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  TUER: Truly Unusual Experience of Revolution, FPS using JOGL  (Read 204800 times)
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Offline gouessej
« Reply #780 - Posted 2010-05-19 14:36:39 »

Haha woah cool, when can I see it? What show was it? Why were you selected?
You can see it here (I hope it works outside France):
http://www.melty.fr/julien-le-benjamin-boehm-de-l-amour-est-actu33210.html

Offline teletubo
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« Reply #781 - Posted 2010-05-20 14:34:44 »

Man you're a national star ! congratulations ! (I guess)


Offline gouessej
« Reply #782 - Posted 2010-05-20 15:16:22 »

Man you're a national star ! congratulations ! (I guess)
Thanks Wink

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Offline kappa
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« Reply #783 - Posted 2010-05-20 15:45:45 »

The Tuer Revolution begins Smiley
Offline irreversible_kev

Junior Member





« Reply #784 - Posted 2010-05-20 18:31:56 »

awesome Cheesy well done. Looks like you were having an argument about JOGL vs LWJGL at 3:40 in that video. Wink
Offline Eli Delventhal

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« Reply #785 - Posted 2010-05-20 20:07:06 »

You can see it here (I hope it works outside France):
http://www.melty.fr/julien-le-benjamin-boehm-de-l-amour-est-actu33210.html
Hahaha good stuff. I wish my French was better, I only got partial comprehension of all that. But I did see you ask the lady if it was an accident she became a waitress, and it gave me a good laugh. Cheesy

See my work:
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Offline CommanderKeith
« Reply #786 - Posted 2010-05-21 03:19:44 »

Wow that's incredible!

I'm going to ask my french friend to tell me what's going on there. Looks like those girls are a little bit stuck up!

awesome Cheesy well done. Looks like you were having an argument about JOGL vs LWJGL at 3:40 in that video. Wink

 Cheesy

Offline gouessej
« Reply #787 - Posted 2010-05-31 12:43:36 »

Wow that's incredible!

I'm going to ask my french friend to tell me what's going on there. Looks like those girls are a little bit stuck up!

 Cheesy
There is a version subtitled in English somewhere.

Offline Hansdampf

Senior Member


Projects: 3


too offending?


« Reply #788 - Posted 2010-05-31 12:56:23 »

There is a version subtitled in English somewhere.
http://www.youtube.com/watch?v=kUo4s-5xd3g
angry young man Smiley
gingers unite!

lots of sillystupid games: http://www.emaggame.com
Offline bobjob

JGO Knight


Medals: 10
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David Aaron Muhar


« Reply #789 - Posted 2010-05-31 17:36:23 »


1  
how did you become a waitress, was that an accident?

Poor girl is probably crushed.

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Offline gouessej
« Reply #790 - Posted 2010-07-28 10:36:52 »

Hi!

I have to fix an annoying bug in the sound system, then I will end the implementation of the optimization and maybe start using Netbeans RCP in JFPSM.

If someone knows where I can find a nice model of animated cop, let me know.

Edit.: the bug fix is below:
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try{soundSystem=new SoundSystem(LibraryJavaSound.class);
           /**
            * workaround for a known bug: when the first available mixer is
            * the direct audio device of the embedded microphone of a camera
            * on Linux, Java Sound Audio Engine tries to use it instead of using
            * the sound card. The bug fix consists in avoiding the use of JSAE in
            * this case.
            * */

           if(System.getProperty("os.name").contains("linux")||System.getProperty("os.name").contains("Linux"))
               {Mixer.Info[] infos=AudioSystem.getMixerInfo();
                if(infos.length>0 && infos[0].getName().contains("Camera"))
                    {Mixer mixer;
                    for(int i=1;i<infos.length;i++)
                        {mixer=AudioSystem.getMixer(infos[i]);
                        if(!infos[i].getName().contains("Camera")&&!infos[i].getName().equals("Java Sound Audio Engine"))
                            {LibraryJavaSound.setMixer(mixer);
                            break;
                            }
                        }
                     }
               }
            SoundSystemConfig.setCodec("ogg",CodecJOrbis.class);
           }
        catch(SoundSystemException sse)
        {System.out.println("The initialization of the sound manager failed: "+sse);}

http://tuer.svn.sourceforge.net/viewvc/tuer/pre_beta/engine/SoundManager.java?r1=224&r2=242

Offline Eli Delventhal

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Medals: 42
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Exp: 10 years


Game Engineer


« Reply #791 - Posted 2010-07-29 16:34:47 »

http://www.turbosquid.com/Search/Index.cfm?FuseAction=ProcessSmartSearch&istSearchKey=cop&x=0&y=0

See my work:
OTC Software
Offline gouessej
« Reply #792 - Posted 2010-07-29 17:10:46 »

Thank you but even the most expensive model is not animated and none are in collada format Sad

bobjob succeeded in converting my MD2 model into OBJ format  Grin Maybe we're going to kill cops soon.

Offline markus.borbely

Junior Member





« Reply #793 - Posted 2010-07-30 17:10:24 »

http://www.turbosquid.com/3d-models/3d-model-armed-policeman-police/351939

Armed british policeman police with bascic CS animations. Low poly fully textured model with a base set of animations. BIP file included.

Not at all sure this helps you, but it is animated. Just wanted to be sure you didn't miss it. Smiley
Offline markus.borbely

Junior Member





« Reply #794 - Posted 2010-07-30 17:16:38 »

Also... with a small texture job, this model could be used as a cop:

http://www.cubixstudio.com/HTML/Products/MaleContentPackScreenShot.htm

Fully animated and in lots of formats.
Offline gouessej
« Reply #795 - Posted 2010-07-30 17:37:29 »

Thank you markus.borbely, these seem to be good models, especially the British cop. Someone who made these models has just proposed his help:
http://www.md2.sitters-electronics.nl/models.htm

Offline bobjob

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« Reply #796 - Posted 2010-07-30 21:40:44 »

Thank you markus.borbely, these seem to be good models, especially the British cop. Someone who made these models has just proposed his help:
http://www.md2.sitters-electronics.nl/models.htm
thats a great collection of models. Im downloading... them all now

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Offline gouessej
« Reply #797 - Posted 2010-08-01 21:01:08 »

Hi!

I have almost finished to port the MD2 importer of JME 2 to Ardor3D as I think it is a better solution than tinkering WaveFront OBJ models obtained by the conversion of MD2 models with Blender. I hope it will work fine.

Offline gouessej
« Reply #798 - Posted 2010-08-05 11:07:54 »

Hi!

My MD2 importer for Ardor3D is temporarily there:
http://www.ardor3d.com/wiki/md2
I need to test it a bit more.

Offline gouessej
« Reply #799 - Posted 2010-08-08 12:22:47 »

Hi!

People using the latest update (update 21) of Java 1.6 (Sun and OpenJDK) gets the following exception when launching the very experimental version of TUER:
Quote
net.sourceforge.jnlp.LaunchException: Fatal: Launch Error: Could not launch JNLP file.
    at net.sourceforge.jnlp.Launcher.launchApplication(Launcher.java:462)
    at net.sourceforge.jnlp.Launcher$TgThread.run(Launcher.java:725)
Caused by: java.lang.IllegalAccessException: Class net.sourceforge.jnlp.Launcher can not access a member of class engine.Ardor3DGameServiceProvider with modifiers "public static"
    at sun.reflect.Reflection.ensureMemberAccess(Reflection.java:95)
    at java.lang.reflect.Method.invoke(Method.java:607)
    at net.sourceforge.jnlp.Launcher.launchApplication(Launcher.java:454)
    ... 1 more
Caused by:
java.lang.IllegalAccessException: Class net.sourceforge.jnlp.Launcher can not access a member of class engine.Ardor3DGameServiceProvider with modifiers "public static"
    at sun.reflect.Reflection.ensureMemberAccess(Reflection.java:95)
    at java.lang.reflect.Method.invoke(Method.java:607)
    at net.sourceforge.jnlp.Launcher.launchApplication(Launcher.java:454)
    at net.sourceforge.jnlp.Launcher$TgThread.run(Launcher.java:725)

I have tried to fix this bug, it should work now:
http://tuer.sourceforge.net/very_experimental/tuer.jnlp

Let me know if something's still wrong.

Offline gouessej
« Reply #800 - Posted 2010-08-18 21:34:16 »

Hi!

The MD2 importer seems ready :

Online Riven
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Hand over your head.


« Reply #801 - Posted 2010-08-18 21:41:29 »

Cool, how much work was it? Does it support animation?

It's actually easy to support hardware accelerated keyframe animation. Just push your vertex data into two texcoord arrays, and lerp between those in the vertex shader. Keep in mind that you'll have to match every vertex of your indexed geometry in all keyframes. It gets really funny when the vertex-count in the keyframes do not match up.

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Offline gouessej
« Reply #802 - Posted 2010-08-18 22:51:09 »

Cool, how much work was it? Does it support animation?
Actually, I ported the MD2 importer of JMonkeyEngine to Ardor3D, I had to reorganize the whole source code because Renanse found it too dirty and he would have preferred rewriting it from scratch like the OBJ importer. I made some regression tests with several animated models, it works at least as much as the original MD2 importer. I tested the serialization too in order to be able to convert the MD2 model into Ardor3D binary format.

I worked on this about 10 hours. I could have rewritten it from scratch but it would have been useless as the MD2 importer of JME 2.0 was already quite reliable.

I have to update the game itself...

It's actually easy to support hardware accelerated keyframe animation. Just push your vertex data into two texcoord arrays, and lerp between those in the vertex shader. Keep in mind that you'll have to match every vertex of your indexed geometry in all keyframes. It gets really funny when the vertex-count in the keyframes do not match up.
I cannot implement this with shaders as I still rely on OpenGL 1.3. Do you think my current port is not very efficient?

Online Riven
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Hand over your head.


« Reply #803 - Posted 2010-08-18 22:58:49 »

You have to change your point of view. You don't want to think about todays low-end, but what low-end gfx hardware will be around when you release your game. Don't focus on supporting a quickly diminishing group of users. Some smartphones (with latest OpenGL ES) don't even have a fixed function pipeline anymore. Use shaders, everywhere.

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Offline gouessej
« Reply #804 - Posted 2010-08-19 08:17:43 »

You have to change your point of view. You don't want to think about todays low-end, but what low-end gfx hardware will be around when you release your game. Don't focus on supporting a quickly diminishing group of users.
I don't want to choose, that is why I use an engine that works both on very low-end graphics cards and on high-end graphics cards.

I have nothing against shaders but I don't want to use features of Ardor3D requiring them and I don't want to implement features requiring them. Currently I implement my features without shaders; if it becomes unavoidable, I will make an effort. JOGL 2 includes some nice fixed function emulation Smiley

Some smartphones (with latest OpenGL ES) don't even have a fixed function pipeline anymore. Use shaders, everywhere.
What do you mean exactly? I don't use immediate rendering and I rarely use functions that have been deprecated.

Online Riven
« League of Dukes »

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Medals: 781
Projects: 4
Exp: 16 years


Hand over your head.


« Reply #805 - Posted 2010-08-19 10:08:51 »

I don't want to choose, that is why I use an engine that works both on very low-end graphics cards and on high-end graphics cards.

I have nothing against shaders but I don't want to use features of Ardor3D requiring them and I don't want to implement features requiring them. Currently I implement my features without shaders; if it becomes unavoidable, I will make an effort. JOGL 2 includes some nice fixed function emulation Smiley
What do you mean exactly? I don't use immediate rendering and I rarely use functions that have been deprecated.

OpenGL ES:
http://www.khronos.org/opengles/
http://www.jeffwofford.com/?p=698
http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&Number=276633

OpenGL (non-ES) is moving in this direction too.

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Learn how to award medals... and work your way up the social rankings
Offline gouessej
« Reply #806 - Posted 2010-08-19 13:24:04 »

I was right, Ardor3D does not use old things like glTranslate, etc... but it still uses gl*Pointer instead of glVertexAttribPointer. Therefore, I'm on the good road.

Offline gouessej
« Reply #807 - Posted 2010-08-24 14:43:01 »

Hi!

I fixed my problem with Blender by doing this:
1  
ln -s ~/path/to/blender/.blender ~/.blender

Now I can convert almost all formats to Collada format except the blend format and I have still the same problem, only the first frame of any animated model is exported.

I'm aware of the limitations of the MD2 format but I'm stuck to this, I don't want to spend my time in writing or porting some other loaders to Ardor3D except maybe for MD3.

I'm going to spend some time on an optimization about that I spoke there:
http://www.java-gaming.org/topics/tuer-truly-unusual-experience-of-revolution-fps-using-jogl/16094/msg/183388/view.html#msg183388

Edit.: I've found a small bug but it should not be difficult to fix because I have commented a lot this part of the source code, it really helps. I advise everyone here and especially the beginners to get accustomed to comment their source code because it is really helpful and it is more pleasant for one self, you can spend much time in it when it is pleasant to read, you have less chances to get bored or to be fed up by your own code if you really understand it. It allows me to be able to resume programming after several months without worrying not to understand what I did.

Offline bobjob

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« Reply #808 - Posted 2010-08-28 04:26:38 »

Why not write a Wavefront obj importer that can import a list of files, and convert them into keyframes?
as blender has no problems exporting Wavefront as animation.

edit: or rather, simple modify the current OBJ importer to support an array of files.

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Offline gouessej
« Reply #809 - Posted 2010-08-28 08:10:17 »

Why not write a Wavefront obj importer that can import a list of files, and convert them into keyframes?
as blender has no problems exporting Wavefront as animation.

edit: or rather, simple modify the current OBJ importer to support an array of files.
You're right, it might be a solution, thanks.

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