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1  Java Game APIs & Engines / OpenGL Development / Re: 3DS files and LWJGL on: 2004-10-05 09:59:06
Another way to tackle the problem is to write a 3DS MAX import/export script into your own format. This way you could export only the information you really need in your 3D engine. If you plan to optimize for size (e.g. webstart or a demo) I would consider this.

Pros for using the script is
easy to maintain/make changes
very flexible
you have to be familiar with MAX Script language
you need 3DS Max software

if u are interested in this I would have a look at the MD5 (Doom3) import export scripts from "der ton" ...

2  Java Game APIs & Engines / OpenGL Development / Re: Which texture format to use? on: 2004-08-16 18:36:40
Hi, just wanna let u know I just finished a small tutorial for writing a DDS loader, currently works with DXT1-5 for 2d textures and  cube maps. Mipmaps also supported.
Any feedback very much appreciated.
U can find it @


Obviously DDS is probably the best format for this but microsoft standards make me feel icky. I also have not found any java Image readers for DDS, and I don't really want to write my own Image reader.

The java Image class only appears to support PNG, JPG, and GIF. None of these formats appear to properly support the alpha channel, although I could be mistaken.

Any advice?


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2016-06-13 21:20:42 is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑
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