Show Posts
|
|
Pages: [1] 2
|
|
1
|
Discussions / Business and Project Discussions / Re: I need ideas...
|
on: 2010-02-27 15:42:18
|
You've mentioned someone could use just notepad for building an application, but no real developer uses notepad. For real development you need tools which exist for .NET, Unity, JavaScript, Java and many others. You don't need those tools to write for those platforms/languages, but it'd be silly not to use them. Personally a lack of good IDE support is commonly what puts me of trying many niche languages.
Above I've said in many messages that this is the key. So, I agree with you. IMHO I think you should make it closed source and free for non-commercial use, but also offer two more licenses for paid-use (one with and one without source). You should also get some developers involved to build some large full examples for you, like complete games.
Yes. I am thinking about that, and I think is the only way to evolve. It cannot be so free But you also need a site, tutorials, online examples and an IDE . It's this stuff that really makes the difference between good and bad libraries/frameworks.
I'm in this point. But the IDE (a good one) is not an easy task
|
|
|
|
|
2
|
Discussions / Business and Project Discussions / Re: I need ideas...
|
on: 2010-02-27 10:58:50
|
Why should I use your plugin instead of Unity, that is free and has an easy to use editor?
a) I begun with this project great time ago. Unity didn't exist b) I want to make many things with this, but I want an open format too which many people could use for many things that, in this moment nor you nor I can imagine. Till I where know, Unity is propietary format. My format will be not closed. c) Unity can make similar things. But, for example, you only can program in C# and js at the client side. There are many people which doesn't know NET programming. NET is propietary , Java is not d) For example, database access in Unity is by C# programming. Here is declarative and you don't need Java to bind databases to your program. You only need something like [...] <DATASET Name="MyDataset" Statement="select * from valorestest1"> <FIELD Name="MyField2" FieldName="Sales" attachedto="TheSales.Scale"/> [...] And no more The main problem is: How to build an enterprise and make it grow while maintaining the most open all the products? That is: Not being Unity.
|
|
|
|
|
3
|
Discussions / Business and Project Discussions / Re: I need ideas...
|
on: 2010-02-27 10:30:21
|
But you still need to learn the correct XML markup; which tags to use, where and why. I don't see this as being that different to having to learn an api for use with Java.
You avoid doing an entire application in OpenGL. Do an OpenGL app is not the easiest thing in the world. At the fact, there are many people who would desire to do casual games by example, they know some javascript programming and no more. Or there are many Java programmers that must go from zero to make an 3D program with all the bugs, tutorials ,etc that it brings. I think there is a big difference between learning 20 or 25 labels and make an OpenGL application.
|
|
|
|
|
5
|
Discussions / Business and Project Discussions / Re: I need ideas...
|
on: 2010-02-26 23:30:23
|
the problem I see is that I eard what you say like : (if I understand it, wich may not be the case  )   ))))))) Imagine a declarative language that enable you to deploy 3d world in any browser and can do whatever is possible to do, what do you thinnk ?
I don't think the language and the viewer can do all whatever is possible. Really it enables to you to do it, and avoid wasting your time in the basis. Waste your time in repeating one and another time the same things. You can do with little verbosity and, for newbies, little knowledge of 3D programming decent environments. After this, if you evolve and you learn shaders, Java programming ,etc... you can begin to do complex things. But if you are a average designer wich want to implement part of your entire site in 3D (some day) you can do the models, textures and after this, even with a notepad you can put your scene in your site. it is impossible to make such thing (to large area of application) that handle any possibilities,
I don't agree with this it would be better to secialise it in something (and that's IMHO why WRML never known huge success and why X3D have no futur),
I agree with this. But I think there are many reasons for this. also what would be the benefit against using Java
You don't need programming in OpenGL, nor Java. You only need to declare your environment. And if you need a little complex behaviour, you have built-in functions. Only if you need medium-high or specialized functions need Java or Javascript to do it. or any other 3D plugin ?
I hope that it could be free or almost free, with all its power.
|
|
|
|
|
6
|
Discussions / Business and Project Discussions / Re: I need ideas...
|
on: 2010-02-26 21:36:12
|
did you ever eard about WRML ?? I dont get it, what would be the difference with blaxum contact ? and websites like vr4all ? Yes. I do. Of course. Simplicity (have you examined X3D?), database binding, better programmability, native input elements (textboxes,memos..) , and someother things like those. It is most RIA oriented. In any case , is bad for market two options?
|
|
|
|
|
7
|
Discussions / Business and Project Discussions / Re: I need ideas...
|
on: 2010-02-26 17:39:34
|
No, put the examples online. Don't bother with huge videos when you can supply the real thing.
You also need to get a site made showing the examples, with tutorials, feature list, etc. I'd recommend distributing it for free in order to maximize use. If you manage to get lots of people using it then you have an audience you can try to sell products too.
I'm working in the site. When it will be ready, I'll announce it here between others sites. But the first thing is solve the business model, in order to be enough open to be widely adopted and enough "closed" for funding itself and make seed grow.
|
|
|
|
|
9
|
Discussions / Business and Project Discussions / Re: I need ideas...
|
on: 2010-02-26 10:57:03
|
I just saw the video, and although it looks nice, for a one-person-team, it feels like a glorified modelloader, not an engine. Building a game out of such XML is horrific.
Anyway, judging from your video, you seem to have this personal problem with me, so I'll abstain from further comments, as I don't want this thread to end in a flamewar.
Excuse me Raven. It was just a joke. I don't have something against you. If you have felt bad, I'm sorry. I need some ideas about business, not about tech. In any case, and based over your commentaries , you are agree with me in this is a great product if it is a reality. Even with your negative point of view, you have helped me in reafirming my idea it could not be an only open source product. Thanks for this point of view from the deep of my heart. I'm sorry if you have felt offended. It wasn't my aim.
|
|
|
|
|
11
|
Discussions / Business and Project Discussions / Re: I need ideas...
|
on: 2010-02-25 23:24:33
|
Bwa..., w... well.. the language?
Yes. Perhaps I haven't explained myself correctly. When I have said a virtual world, I understand it like a virtual environment supported by an XML language (the environment is not coded, but declared in an XML file). This virtual environment can be modified and interact with it, by events written in Java or Javascript, link some properties of elements to values in databases , etc... But all is based on a XML format. The environment can be so big as you want. Even you can hiperlink between environments.
|
|
|
|
|
12
|
Discussions / Business and Project Discussions / Re: I need ideas...
|
on: 2010-02-25 23:08:04
|
The entire thing, provided that you have talented people working for you, putting their heart and soul into the project, which will turn out sub-par no matter how hard you work at it.
What resources do you estimate are necessary to take a functional demo (Beta) of the plugin with the first or second draft of the language published??
|
|
|
|
|
13
|
Discussions / Business and Project Discussions / Re: I need ideas...
|
on: 2010-02-25 22:59:17
|
I'm very curious how you're going to finance this project? It'd take a dozen programmers, artists, support people. Maybe 10 years, give or take a few. A couple million would be a nice to get started.
Excuse me. When you say "Maybe 10 years, give or take a few. A couple million would be nice to get started", are you referring to development of plugin  Or the IDE?? Or what else??
|
|
|
|
|
14
|
Discussions / Business and Project Discussions / I need ideas...
|
on: 2010-02-25 22:02:53
|
|
Let's imagine you have a language able to deploy virtual worlds into a browser by a plugin (XML but not X3D - I think it is easier by far than X3D- ). Let's imagine that this plugin is developed and it has features like database binding to 3D elements, is programmable by Java, JScript, has audio (MP3), video onto 3D elements, server-side programming by J2EE, ASP.NET,... etc. HTML is not needed to develop un website, game, ...,etc
What type of model business could you use to exploit it? You want a broad acceptation by community but , at the same time, you need funding for development of an IDE, and own projects based on it.
I need ideas...
P.D: It's is multiplatform (Win,Mac,Linux)
|
|
|
|
|
18
|
Java Game APIs & Engines / JOGL Development / Shaders and JOGL
|
on: 2007-08-01 22:14:51
|
|
I'm implementing shaders with glsl in my JOGL applet. Everything works fine, except textures. If I try to access to texture 1 (With MultiTexture activated) , my program access to texture 0. I pass the unit of texture as a uniform to texture2D function. There is no way to say to my fragment shader which texture I need to view.
The fragment shader is very simple:
uniform sampler2D colorMap; uniform sampler2D envMap; void main() { vec4 color = texture2D(colorMap,gl_TexCoord[0].st); vec4 env = texture2D(envMap,gl_TexCoord[1].st); gl_FragColor=color+env*0.4; }
It gets colorMap=0, envMap=0 . I believe this, because it applies as colorMap texture0 and as envMap texture0
|
|
|
|
|
19
|
Java Game APIs & Engines / JOGL Development / Re: Very bad performance under Vista
|
on: 2007-07-04 13:44:42
|
You'd have no more trouble with JOGL in that situation than you would with any other programming language's binding to OpenGL. Most, if any, of the issues you'd have would actually reside in the video card's drivers.
Sure. I have differences ot 1 to 20 in performance with the right driver. The default drivers supplied by Vista are bad. If you download correct drivers from ATI or NVidia, performance will boost.
|
|
|
|
|
20
|
Java Game APIs & Engines / JOGL Development / Displaying video on texture speed problem and solutions failed
|
on: 2007-06-23 19:30:46
|
|
I've a project which I will post soon to Java.net . In this project I'm rendering video to texture . I use an own texture class, which is rendered with a method "public ByteBuffer getBuffer()" which returns the bytebuffer needed to feed glTexSubImage2D. My problem is :
I used PixelGrabber to obtain pixels of photograms. This method is extremely slow. Then I decided to have a BufferedImage. Then using createGraphics() , I render to this BufferedImage my video . Finally with getRaster().getData() I obtain the bytes needed for glTexSubImage. After doing this I call to dispose() method of Graphics2D()
When I run the demo, at the beginning, all is ok. Speed is multiplied by 3.5 or 4 factor. But , after 5 or 6 seconds an error like this is thrown
Exception in thread "Image Fetcher 2" java.lang.OutOfMemoryError: Java heap space at java.awt.image.D [.....]
Exception in thread "Image Fetcher 3" java.lang.OutOfMemoryError: Java heap space at java.awt.image.D [.....]
Exception in thread "Image Fetcher 0" java.lang.OutOfMemoryError: Java heap space at java.awt.image.D [.....]
Exception in thread "Image Fetcher 1" java.lang.OutOfMemoryError: Java heap space at java.awt.image.D [.....]
What can I do?
I've tried to use TextureRenderer but I get the same error. What am I doing wrong??
|
|
|
|
|
21
|
Java Game APIs & Engines / JOGL Development / Re: Has anybody problems with Intel 945G???
|
on: 2007-06-17 00:32:16
|
Sounds to me like the example uses a feature that is only supported through software in your driver. If the example uses the FBO extension I guess it would simply fail instead of slow down.
Yes . I agree with you. There must be something not hardware supported but I don't know what. The only thing I use which needs xtensions is multitexture, but I check if it is supported and if not, I don't use it.
|
|
|
|
|
22
|
Java Game APIs & Engines / JOGL Development / Has anybody problems with Intel 945G???
|
on: 2007-06-14 13:32:05
|
|
The characteristics in XP are:
System Info Windows XP Professional
Vendor Intel 1.4.0 - Build 4.14.10.4299
Renderer Intel 945G
Extensions GL_3DFX_texture_compression_FXT1 GL_ARB_depth_texture GL_ARB_fragment_program 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_crossbar GL_ARB_texture_env_dot3 GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_window_pos 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_clip_volume_hint GL_EXT_compiled_vertex_array GL_EXT_cull_vertex GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_packed_pixels 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_env_add GL_EXT_texture_env_combine GL_EXT_texture_filter_anisotropic GL_IBM_texture_mirrored_repeat GL_NV_blend_square GL_NV_texgen_reflection GL_SGIS_generate_mipmap GL_WIN_swap_hint WGL_ARB_buffer_region WGL_ARB_extensions_string WGL_ARB_make_current_read WGL_ARB_pbuffer WGL_ARB_pixel_format WGL_EXT_swap_control
Core features v1.1 (100 % - 7/7) v1.2 (100 % - 8/8) v1.3 (100 % - 9/9) v1.4 (100 % - 15/15) v1.5 (66 % - 2/3) v2.0 (10 % - 1/10) v2.1 (0 % - 0/3)
OpenGL driver version check (Current: 6.14.10.4299, Latest known: 6.14.10.4299): Latest version of display drivers found According the database, you are running the latest display drivers for your video card.
Compiled vertex array support This feature improves OpenGL performance by using video memory to cache transformed vertices.
No paletted texture support This may cause performance loss in some older applications.
Multitexture support This feature accelerates complex rendering such as lightmaps or environment mapping.
Secondary color support This feature provides an alternate method of coloring specular highlights on polygons.
S3TC compression support This feature improves texture mapping performance in some applications by using lossy compression.
No texture edge clamp support This feature adds clamping control to edge texel filtering. Some programs may not render textures correctly (black line on borders.)
Vertex program support This feature enables a wide variety of effects via flexible vertex programming (equivalent to DX8 Vertex Shader.)
Fragment program support This feature enables a wide variety of effects via per pixel programming (equivalent to DX9 Pixel Shader.)
Texture anisotropic filtering support This feature improves the quality of texture mapping on oblique surfaces.
No OpenGL Shading Language support This may break compatibility for applications using per pixel shading.
No Frame buffer object support This may break compatibility for applications using render to texture functions.
Extension verification: WGL_EXT_extensions_string was not found, but has the entry point wglGetExtensionsStringEXT
Can the "No Frame buffer object support" do than a JOGL slows down to 0.04FPS in an example where the average FPS in 100 PCS are 17FPS?
|
|
|
|
|
26
|
Java Game APIs & Engines / JOGL Development / Re: Error when running an applet with WebStart.
|
on: 2007-05-25 19:18:13
|
I cannot believe it! I have almost started it by modifying some things. I forgot to say that because I'm a newbie in jnlp, (and in Java too) I didn't know that having different signs in each jar into a jnlp could be problematic. The solution is putting jars in different jnlp and referencing between them as extensions. Doing this my standpoint was I described before. I have climbed another hill only by writing a "/" before ">" in each parameter  1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47
| <?xml version="1.0" encoding="utf-8"?> <!-- JNLP File for TumbleItem --> <jnlp spec="1.0+" codebase="file:///c:\ModeloNissan350zx\350Z-3ds\ModeloInternet" href="nissan350.jnlp"> <information> <title>Car conf</title> <vendor>Tridimens 3D SL</vendor> <homepage href="file:///c:\ModeloNissan350zx\350Z-3ds\ModeloInternet\jnlp.html"/> <description>Car configurator</description> <description kind="short">A car configurator.</description> <offline-allowed/> </information> <security> <all-permissions/> </security> <resources> <j2se version="1.5+"/> <extension name="On3" href="On3.jnlp"/> <extension name="javazoom" href="javazoom.jnlp"/> <jar href="gluegen-rt.jar" download="lazy"/> <jar href="gluegen-rt-natives-windows-i586.jar" download="lazy"/> <jar href="gluegen-rt-natives-windows-amd64.jar" download="lazy"/> <jar href="jogl-natives-windows-i586.jar" download="lazy"/> <jar href="jogl-natives-windows-amd64.jar" download="lazy"/> <extension name="TimingFramework" href="TimingFramework.jnlp"/> <extension name="viewer" href="viewer.jnlp"/> <jar href="jogl.jar" main="true"/> </resources> <applet-desc documentBase="file://c:\ModeloNissan350zx\350Z-3ds\ModeloInternet\jnlp.html" name="Appletdever" main-class="com.sun.opengl.util.JOGLAppletLauncher" width="800" height="600" > <param name="archive" value="jogl.jar,gluegen-rt.jar,On3.jar,javazoom.jar,TimingFramework.jar,viewer.jar"/> <param name="subapplet.classname" value="On3viewer.class"/> <param name="opengl" value="TRUE"/> <param name="On3File" value="login.on3"/> <param name="progressbar" value="true"/> <param name="cache_archive" value="jogl.jar,gluegen-rt.jar,On3.jar,javazoom.jar,TimingFramework.jar,viewer.jar"/> <param name="cache_archive_ex" value="gluegenrt.jar;preload,On3.jar;preload,javazoom.jar;preload,TimingFramework.jar;preload,jogl.jar;preload,viewer.jar;preload"/> </applet-desc> |
The message now is : Error: Start failed: class not found : On3viewer.class. This class is in viewer.jar that is linked by viewer.jnlp. Can I refer viewer.jar in params archive,cache_archive, and so on? Any idea??? I am almost in the end.
|
|
|
|
|
27
|
Java Game APIs & Engines / JOGL Development / Re: Error when running an applet with WebStart.
|
on: 2007-05-25 09:36:30
|
|
The saddest thing Is I begun to write jnlp because the impossibility to modify heap size automatically . Now I need some other things too. But the fact, that there is not way to achieve this thing (modify by an applet parameter heap size - wih a limit to avoid nobody can write 100.000 MB-) is a truly problem in my opinion for applets having a big success. Users might not need making nothing and 64MB is a ridiculous limit for multimedia apps like I want to do. I think applets running into the browser (not out the browser because the memory limit) is an important thing.
|
|
|
|
|
28
|
Java Game APIs & Engines / JOGL Development / Re: Error when running an applet with WebStart.
|
on: 2007-05-25 01:06:43
|
I trying to execute with the archive tag in two ways and none of them does work First of them: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
| <applet-desc documentBase="file:///c:\ModeloNissan350zx\350Z-3ds\ModeloInternet\jnlp.html" name="Appletdever" main-class="com.sun.opengl.util.JOGLAppletLauncher" width="800" height="600" > <param name="archive" value="files..."> <param name="subapplet.classname" VALUE="On3viewer.On3viewer"> <param name="opengl" value="TRUE"> <param name="On3File" value="login.on3"> <param name="progressbar" value="true"> <param name="cache_archive" VALUE="jogl.jar,gluegen-rt.jar,On3.jar,javazoom.jar,TimingFramework.jar,On3viewer.jar"> <param name="cache_archive_ex" VALUE="jogl.jar;preload,gluegenrt.jar;preload,On3.jar;preload,javazoom.jar;preload,TimingFramework.jar:preload,On3viewer.jar:preload"> </applet-desc> |
Returns in console: "Init failed: Missing subapplet.classname argument"  That is the second parameter ¿? If I put the parameter subapplet.classname before the parameter archive, it returns to me the same error than yesterday The second way is 1 2 3 4 5 6 7 8 9
| <applet-desc documentBase="file:///c:\ModeloNissan350zx\350Z-3ds\ModeloInternet\jnlp.html" archive="files..." name="Appletdever" main-class="com.sun.opengl.util.JOGLAppletLauncher" width="800" height="600" > |
But it returns same exception than yesterday. Nobody has deployed with jnlp an applet with JOGL?
|
|
|
|
|
29
|
Java Game APIs & Engines / JOGL Development / Error when running an applet with WebStart.
|
on: 2007-05-24 01:06:22
|
I write this code for a jnlp archive 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45
| <?xml version="1.0" encoding="utf-8"?> <!-- JNLP File for TumbleItem --> <jnlp spec="1.0+" codebase="file:///c:\ModeloNissan350zx\350Z-3ds\ModeloInternet\" href="nissan350.jnlp"> <information> <title>Car conf</title> <vendor>Tridimens 3D SL</vendor> <homepage href="file:///c:\ModeloNissan350zx\350Z-3ds\ModeloInternet\jnlp.html"/> <description>Car configurator</description> <description kind="short">A car configurator.</description> <offline-allowed/> </information> <security> <all-permissions/> </security> <resources> <j2se version="1.5+"/> <jar href="On3.jar" download="lazy"/> <jar href="javazoom.jar" download="lazy"/> <jar href="gluegen-rt.jar" download="lazy"/> <jar href="gluegen-rt-natives-windows-i586.jar" download="lazy"/> <jar href="gluegen-rt-natives-windows-amd64.jar" download="lazy"/> <jar href="jogl-natives-windows-i586.jar" download="lazy"/> <jar href="jogl-natives-windows-amd64.jar" download="lazy"/> <jar href="TimingFramework.jar" download="lazy"/> <jar href="On3viewer.jar" download="lazy"/> <jar href="jogl.jar" main="true"/> </resources> <applet-desc documentBase="file:///c:\ModeloNissan350zx\350Z-3ds\ModeloInternet\jnlp.html" name="Appletdever" main-class="com.sun.opengl.util.JOGLAppletLauncher" width="800" height="600" > <param name="subapplet.classname" VALUE="On3viewer.On3viewer"> <param name="opengl" value="TRUE"> <param name="On3File" value="login.on3"> <param name="progressbar" value="true"> <param name="cache_archive" VALUE="jogl.jar,gluegen-rt.jar,On3.jar,javazoom.jar,TimingFramework.jar,On3viewer.jar"> <param name="cache_archive_ex" VALUE="jogl.jar;preload,gluegenrt.jar;preload,On3.jar;preload,javazoom.jar;preload,TimingFramework.jar:preload,On3viewer.jar:preload"> </applet-desc> </jnlp> |
And when I run, I get this error: Java Web Start 1.6.0 Usar versión JRE 1.6.0 Java HotSpot(TM) Client VM Directorio local del usuario = C:\Documents and Settings\Francisco ---------------------------------------------------- c: borrar ventana de consola f: finalizar objetos en la cola de finalización g: liberación de recursos h: presentar este mensaje de ayuda m: imprimir sintaxis de memoria o: activar registro p: recargar configuración de proxy q: ocultar consola r: recargar configuración de norma s: volcar propiedades del sistema y de despliegue t: volcar lista de subprocesos v: volcar pila de subprocesos 0-5: establecer nivel de rastreo en <n> ---------------------------------------------------- java.lang.NullPointerException at com.sun.opengl.util.JOGLAppletLauncher.md2Hash(JOGLAppletLauncher.java:284) at com.sun.opengl.util.JOGLAppletLauncher.init(JOGLAppletLauncher.java:315) at com.sun.jnlp.AppletContainer$1.run(Unknown Source)
What's wrong???
|
|
|
|
|
30
|
Java Game APIs & Engines / JOGL Development / Is there any problem using DisplayLists and Materials?
|
on: 2007-05-08 18:42:50
|
|
I've implemented a typical material description with glMaterialfv for ambient , diffuse, shininess, .... into a displaylist and other displaylist implement the building of a 3d model. The only property which is displayed is diffuse color. I cannot make typical 16 spheres with different material properties. Might be they in the same displaylist? Is it impossible put into a displaylist material description?
|
|
|
|
|
|
Add your game by posting it in the WIP section,
or publish it in Showcase.
The first screenshot will be displayed as a thumbnail.
|
|