. If you go down the traditional OO route you're going to be screwed if not more so than a generic OO entity system. Especially screwed if you ever want to support Vulkan efficiently.

The direction I recommend is a purely event driven path for model loading and rendering. There are no direct connections between subsystems. Just events that each subsystem responds to and posts further output events handled by the next system in the chain. This works for loading and rendering or whatever else JGloom does. Unfortunately there is no publicly available efficient / component oriented event bus for Java out there (yep, TyphonRT is based on this).

Let's assume a JGloom instance manages all models / scenes loaded. JGloom has an event bus internally used.

Promise modelID = jgloom.load(*a loaded gltf file*);

Let's assume "load" might introspect the type of file or data being loaded. A modelID is assigned, promise created and returned after posting two events on the internal JGloom event bus. The first, CREATE_MODEL, forwards on the model ID and promise which is received by a management system. The second, LOAD_GLTF, with the raw file data after introspection and associated model ID.

The GLTF parser receives the LOAD_GLTF message and then starts unpacking and finds out there are 5 things to load. First it fires an event on the event bus PARSING_GLTF with the model ID and how many assets are being loaded which is received by a collector system which creates the complete model instance / component manager (hopefully). The parser then fires off 5 events (let's say there is 1 texture, 2 shaders, 2 binary blobs), so the following is punted to the event bus with model ID and raw data from the glTF file: LOAD_GLTF_TEXTURE (x1), LOAD_GLTF_SHADER (x2), LOAD_GLTF_BINARY (x2). One or more separate loading systems receive these events and then create the proper resources for the GL or Vulkan or whatever environment being used. IE when you create a JGloom runtime for GWT you load GWT loader / renderer systems which for instance store binary data in ArrayBuffers or JOGL, LWJGL with NIO buffers, etc. Each of those loader systems create the proper assets / format and post with the model ID: LOADED_GLTF_TEXTURE (x1), LOADED_GLTF_SHADER (x2), LOADED_GLTF_BINARY (x2). The previously mentioned collector system receives these events and adds the loaded data to the model and once all assets are received given the asset count emits a LOADED_MODEL event with the model ID and model which is picked up by the management system tracking the initially returned promise replacing the promise placeholder with the actual managed model then completes / fulfills the promise.  I guess you could also get fancy and support reactive events (RxJava, etc.) or expose an external eventbus as well as promises.

The user can then retrieve the actual model from JGloom... Let's say jgloom.get(modelID).

Another great reason for this kind of architecture is that it's really easy to provide a JGloom implementation that entirely excludes any renderer and defers to the app to render or even a model creator system that loads assets into an existing engine structure if applicable such as JMonkeyEngine, etc. The latter of course if the engine defines a fine grain API to import assets / scenegraph nodes, etc.

This is still all a strawman architecture idea, but perhaps gives a different perspective. The renderer would a bit more complex... Considering batching, animation, culling, etc. etc. At a certain point the user needs to be in control of these aspects. The nice thing though is that a fully decoupled system could load a user provided system without the complexity of a complicated OO dependency hierarchy.

While not super deep on details check out Dan Baker's / Oxide Games talk on Vulkan and Ashes of Singularity engine.  Take note when he mentions that the renderer can be swapped out and the rest of the engine / architecture doesn't care.
28  Java Game APIs & Engines / Engines, Libraries and Tools / Re: JGLOOm - Loading Every File Format for Every OpenGL Lib* on: 2016-08-17 16:31:55
convert it to pure java (no NIO)
Shocked Huh

It's just JSON, it's very easy to serialize to java objects.

JSON description -> binary blobs + assets -> NIO -> profit...
                        +-> shaders -> profit...
                        + scenegraph -> pure java / component architecture preferably -> profit...                      
Yo, you can talk the talk... But can you walk the walk?

Hey man, I can guide the path, but shine you must..  Tongue  

Currently walking the walk plenty busy creating fundamental tools; that one should be over 3k daily downloads by end of Sept.. rounding out the arsenal so to speak... more to come...  
29  Java Game APIs & Engines / Engines, Libraries and Tools / Re: JGLOOm - Loading Every File Format for Every OpenGL Lib* on: 2016-08-17 02:35:46
Actually, you'll need at least a math library and you'll need to provide something to manage the hierarchies, this is already implemented in numerous typical scenegraph APIs

Cough take a good look at assimp; oops already mentioned this..  Roll Eyes

because it's better to support fewer formats very well than lots of format badly and there are numerous tools to convert 3D models.
Finally, I advise you to take some time to wisely choose a solution to support WebGL.

Khronos Showcases Significant glTF Momentum for Efficient Transmission of 3D Scenes and Models

Oops. Already mentioned that too..   persecutioncomplex  glTF is built for WebGL in mind and then some!

On glTF (don't just take my word):
“The world has long needed an efficient, usable standard for 3D scenes that sits at the level of common image, audio, video, and text formats. Not an authoring format, or necessarily a format you would use for a hyper optimized platform specific application, but something at home on the internet, capable of being directly created and consumed by many different applications,” said John Carmack, CTO of Oculus.

My take is first and foremost provide a knock out glTF implementation 100% and adopt / support any translation efforts (FBX-glTF / FBX2glTF whitepaper / Collada2glTF) that are available. Don't try to solve the all formats issue from scratch. If that really is an itch fully support assimp as a side show, but otherwise create the best glTF importer you can and you'll be ahead of the game. Take cues from the partial assimp glTF import / exporter and examine the major javascript 3D frameworks that have adopted the format (three.js / babylon.js) and consider carefully a Java based format / essential rendering routines if not assimp derived.

Heck I'm tempted to take off a week from what I'm working on now and knock out a solid solution (err, of course based on TyphonRT.. ;P... sigh... open sourcing plenty of things but not this:()..
30  Java Game APIs & Engines / Engines, Libraries and Tools / Re: JGLOOm - Loading Every File Format for Every OpenGL Lib* on: 2016-08-15 03:52:51
Perhaps take a look at assimp / jassimp or consider incorporating it:

Crazy! 40 formats supported, but no XM!

Edit: Oh yeah... Check out glTF as a prime format to support!
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