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  Game engins  (Read 3686 times)
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Offline harry@dayfamilyweb

Junior Duke





« Posted 2006-05-05 21:48:05 »

is there any good game engins that use the Java3d API Tongue Grin
Offline Riven
« League of Dukes »

JGO Overlord


Medals: 816
Projects: 4
Exp: 16 years


Hand over your head.


« Reply #1 - Posted 2006-05-05 22:06:36 »

Yes Tongue Grin

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Offline harry@dayfamilyweb

Junior Duke





« Reply #2 - Posted 2006-05-06 00:31:53 »

can you give me some names and links Roll Eyes
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Offline Breakfast

Senior Duke




for great justice!


« Reply #3 - Posted 2006-05-06 13:25:03 »

Java3D is not far off being a game engine in itself, but maybe you could take a look at Herkules' Flying Guns project.
Offline harry@dayfamilyweb

Junior Duke





« Reply #4 - Posted 2006-05-06 21:56:46 »

Java3D is not far off being a game engine in itself, but maybe you could take a look at Herkules' Flying Guns project.
and how do i find this project please can i have links Cool
Offline Herkules

Senior Duke




Friendly fire isn't friendly!


« Reply #5 - Posted 2006-05-08 07:41:51 »

a) google
b) http://www.flyingguns.com
c) http://sourceforge.net/projects/drts

HARDCODE    --     DRTS/FlyingGuns/JPilot/JXInput  --    skype me: joerg.plewe
Offline harry@dayfamilyweb

Junior Duke





« Reply #6 - Posted 2006-05-08 09:26:46 »

any others? Huh
Offline Breakfast

Senior Duke




for great justice!


« Reply #7 - Posted 2006-05-08 13:55:48 »

What, precisely, are you looking for?
Offline sani_2020

Junior Newbie





« Reply #8 - Posted 2006-05-08 16:10:28 »

different game engines has different capabilities
depends on what are u looking for
what are u working on?
Offline harry@dayfamilyweb

Junior Duke





« Reply #9 - Posted 2006-05-09 21:37:36 »

a java 3d MMPRPG i have a networking API but i need a game engin
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Offline Breakfast

Senior Duke




for great justice!


« Reply #10 - Posted 2006-05-10 12:25:46 »

I suggest you have a bit of a look at Java3D, Xith and JMe (both have their own forums here) download them, try a bit of work with each one and see what suits you best.

Writing an MMPRPG is a massive task. A few days experimenting and prototyping with different APIs to find one that suits you will probably save you a lot of time in the long run.
Offline harry@dayfamilyweb

Junior Duke





« Reply #11 - Posted 2006-05-10 21:17:43 »

i need java 3d because it supporters Directx and OGL
Offline Breakfast

Senior Duke




for great justice!


« Reply #12 - Posted 2006-05-11 08:59:19 »

Why do you need to use both?

I'm not sure that the current version of Java3D has a DirectX wrapper, although previous ones do.
Offline harry@dayfamilyweb

Junior Duke





« Reply #13 - Posted 2006-05-11 09:40:07 »

I do belive it dose Cheesy
Offline NewbTon

Junior Duke




Odejava games rock!


« Reply #14 - Posted 2006-05-11 09:54:20 »

I don't think there's a mmorpg game engine for Java yet. Sun has projectdarkstar which is a mmorpg server system but I dont
think it's integrated with some 3D api.

I think the way to go right now is  to use the best technoligies available for Java right now which In my opponion is :

Graphics :
Jmonkey engine (www.jmonkeyengine)

Network
Mina (apache network framework)

I dont think you will find any completely integrated system...
Offline harry@dayfamilyweb

Junior Duke





« Reply #15 - Posted 2006-05-11 20:41:58 »

ok any tutorial on writting one?no basic java 3d just a game engin tutorial please
Offline harry@dayfamilyweb

Junior Duke





« Reply #16 - Posted 2006-05-13 23:28:56 »

Why do you need to use both?

I'm not sure that the current version of Java3D has a DirectX wrapper, although previous ones do.
it dose i found this on the features list for 1.5 so i probably still supports DirectX
the futer i am talking about is the first dsierd feture It is somthing to do whoth dirextX


Targeted for 1.5
Required Features


JOGL-based renderer - (Issue 229)
Texture optimizations:
Non-power-of-two textures - (Issue 219)
NIO buffer support - (Issue 194)
Native support for ABGR format - (Issue 85)
ImageComponent2D.setSubImage bugs - (Issue 92 and Issue 93)
Stop using finalize() to clean up state - (Issue 121)
P1-P3 bugs: defects
Desired Features


Cg shader support for DirectX 9 - (Issue 218)
Lightweight Canvas3D (e.g., JCanvas3D) - (Issue 131)
Point sprites - (Issue 188)
Move compressed geometry from core to utils - (Issue 246)
Texture optimizations:
Use OpenGL automatic mipmap generation - (Issue 126)
Need Windows/amd64 port of Java 3D - (Issue 147)
Change to using nanoTime internally for alpha interpolators - (Issue 214)
More efficient use of CPU/resources by modifying scheduling behaviour - (Issue 261)
P4 bugs: defects

PS i need both so i can use dirextX on windows and OGL on Linux therefore i get the advantages of DirextX while still make my game multi platform Grin
Offline Breakfast

Senior Duke




for great justice!


« Reply #17 - Posted 2006-05-14 20:27:55 »

How much different is DirectX to current versions of OpenGL on Windows? I'm not very up on this, but I thought they both offered pretty much the same functionality.
Offline harry@dayfamilyweb

Junior Duke





« Reply #18 - Posted 2006-05-14 21:39:04 »

that s not what i herd but i did hear some rumoured of Microsoft slowing down OGL on this forum not shaw were
Offline Riven
« League of Dukes »

JGO Overlord


Medals: 816
Projects: 4
Exp: 16 years


Hand over your head.


« Reply #19 - Posted 2006-05-14 23:11:30 »

only in windowed mode, not in fullscreen, so big (screenwise) games have nothing to fear

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Offline harry@dayfamilyweb

Junior Duke





« Reply #20 - Posted 2006-05-15 06:57:41 »

again not what i herd  Grin
Offline Riven
« League of Dukes »

JGO Overlord


Medals: 816
Projects: 4
Exp: 16 years


Hand over your head.


« Reply #21 - Posted 2006-05-15 07:57:31 »

Pity.

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Offline endolf

JGO Coder


Medals: 7
Exp: 15 years


Current project release date: sometime in 3003


« Reply #22 - Posted 2006-05-15 11:19:33 »

Hi

There was a large number of discussions on opengl being crippled in Vista. This seems to have come around mainly from the rumour mill and early beta versions on Vista. I look as though early versions on Vista and graphics drivers from the manufacturers *did* cause problems. A recent blog on an blogs.msdn.com by Kam VedBrat who I believe works on the Areo GUI in vista, suggests that there is 3 options for accessing graphics contexts. It sounds like 2 are the existing crippled ways, and then there is a 3rd, which is new in the Vista beta builds, and hence has not been that well tried.

The FA is here.

HTH

Endolf

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