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1  Java Game APIs & Engines / Tools Discussion / ModelSmith3d v2.7 on: 2010-12-22 03:17:08
Hi everyone,

My name is Zac Congo and I've been working on a 3d modelling tool for the past eight years.

I've done time as a Tools Programmer at a commercial games company for five years.
After getting redundancy'ed in November 09, I've been working on my app full-time.
It now has modelling, uv-unwrapping, rigging, skinning, and animation abilities.
It also has programmable shaders, renderers, and import/exporters.

A couple of days ago it reached feature-complete status, where it has all the functionality required to create, uv-unwrap, rig, skin, and animate a model, then export it into a video game project.
And so, the latest incarnation of ModelSmith3d is finally ready for sampling and sale.

It is a standard shareware deal. Use it free for 30 days, then it asks for a license key.

I've already put it through a month of Alpha-, and about two months of Beta testing.
So far, everyone who has given it a try has come back with good things to say about it.
Getting people to try it out turns out to be the really hard part.

I'm really looking for feedback on anything and everything at the moment. I still have a list of thirty or so work orders to implement and am releasing new builds and patches as they're ready.
So, by all means, try it out, send me your gripe/wishlist, and I'll keep at it.

Cheers,


Zac Congo
http://www.modelsmith3d.com
2  Java Game APIs & Engines / Java 3D / Re: ModelSmith3d - Modelling tool made in Java3d on: 2007-07-15 11:35:51
 Huh Oh dear, I wonder what went wrong there. It seems to load up fine when I click on the link. There don't seem to be any reports of the server being down.

The site generates pretty much just standard html with some css thrown in. Heck, I don't even use any client-side scripting.

If the stats data is anything to go by, I'm getting about ~300 reports of code 404 (not found) for every 4.2K of code 200 (ok) and about ~70 of code 206 (partial content).

Could anyone who has this problem plz send me some advice as to what the cause may be? Obviously, a web site that doesn't load is not a good look.  Tongue

I'm using ie7, and have checked it with ie6 as well as Firefox.

Thanks in advance, everyone.  Smiley
3  Java Game APIs & Engines / Java 3D / ModelSmith3d - Modelling tool made in Java3d on: 2007-05-12 22:58:22
Hi all, I'd like to let everyone know that the next iteration of my modelling tool is now nearing completion. I'd really appreciate all who would check it out and let me know of any issues or any suggestions you may have.

So, ModelSmith3d v2.6, a modelling tool made in Java3d, is now available for beta testing. The pre-beta demo is fully functional, short of the file out. Still a whole lot of ui to be fleshed out and bugs to find and fix.

There is a pre-beta download available on http://www.modelsmith3d.com. It requires jre1.5 and java3d1.4. I've included a jre+java3d package in there as well for windows users.

Not in the demo, but I've managed to get Joal to work with it just recently. Adding sound events to animations is way cool. Anyone have any experience with Joal, ie. is it any good? Seems to be alright, but I've only started using it.
4  Discussions / Business and Project Management Discussions / Re: A New 3d Modelling Tool on: 2006-07-17 11:07:21
 Hi everyone.

Well, I've changed the design of my website and tried to give it a more functional and professional look.

Also, I continuously work on new features for ModelSmith itself. I managed to get spline meshes to work the other day (wohoo! Grin) and decided to put them to a bit of a test.

It took me about an hour. Afterwards, I took two shots (Shot2 and Shot11). The shots are up in the new Screens section. I hope you like the new thumbnail sidebar.
5  Discussions / Business and Project Management Discussions / Re: A New 3d Modelling Tool on: 2006-06-01 08:37:34
 Hey thanks for your advice and feedback.
I have looked at Blender's site and have some new ideas from there.

 I'm now working on re-desigining the content.

 Any further advice would be great.   Smiley
6  Game Development / Newbie & Debugging Questions / Re: KeyPressed on: 2006-05-19 22:57:27
One way to get around focus, and ONLY if you so desire, you can add an AWTEvent listener to the windowing toolkit.

I use the code:
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Toolkit.getDefaultToolkit().addAWTEventListener(this, AWTEvent.KEY_EVENT_MASK);


and then:
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public void eventDispatched(AWTEvent awtEvent)
 {
  if (awtEvent instanceof KeyEvent && awtEvent.getID() == KeyEvent.KEY_PRESSED)
  {
   KeyEvent evt = (KeyEvent)awtEvent;

   boolean shift = evt.isShiftDown();
   boolean control = evt.isControlDown();
   int code = evt.getKeyCode();

   // Handle the event.
  }
  else
  {
   // DEBUG
   //System.out.println(",");
  }
 }


I use the above to handle a keypress from anywhere in the app, like Alt-X to exit the app from wherever I am in the focus.

I hope this helps and that It's not incorrect.  Wink
7  Discussions / Business and Project Management Discussions / Re: A New 3d Modelling Tool on: 2006-05-19 22:47:24
 Hey, thanks for all your feedback guys. I really appreciate it. I never used to subscribe to forums before and just learned everything through trial and error (oh and books too).
I got JSmooth and wrapped my app in an EXE  (Yay - Cool). Had to use the Console version as the Win one just hangs.

 I've got a name (ModelSmith3d), a web site (http://www.modelsmith3d.com), and some cool (ish) models made by a friend of mine using my app (in the 'User Art' section).

 If anyone is interested, I've put v2.4 up for free to those with the code: MS3D-VAN1 in the 'Special Offer' section) the full version v2.5 app is 5.85US$.

 I'd appreciate any more feedback. This' my first app for sale  Grin.
8  Java Game APIs & Engines / Java 3D / Java3D Mixed-mode rendering problems on: 2006-05-05 08:40:18
At the moment, I let the Java3D renderer do a lot of my rendering, I use the GeometryUpdater.updateData to change vertex data in real-time.

However, I do want to also render arbitrary shapes in real-time. I've extended Canvas3D and am using the preRender, renderField, and postRender methods to do this.

This is where I run into trouble. If I first draw, for example a LineArray with the flags: COORDINATES | COLOR_4,
and then immediately render a QuadArray with the flags: COORDINATES | NORMALS,

 The quad is rendered as though it has per-vertex coloring  Huh.
In fact, if I am cycling the vertex colors in the line array (different color for each vert),
 the entire quad seems to be rendered in one of the colors.

 I have had other trouble with trying to render a textured quad. Like rendering the FPS at the top of the screen.
All of my shapes in the scenegraph (rendered by the Java3D pipe, not in immediate mode) which did not have a texture assigned to them would render with the texture on them.
Suddenly, all of my white and gray quads on screen had my FPS text (all stretched and contorted) all over them.

 I have tried calling flush(true) and flush(false) all over the place. Calling clear() was no good as it cleared everything  Shocked Roll Eyes.
Is there a configuration set somewhere that needs to be reset?

 I'm sure I can somehow get around this and do it in pure-retained mode.
However, if there is a better way, I'm all for it.

 Thanks for any help. Sorry if this is an obvious one.
9  Game Development / Newbie & Debugging Questions / Re: Threads and listener on: 2006-05-04 13:11:16
Hmm. Searching the other posts, I found this.

Essentially, I think it means that if you start from a listener event call and have an infinite loop where you don't return, only then do you tie up the EventQueue and no more events can be called until the method with the loop returns.

Does the GameWindow constructor start the game loop? If so you might be blocking the AWT event thread. Try constructing your GameWindow in a different thread.

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Thread t = new Thread() {
    public void run() {
         new GameWindow(); // or whatever starts your game loop
    }
};
t.start();


Kev

This would explain why I thought that a loop would tie up the events, just for the wrong reasons.

Sorry if this isn't right either. (me a n00b)
10  Game Development / Newbie & Debugging Questions / Re: Threads and listener on: 2006-05-04 09:34:19
Aw darn'it.

I have much still to learn. Tongue
11  Game Development / Newbie & Debugging Questions / Re: Threads and listener on: 2006-05-04 08:24:42
 Sorry about that. I stand informed and corrected.

However, I think that if one has an infinite loop anywhere (even if one is doing something useful in there), that all other threads, including the EventQueue, will have difficulty getting a chance to work.

In any case, would my code above fix the problem?
12  Game Development / Newbie & Debugging Questions / Re: Threads and listener on: 2006-05-03 10:26:59
Hmm, If you're running the loop from the base invoking thread, then no other threads are likely to get to work.
The main thread usually has priority over the rest.

A better way to run a loop is to create it in a new runnable thread and then periodically 'sleep' every loop iteration.


class MouseInputHandler extends Thread
{
 public void run()
 {
  for (int i=0; i<1000; ++i)
  {
   // < your code here > Check the x and y coords etc.

   System.out.println(""+System.currentTimeMillis()+"> Tick.");

   try
   {
    Thread.sleep(500); // Sleep for 500 milliseconds to allow other threads to run
   }
   catch (InterruptedException e)
   {}
  }
 }
} // end class MouseInputHandler

public class ThreadTest
{
 public static void main(String[] args)
 {
  // Create and add the mouse listener stuff etc.

  Thread l_myThread = new MouseInputHandler();

  // Start the looping thread
  l_myThread.start();
 }
} // end class ThreadTest



Also, events, like AWT events (mouse, keyboard, etc.) are only invoked in the base thread, which your initial code occupies.
If your code works without the loop, then I would definitely suggest moving your loop into a separate thread.

I hope this helps.
13  Discussions / Business and Project Management Discussions / A New 3d Modelling Tool on: 2006-05-03 10:10:59
Hi everyone,

 I have been working with Java and Java3D since around 1999.

 I am now a year out of university and have created my own 3d Modelling tool, as well as a small suite of tools that help me with texturing, animation, map editing, etc.

 They are all built using Java and require the Java3D v1.4 libraries.

 I have also built my own library which features Bones and Mesh-deformation, Collision detection and response, and various 2d and 3d utilities I use every day.

 I am hoping to sell my products on-line and have set up a web site with a way for people to buy from me on-line.

Now comes my question
 However, I am finding it difficult to find customers for my product as most people I reach seem to cringe at the word 'Java' as though it were a four-letter word (I work in the games industry myself, where we use C/C++ and C#).

 Can you guys give me any advice (what to do?, where to go?, ppl to speak to?, etc).

Thanks for any helpful replies in advance.
14  Java Game APIs & Engines / Java 3D / Re: How to manage Pitch, Roll and Yaw for a "first-person-shooter-view" ? on: 2006-05-03 09:48:51
Hmm, just a question.

 If you're creating a doom-style camera, you should not need ROLL at all, right?

PITCH is the rotation up/down, and YAW is the rotation about one's vertical axis.
While ROLL is the rotation about the direction of travel.

That is, PITCH is the rotation about the y-axis, YAW is about z-axis, and ROLL is about x-axis.

Personally, I would use PITCH and YAW for a doom-style camera.

This DOES depend on which hand-orientation you're using. Java3D uses the right-hand notation and so do I.

I hope this is to the topic.
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