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1  Java Game APIs & Engines / JOGL Development / Re: JWS with JOGL difference on: 2008-12-10 19:10:44
No libs in system folders.

On startup, GLCanvas is created and placed within the JFrame's content pane using BorderLayout, this window is made visible and then a custom modal dialog pops up (log-in). If I don't use BorderLayout and the pop up dialog it web-starts every time otherwise (with layout and pop-up dialog) the driver crashes 8 out of 10 times.

Thanks

Vlad
2  Java Game APIs & Engines / JOGL Development / JWS with JOGL difference on: 2008-12-10 16:17:28
Hi,

I am having troubles running a JOGL(latest JSR release) based app of the Web Start, problem happens on Nvidia Quadro FX770M video cards. Application runs fine locally, but nvidia driver fails and application crashes randomly on startup when same application is started using Web Start. Tried using noddraw parameters, but that did not help. Any assistance would be greatly appreciated.

Cheers,

Vlad
3  Game Development / Performance Tuning / Re: Java object size overhead... on: 2007-07-11 21:54:34
Kinda; Not at all, too bad...  Grin

Thanks
4  Game Development / Performance Tuning / Re: Java object size overhead... on: 2007-07-11 19:38:26
Quote
Work around it by not creating a million objects. Use the flyweight pattern instead.

How would this pattern work for 20 million unique points?
5  Game Development / Performance Tuning / Re: Java object size overhead... on: 2007-07-11 19:30:17
Quote
32-bit OS: 2x4=8 bytes overhead per object
64-bit OS: 2x8=16 bytes overhead per object

arrays take like 12 more bytes.

(Sun Hotspot VM)

In this case 20 million objects would eat up around 160 Megs, references for these guys should be additional 80 Megs. Instantiating all these objects and storing into array end up using 436Megs according to windows task manager and using  (Runtime.getRuntime().totalMemory() - Runtime.getRuntime().freeMemory()) on windows xp (32-bit).  Am I wrong assuming that this should average in the range of 260-280 Megs.

Cheers

6  Game Development / Performance Tuning / Java object size overhead... on: 2007-07-11 15:45:09
I did some tests creating lots of objects, I calculated that an empty Java object  carries around 22 bytes of overhead. My test was to instantiate 20 million objects  (class that has only a default constructor) on the heap and then watch windows process size.
I know this is not a rocket science kind of benchmark but it really bothers me that when I Instantiate lets say a million Point3fs two thirds of the memory consumed goes somewhere. Now, can somebody shed some light and provide more details on why is this normal and can this be worked around.
7  Java Game APIs & Engines / Xith3D Forums / Re: Shadows, Shaders, DisplayLists? on: 2007-01-02 17:04:10
Setup a scene with let's say a plane at 0 in Y and a cube above it. Now the cube you need to make an occluder by using setIsOccluder(true). I think you also need to add a point light (-1000,1100,1100 seems to be a good location for it), and set up the appearances that have materials defined. In my test I used the following settings for light:

PointLight light = new PointLight(true, new Color3f(0.5f, 0.5f, 1),new Point3f(-1000,1100,1100), new Vector3f());

and the following for material:

mat.setAmbientColor(0.25f,0.25f,0.25f);
mat.setShininess(0.75f);

Now it is possible that you can actually get the shadows to appear without the light source and material defined I just haven't tested that far. From the code it looks like the actuall lights that are in the scene are not used for the shadow calculations. There is a hard coded light location at -10000, 10000, 10000 or something like that, that is used for all the shadow volume projections. The improvement here would be to use the actual light node and their locations in space to calculate the shadow volumes.   
8  Java Game APIs & Engines / Xith3D Forums / Re: Shadows, Shaders, DisplayLists? on: 2006-12-15 21:00:36
Hi,

I was able to fix the shadows when I change the following methods too look like this

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 private final void drawObjectShadow(GL gl, Occluder object, Point3f lightPosition)
    {
        object.getLocalToVworld().getOpengl(openGLProjMatrix);

        gl.glPushMatrix();
       
        gl.glMultMatrixf(openGLProjMatrix, 0);
       
        gl.glDisableClientState(GL.GL_COLOR_ARRAY);
        gl.glDisableClientState(GL.GL_NORMAL_ARRAY);
        gl.glDisableClientState(GL.GL_TEXTURE_COORD_ARRAY);
        gl.glEnableClientState(GL.GL_VERTEX_ARRAY);
       
        object.getBuffer().getCoordinateData().getFloatBuffer().rewind();
        gl.glVertexPointer(3, GL.GL_FLOAT, 0, object.getBuffer().getCoordinateData().getFloatBuffer());
        gl.glDrawArrays(GL.GL_TRIANGLES, 0, object.getBuffer().getValidVertexCount());
        addTriangles( object.getBuffer().getValidVertexCount() / 3 );
        gl.glPopMatrix();
    }
   
    /**
     * draws the shadow volumns in the render bin
     *
     * @param bin
     */

    protected final void drawShadows(GL gl, ShadowBin bin)
    {
        //ProfileTimer.startProfile("CanvasPeerImpl::drawShadows");
        final int FULLMASK = 0xffffffff;
        final int STENCIL_VAL = 128;
       
        // determine edges
       
        for (int i = 0; i < bin.size(); i++)
        {
             bin.getOccluder(i).determineVisibleEdges( bin.getLightSource() );
        }
       
        gl.glDisable(GL.GL_LIGHTING); // Turn Off Lighting
       
        gl.glEnable(GL.GL_CULL_FACE);
        gl.glCullFace(GL.GL_BACK);
       
        gl.glDepthMask(false); // Turn Off Writing To The Depth-Buffer
        gl.glDepthFunc(GL.GL_LEQUAL);
       
        gl.glEnable(GL.GL_STENCIL_TEST); // Turn On Stencil Buffer Testing
        gl.glColorMask(false, false, false, false); // Don't Draw Into The Colour Buffer
        gl.glStencilFunc(GL.GL_ALWAYS, 1, 0xffffffff);
        gl.glFrontFace(GL.GL_CCW);
       
        // First Pass. Increase Stencil Value In The Shadow
       
        gl.glStencilOp(GL.GL_KEEP, GL.GL_KEEP, GL.GL_INCR);
       
        for (int i = 0; i < bin.size(); i++)
        {
             drawObjectShadow( gl, bin.getOccluder(i), bin.getLightSource() );
        }
       
        // Second Pass. Decrease Stencil Value In The Shadow
   
        gl.glFrontFace(GL.GL_CW);
        gl.glStencilOp(GL.GL_KEEP, GL.GL_KEEP, GL.GL_DECR);
       
        gl.glColor3f(0f, 0f, 0f);
        for (int i = 0; i < bin.size(); i++)
        {
             drawObjectShadow( gl, bin.getOccluder(i), bin.getLightSource() );
        }
       
        gl.glFrontFace(GL.GL_CCW);
        gl.glColorMask(true, true, true, true); // Enable Rendering To Colour Buffer For All Components
       
        // Draw A Shadowing Rectangle Covering The Entire Screen
        gl.glColor4f(0.0f, 0.0f, 0.0f, 0.2f);
        gl.glEnable(GL.GL_BLEND);
        gl.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA);
        gl.glStencilFunc(GL.GL_NOTEQUAL, 0, 0xffffffff);
        gl.glStencilOp(GL.GL_KEEP, GL.GL_KEEP, GL.GL_KEEP);
        gl.glPushMatrix();
        gl.glLoadIdentity();
        gl.glBegin(GL.GL_TRIANGLE_STRIP);
        gl.glVertex3f(-1f, 1f, -0.20f);
        gl.glVertex3f(-1f, -1f, -0.20f);
        gl.glVertex3f(1f, 1f, -0.20f);
        gl.glVertex3f(1f, -1f, -0.20f);
        gl.glEnd();
        gl.glPopMatrix();
        gl.glDisable(GL.GL_BLEND);
        gl.glDepthFunc(GL.GL_LEQUAL);
        gl.glDepthMask(true);
        gl.glEnable(GL.GL_LIGHTING);
        gl.glDisable(GL.GL_STENCIL_TEST);
        gl.glShadeModel(GL.GL_SMOOTH);
    }


Cheers

Vlad
9  Java Game APIs & Engines / Xith3D Forums / Re: Shadows, Shaders, DisplayLists? on: 2006-12-14 20:24:17
Quote
it was David Yazel who implemented them and he has gone so we have to take over his work. But I said I was gonna work on it..

I am guessing (but might be completely wrong) it should go something like this

The occluders have to be created / maintaned properly... based on some proxy shape volume
The shadow geometry has to be created using projected rays / occluder intersections...
Shadow geometry is rendered in a sepparate rendering pass (stencil buffer?)...
Shadow rendering output is composited over the image...

Now where would this be in current Xith code?

10  Java Game APIs & Engines / Xith3D Forums / Re: Shadows, Shaders, DisplayLists? on: 2006-12-14 15:25:53
Quote
I have a zip of a Java3D implementation of shadows done by javacooldude.  I can post it as a starting place

That would be great.

Also if somebody is familiar how shadows are supposed to work in Xith please post some info.

Cheers
11  Java Game APIs & Engines / Xith3D Forums / Shadows, Shaders, DisplayLists? on: 2006-12-13 18:07:43
Hi,

Can somebody please provide some more information on the following features in relation to the current Xith code

Shadows - I know there is some work being done on this, I would like to know a bit more about how it works (or doesn't work) in the current version, where should I start if I wanna start playing with this feature (where the code is and how is it supposed to work).

Pixel / Vertex Shaders - I have seen some code in CoolDude's demos, is there any addition documentation, planned development, design ideas, or any kind of specific information on how this currently works (supposed to work). I am specifically interested in Per pixel lighting and using the shading language for materials.

Display Lists - Is there any documentation, examples, planned deveopment, etc...

Thanks
12  Java Game APIs & Engines / Xith3D Forums / Re: picking problems on: 2006-12-11 23:59:01
Quote
Isn't PickRay everything you need? If not, what do you need further?

It should be, I am gonna do some tests to see how it compares with our old system...

Quote
Do you consider your picking algorithm to be worth being put into the xith toolkit?


We tried building this using Xith volumes initialy but we could not figure out how Xith's bounds work, so we built our own system of groups/bounds and TransformGroups. I guess our picking system is way to coupled with our core data structure at this point, moving it back to Xith would require the bounding volumes / space partitioning to work properly and update dinamically.

Cheers
13  Java Game APIs & Engines / Xith3D Forums / Re: picking problems on: 2006-12-11 22:28:20
Quote
Do you need the information, which polygon was picked?

No, but I need the ray to precisely pick the shape based on the geometry rather then bounds.

We worked pretty much like this. Project the ray into our main 3D space (which is different than Xith's world space) then use space partitions and bounds to check for the ray intersection in our core data graph use all these results to set the branches pickable in the Xith scene graph and then do the view.pick that was based on a slow but precise (polygon based) GL_SELECT I assume.  Since mostly one branch containing shapes would be marked pickable the view.pick was actually fast enough and precise. I am trying to figure out if we can speed up the process of picking by using some of the new methods you created.

Thanks.
14  Java Game APIs & Engines / Xith3D Forums / Re: picking problems on: 2006-12-11 20:05:32
Quote
if a whole group is not picked

Does that mean that the groups have correct bounds to check againts the ray intersection?

Does the software picking method (Picking Library) intersects down to Shape's polygons?

Thanks
15  Java Game APIs & Engines / Xith3D Forums / Re: picking problems on: 2006-12-11 15:34:21
Hi,

Is there a way to get the Pick Ray object like in the old version. Also can someone provide a lilttle details on inner workings of different picking methods in the current version.

Thanks.
16  Java Game APIs & Engines / Xith3D Forums / Re: Moving to v0.8 Texture problem on: 2006-12-07 21:13:51
I haven't got into the details of the ASE problem but it worked pretty good in the old version. I think the problem only appears on the ASE models that use jpg image format for textures

I will try to check out the project and see if it's gonna work

btw, we decided to use Xith over Java3d coz at the time it was much more alive and promising project, the activity stoped for a a bit and now it looks like you guys are doing a very good job of improving it so I think we are gonna keep using it thanks to you and all the other active developers.

I believe video is using macromedia something, probably just flash... works fine in FireFox on windows just tested...
17  Java Game APIs & Engines / Xith3D Forums / Re: Moving to v0.8 Texture problem on: 2006-12-07 20:59:35
It's actually a parametric design and manufacturing CAD system, content management is just a small part of it.  Part of the system is a 3d realtime rendering module that is currently based on Xith.
18  Java Game APIs & Engines / Xith3D Forums / Re: Moving to v0.8 Texture problem on: 2006-12-07 20:41:08
Hi,

Would you say that the top of SVN is stable enough... How about the latest build that is available from Xith web site.

For more details about our project please refer to our new web site at www.icecad.com, you might wanna update the projects xith.org as it  points to our old web site.

Cheers

19  Java Game APIs & Engines / Xith3D Forums / Moving to v0.8 Texture problem on: 2006-12-07 19:59:59
Hi,

We are switching to a new version of Xith...
After refactoring quite a bit of code I got it up and running, however I still have couple of problems with new TextureLoader (I assume).
It appears as I don't have any mimaps generated for the textures that are loaded using TextureLoaders.getTextures(name), they don't work even when I explicitly set the mipmapping flag.

Another thing is that when importing ASE files there are no textures on the models, just a black / white checker texture all over the place.

Both mipmaps and ASE models worked fine in the old version.

Any ideas on how to solve this problem?

Thanks

 
20  Java Game APIs & Engines / Java 2D / Re: Future of OGL bindings on: 2006-04-27 05:25:24
Hi there,

Recently I did a speed comparisons of some very basic 2D drawing methods, basically I was just drawing lines on a canvas from a rendering loop and watching my frame rates. I have been comparing JRE1.5 plain Java2D , Mustang with OGL pipeline and JRE1.5+JOGL 1.1 implementations here are some of the results, sorry for being vague here as I don't have time to dig up and rerun my benchmarks and post exact numbers and code.

JRE1.5  Java2D with default direct draw pipeline was ranging from 17 fps for 20000 lines up to 350 fps for 1000 lines JRE 1.5 with open gl pipeline was actually running slower than this it would give me 2 fps for 20000 lines

Mustang Java 2D (one of release candidates I grabbed from sun's page) ranged from 15 fps with 200000 lines to 1500 fps with 1000

Java2d implementation used AWT canvas & buffer strategy as a rendering loop (I think this is what I have found around here as the most recomended rendering mechanism)

JRE1.5 JOGL 1.1 was drawing 2000000 lines with around 15 fps

I noticed that with pure JOGL I was able to increase number of lines while frame rate would only slightly go down while with Java2d the increas in number of lines would decrease my frame rate almost linearly.

Please note that I did these kinds of tests just for the purpose of picking the right API for very specific purpose, my rendering engine only ever paints 2d lines. So it would be interesting to see how the API's would compare when they are doing doing bitmaped graphics as well.  With JOGL it is possible to avoid the JNI overhead by using Buffers.
21  Java Game APIs & Engines / Xith3D Forums / Problem with new JSR231 renderer on: 2006-04-18 21:21:48
Hi there,

I am trying to run my application on Nvidia FX500 and this is the exception that I am getting at startup:

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Chosen capabilities:
GLCapabilities [DoubleBuffered: true, Stereo: false, HardwareAccelerated: true, DepthBits: 24, StencilBits: 8, Red: 8, Green: 8, Blue: 8, Alpha: 0, Red Accum: 16, Green Accum: 16, Blue Accum: 16, Alpha Accum: 16, Multisample: false ] MS: false 2
Init GL is com.sun.opengl.impl.GLImpl
OpenGL Renderer = Quadro FX 500/AGP/SSE2
OpenGL Version = 1.4.0
OpenGL Vendor = NVIDIA Corporation
OpenGL Extensions = GL_ARB_depth_texture GL_ARB_fragment_program GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_point_parameters GL_ARB_shadow GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_window_pos GL_S3_s3tc GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_packed_pixels GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_object GL_EXT_vertex_array GL_HP_occlusion_test GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_fence GL_NVX_flush_hold GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NVX_ycrcb GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_WIN_swap_hint WGL_EXT_swap_control GL_Autodesk_valid_back_buffer_hint
java.lang.Error: Unrecognized texture format : 1
   at com.xith3d.render.jsr231.TextureShaderPeer.translateFormat(TextureShaderPeer.java:173)
   at com.xith3d.render.jsr231.TextureShaderPeer.defineTexture(TextureShaderPeer.java:414)
   at com.xith3d.render.jsr231.TextureShaderPeer.bindTexture(TextureShaderPeer.java:578)
   at com.xith3d.render.jsr231.TextureShaderPeer.setTextureState(TextureShaderPeer.java:599)
   at com.xith3d.render.jsr231.TextureShaderPeer.shade(TextureShaderPeer.java:667)
   at com.xith3d.render.CanvasPeerBase.setState(CanvasPeerBase.java:121)
   at com.xith3d.render.CanvasPeerBase.render(CanvasPeerBase.java:99)
   at com.xith3d.render.jsr231.CanvasPeerImpl.drawBin(CanvasPeerImpl.java:838)
   at com.xith3d.render.jsr231.CanvasPeerImpl.display(CanvasPeerImpl.java:1073)
   at com.sun.opengl.impl.GLDrawableHelper.display(GLDrawableHelper.java:77)
   at javax.media.opengl.GLCanvas$DisplayAction.run(GLCanvas.java:262)
   at com.sun.opengl.impl.GLDrawableHelper.invokeGL(GLDrawableHelper.java:128)
   at javax.media.opengl.GLCanvas$DisplayOnEventDispatchThreadAction.run(GLCanvas.java:279)
   at java.awt.event.InvocationEvent.dispatch(Unknown Source)
   at java.awt.EventQueue.dispatchEvent(Unknown Source)
   at java.awt.EventDispatchThread.pumpOneEventForHierarchy(Unknown Source)
   at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
   at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
   at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
   at java.awt.EventDispatchThread.run(Unknown Source)


I also got this one thrown prior to the above initialization , its thrown where I am trying to load all the textures into memory plus environment cube maps:

Quote
Exception in thread "TextureFactory.populateTextures" java.lang.NoSuchMethodError: com.xith3d.scenegraph.TextureCubeMap.<init>(II)V
   at net.dirtt.icebox.ice3dviewer.TextureFactory.loadReflections(Unknown Source)
   at net.dirtt.icebox.ice3dviewer.TextureFactory.loadTextures(Unknown Source)
   at net.dirtt.icebox.ice3dviewer.TextureFactory$1.run(Unknown Source)


I do have the same code running without errors on other machines with different graphics cards, all of them above OpenGL1.4.0.

Any ideas?
22  Java Game APIs & Engines / Xith3D Forums / Re: Any Extrusion Library which can work with Xith on: 2006-04-05 05:46:21
Hi here is an idea how to do a NURB Spline with JGeom
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private NurbsCurve nc;

// Create a Curve by defining some control points in space

CurveCreator cc = new CurveCreator(3);
cc.addControlPoint(new Point3f(0,0,0));
cc.addControlPoint(new Point3f(1,2,0));
cc.addControlPoint(new Point3f(2,0,0));
cc.addControlPoint(new Point3f(3,3,0));
     
nc = cc.getActual();


In order to draw your curve you need to extract some discrete information that you can use. Most of the time it will be points in space, same concept applies for NURBS surfaces you just have to be much smarter about selecting points on the surface. In this case we will go along the curve function (NURBS is parametrized from 0 to 1 so if you do a point on curve with 0.5 it will give you a point in space that cuts the curve in half (length wise).

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for(float i = 0f; i < 1; i = i + lineQuality)
{
   Point3f currPt = nc.pointOnCurve(i);
}


If you put these points into array and then if you connect them with straight lines you will end up with an approximation of the curve (NURBS in this case) if you do a more detailed curve sampling you will end up with smoother representation.

Now if you want to do your own implementation of curves of any sort you can find a lot of information on the following site: http://www.realtimerendering.com/  under curves and surfaces section there is a bunch of links to different concepts, there must be some coding examples in there.

Hope that this helps a bit
23  Java Game APIs & Engines / JOGL Development / Re: JOGL or JSR on Intel based Mac on: 2006-04-05 05:25:37
Compiled sucesfully, Thanks
24  Java Game APIs & Engines / JOGL Development / JOGL or JSR on Intel based Mac on: 2006-04-03 17:32:13
Hi,

I am trying to run JOGL web start demos on Intel based Mac but they don't run. How would I go about setting up JOGL or JSR to work properly on this box. Do latest JSR mac natives work on Intel based platforms  ?

Thanks
25  Java Game APIs & Engines / Xith3D Forums / Re: Xith Suitability for a Visualisatin project ? on: 2006-04-02 09:31:09
Hi,

Quote
Very little community effort in last year and a half, you will most likely end up fixing and adding stuff on your own.

This is ignoring work from William Denniss, Arne Müller, David Wallace Croft, Lilian Chamontin, Yuri VI. Gushchin, myself, and a bunch of others I forget here..

Well, lets put it this way, I have seen much less stuff going on around Xith during last two years than comparing to JME or Java3D (since it went open source) for example. I must admit that I haven't been checking out Xith in last couple of months and it looks like you guys are trying to give it some life again which is encouraging.

Quote
No generic GUI mechanisms

Please be more explicit about what you mean by "generic GUI mechanisms". A Xith GUI project has been started recently (1-2 months ago) by someone.

By generic GUI mechanisms I mean that there should be at least one Xith GUI component class in the core, this GUI object should paint in foreground or post-render phase of some sort using 32 bit pixels, so that it can be transparent and nicely overlayed on top of everything. There should be a basic action listener implemented for such component, something that will include basic events like mouse overs, clicks, etc. Now the hard part, as far as I can see it, is making painting to the foreground well integrated into the rendering pipeline and efficient another thing is making events fire properly, doing the screen space mouse pointer intersections and all the picking and draging managment of GUI components. Althought having this class and listener will be nice to have I think that an easy way of just drawing pixels in screen space in a post render phase would be enough for start. Again it is possible that foreground painting is already possible and I am just not aware on how to access it.   

Quote
Quote from: Zer Gut Shnitzel on March 30, 2006, 11:57:31 pm
Missing some more advanced culling mechanisms (BSP, Portals, OctTree, Occlusion....)

Occlusion is implemented and working, classes for OctTree exists, but I don't know if it works.

So is Occlusion culling on by default or has to be enabled specificaly ?

Cheers
26  Java Game APIs & Engines / Xith3D Forums / Re: Projects using Xith3D database on: 2006-03-31 08:10:37
Hi There,

Project Name: IceBox
Descritpion: Highly advanced data driven interior construction product configurator
Screenies: For screenshots and demos look at the web site ( hopefully this web site will change in near future)
Project Manager: My boss
Team size: 20
Web Site: http://www.dirtt.net/ice/

Cheers

27  Java Game APIs & Engines / Xith3D Forums / Re: Xith Suitability for a Visualisatin project ? on: 2006-03-31 07:57:31
Hi, I am working on a project that uses Xith for 3D rendering for architectural visualization and what not. We are using it sucessfully for two years, we had lots of troubles along the way but eventually got it to work to our expectations. Some of the observations would be the folowing...

We like:

Ovarall engine design seems to be pretty good
Sorting transparency stuff
Thread unsafe concept (we liked this feature, some people might consider this to be a flaw)
Geometry instancing

We don't like

Interface is messy, you will find lots of undocumented, not implemented stuff inside, look trough the source and try it out see what works the best
Two years ago performance was pretty good in comparison with Java3D for example, but some recent benchmarks show that Java3D is way faster these days.
Very little community effort in last year and a half, you will most likely end up fixing and adding stuff on your own.
No generic GUI mechanisms
Missing some more advanced culling mechanisms (BSP, Portals, OctTree, Occlusion....)
No generic multisampling / stereo rendering

Hopefully some of the don't likes are actually caused by the lack of our knowledge (it is quite possible that we just haven't figure out how to use some of the features) For example I think that once upon a time Xith had shadows of some sort implemented, I have seen some interfaces and classes in there that might be used for that but we have never been able to use this feature.
28  Java Game APIs & Engines / Xith3D Forums / Re: Any Extrusion Library which can work with Xith on: 2006-03-31 07:33:10
JGeom has pretty good implementation of NURBS and Subdivision surfaces already, so on  Xith there should be a good and efficient tesselation implemented rather than reimplementing the NURBS, SUbdivs from scratch. Another interesting thing would be playing with mapping coordinates for this geometry. I am not sure if JGeom already has some of that stuff in there, I know they have a utility API that interfaces with Java3D but its licensed.
29  Java Game APIs & Engines / Xith3D Forums / Re: Any Extrusion Library which can work with Xith on: 2006-03-29 18:50:03
Try JGeom, it will allow you to play with NURBS representations you can do extrude as well I think they call it rail or something in this library, you will have to tesellate the NURBS geometry to Xith vertices/normals etc as I am not sure if JGeom have tesselation available.
30  Game Development / Performance Tuning / Re: Windows process memory going crazy with Xith and JOGL on: 2006-03-19 22:58:35
It's just that earlier that day I had one Zer Gut Escalope for lunch...  Smiley)

Back to the topic.. ...how would one go about tuning the JVM's release of allocated heap back to the system (Windows)? We have found out that the problem we are experiencing is related to some geometry that we are creating on the fly as we need to dinamically update lots of geometry, what would be the best approach for allowing lots of geometry updates, using VBO's, Display lists, etc. ?

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