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  JoGL ports: Post them here  (Read 5739 times)
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Offline Java Cool Dude

Senior Member




Java forever


« Posted 2003-09-27 21:55:13 »

Topic says it all; instead of creating countless threads about every port, I thought it'd be more efficent to have em all within one.
Notice the following demos are all jar executables.

GameTutorial 41= Height map + Fog
Quake 3 Loader and Animator

PS: Pepi, I'd like you to take a closer look at ProcessKeyboard() function in the first linked port; now if you can put that in all Nehe's ports, it'd be awesome Smiley
Offline chiraz

Junior Newbie




Java games rock!


« Reply #1 - Posted 2003-09-28 17:45:53 »

As requested... Grin

I have worked over the weekend to create a Quake3 BSP viewer app in Jogl. I made use of one of the Nehe tutorials for helper classes and resource loaders... Thanks for those people who created them.

Here's the Eclipse project and the sources:

http://www.openworkflow.org/jmundo.zip

I've run this app and even though it doesn't raise exceptions or dumps, it only shows a completely black screen  Huh

I've tried a lot and did identify some bugs in the process, but cannot seem to get it working. If only it would even show garbled objects... My hunch is that it may be with the use of the buffers... If it's simple, please post the resolution in the forum and I'll update.

Let me know what you think about this thing and perhaps we can put the sources in collaborative working environment somewhere.

Cheers,

Chiraz
Offline chiraz

Junior Newbie




Java games rock!


« Reply #2 - Posted 2003-09-28 20:01:50 »

Shocked

I've just found out the most stupid mistake in my Q3 BSP viewer, glDrawElements or glDrawArrays was never called ( it may do several passes for transparency and special effects ). Rather than let you look into it for hours yourself:

In the FaceRenderer you'll see a renderFlush method. The setState function would always return 1, which is why it was never called.

I've had to update the shaders to increase the numpasses and modify the setState. It should return when it gets a 0 back, rather than > 0.

Things work now actually!  For an interesting shot:

http://www.openworkflow.org/screenshot.jpg

Meshes and textures are not working properly yet.

The framerate I estimate about 10-15 or so. This is when rendering the FULL scene ( PVS and clipping DISABLED ). Amazing what you can jam out of a JVM!!!

Cheers,

Chiraz
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline Java Cool Dude

Senior Member




Java forever


« Reply #3 - Posted 2003-09-29 04:45:50 »

Great Job dude, now let's build a team and code a game Smiley

Anyways I tweaked my code as much as I can, and all the ports now come as executable jars.
I also improved keyboard's events processing a lot as well as my textures texture loaders.
Some of you brought to my attention that Lesson 27 doesn't display any shadows. Turned to be the stencil buffer had to be manually enabled  on the Radeons R2xx line of cards (8500,9000,9100,9200). Bug that is fixed now.
Also in Lesson 22 wouldn't run on linux because of the lower/upper case issue that the textures names were coded like in the port. It is now Fixed.

Lesson09
Lesson12
Lesson18
Lesson22
Lesson24
Lesson27
Lesson30
Lesson34
Lesson37
Quake 3 Loader and Animator

Finally I reworked my basic JoGL frame as well as my simple Texture loader which manages Bmp, GIF, JPG and PNG image formats.
Check them out here:
Texture Loader
JoGL basic frame

I'd appreciate any feedback Smiley

Offline Java Cool Dude

Senior Member




Java forever


« Reply #4 - Posted 2003-09-29 16:19:24 »

Shocked A Must see Shocked
Offline chiraz

Junior Newbie




Java games rock!


« Reply #5 - Posted 2003-09-29 21:55:15 »

My jaw dropped open when I saw it!  That's an awesome piece of work!   I was going to look into terrain rendering next, but maybe already right now I'm gonna look into it a bit...

-=-=-

I've scrapped the port of the levelviewer, because I found something better:

http://www11.brinkster.com/chapter23/

It's way more OO based than mine was, plus that it runs properly. Given this as a starting point, I should be ok extending from that source. The source zip file contains the ported sources from GL4Java... You should be ok to run this against any quake map.

Screenshots:
http://www.openworkflow.org/newshot1.jpg
http://www.openworkflow.org/newshot2.jpg
http://www.openworkflow.org/jmundo.zip

PVS needs some work especially in outdoor scenes. Mesh generation is still off by a bit but nothing that can't be fixed...

Btw... This thread has three interesting things going... A character animator, a BSP viewer and a terrain renderer... I wonder if these three things can merge together in one impressive demo? Smiley

Cheers,

Chiraz
Offline AndersDahlberg

Junior Member





« Reply #6 - Posted 2003-09-29 23:21:51 »

WAOW  Grin

Looking GREAT (heya, Markus and David - are you guys watching this?)  Cheesy
Offline gnox

Innocent Bystander




Java games rock!


« Reply #7 - Posted 2003-09-30 01:11:23 »

Quote


cool , and of course runs great on my linux box ...  http://www.gnox.net/images/jogl_linux.jpg

regards
Offline Markus_Persson

JGO Wizard


Medals: 14
Projects: 19


Mojang Specifications


« Reply #8 - Posted 2003-10-01 10:26:07 »

Quote

Looking GREAT (heya, Markus and David - are you guys watching this?)  Cheesy


Yes. What are you insinuating?

Play Minecraft!
Offline AndersDahlberg

Junior Member





« Reply #9 - Posted 2003-10-01 10:38:40 »

That you both should add fog (if you haven't added it recently?) and show us some new screenshots (not saying wurm doesn't look good already - just that it can get better)  Grin
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline Markus_Persson

JGO Wizard


Medals: 14
Projects: 19


Mojang Specifications


« Reply #10 - Posted 2003-10-01 13:09:43 »

Ouch, I just noticed I forgot to add a smilie.
Hehe, that sure changed the tone of that post. Wink

I think in order to combine distance fog with height fog (mist?), I'd have to write a vertex shader. And I'd rather not read THAT specification quite yet. Hehe. Wink

But it does look good. =D

Play Minecraft!
Offline kevglass

JGO Kernel


Medals: 120
Projects: 23
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #11 - Posted 2003-10-01 14:01:36 »

Quote

cool , and of course runs great on my linux box ...  http://www.gnox.net/images/jogl_linux.jpg


Not had a chance to run it, but looks great in the screenshot!! Although, is there something odd going on with the normals defined for the surfaces? Seem to be dark bits here and there.. or are they cloud shadows?

Kev

Offline pepijnve

Junior Member




Java games rock!


« Reply #12 - Posted 2003-10-01 21:57:10 »

Nehe lessons 1-20, 22, 23, 24, 26, 27, 29, 30, 33, 34, 36, 37, 39, 42, 45
Source
Binaries
Offline Java Cool Dude

Senior Member




Java forever


« Reply #13 - Posted 2003-10-01 23:08:21 »

Quote
Nehe lessons 1-20, 22, 23, 24, 26, 27, 29, 30, 33, 34, 36, 37, 39, 42, 45
Source
Binaries

Dude try calling a function that checks the keyboard input from within the display method; It'll make the controls much, much smoother.

Example:
1  
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  void ProcessKeyboard(){

    // Most functions has been moved to the camera class
   if(g_Camera.keys[KeyEvent.VK_SPACE]){
      // To get a few different ideas of what a detail texture
     // could look like, we want to change it's scale value.
     // Times the current scale value by 2 and loop when it get's to 128
     terrain.g_DetailScale = (terrain.g_DetailScale * 2) % 128;
      // If the scale value is 0, set it to 1 again
     if(terrain.g_DetailScale == 0)
        terrain.g_DetailScale = 1;
      g_Camera.keys[KeyEvent.VK_SPACE] = false;
    }
    /////// * /////////// * /////////// * NEW * /////// * /////////// * /////////// *
   // To make the tutorial more interesting, we add an option to increase
   // and decrease the height of the fog by using the + and - keys.
   if(g_Camera.keys[KeyEvent.VK_ADD]){        // Check if we hit the + key
     terrain.g_FogDepth += 1;                 // Increase the fog height
     if(terrain.g_FogDepth > 200)
        terrain.g_FogDepth = 200;              // Make sure we don't go past 200
     g_Camera.keys[KeyEvent.VK_ADD] = false;
    }

    if(g_Camera.keys[KeyEvent.VK_SUBTRACT]){   // Check if we hit the - key
     terrain.g_FogDepth -= 1; // Decrease the fog height
     if(terrain.g_FogDepth < 0)
        terrain.g_FogDepth = 0;      // Make sure we don't go below 0
     g_Camera.keys[KeyEvent.VK_SUBTRACT] = false;
    }
    /////// * /////////// * /////////// * NEW * /////// * /////////// * /////////// *
 }

Smiley
Offline Java Cool Dude

Senior Member




Java forever


« Reply #14 - Posted 2003-10-02 04:11:21 »

Lesson44: Lens Flare Tutorial

When I sat down and started porting this demo, it was around 7:30PM EST, now when I take a look at my clock it says 12:10 AM....
Damn someone throw me a life Grin
Anyways my unique comment regarding this port is the fact that it runs slightly faster than the equivalent demo in C++.
Java 1 C++ 0  Tongue
Offline pepijnve

Junior Member




Java games rock!


« Reply #15 - Posted 2003-10-02 08:30:35 »

Quote
try calling a function that checks the keyboard input from within the display method

I realize it's done like this in the C demos, but I don't really see the benefit of sticking with this for the Java version.  Any other opinions on this?
Offline quintesse

Junior Member




Java games rock!


« Reply #16 - Posted 2003-10-03 08:18:37 »

@pepijnve: For sake of clarity I'd prefer sticking to the Java method. We could always add comments or an extra tutorial if the difference is really big.

@Java Cool Dude: your Lesson27 now at least shows shadows (compared to the one from pepijnve's bag-of-ports) but it still doesn't work right: the shadows show up on the wong side of the ball in the middle! (they seem to wrap around the ball)
Offline Java Cool Dude

Senior Member




Java forever


« Reply #17 - Posted 2003-10-03 15:07:33 »

Quote


@Java Cool Dude: your Lesson27 now at least shows shadows (compared to the one from pepijnve's bag-of-ports) but it still doesn't work right: the shadows show up on the wong side of the ball in the middle! (they seem to wrap around the ball)


As you can see, the program is running fine the way it is, actually it worked fine ever since day 1, I don't know what's going on on your side.
Maybe if you list your system specs we can try and help you out?
@Pepi: Check the new version of Lesson 34 that I put up; zooming in and out is now much much smoother than it ever was .
Offline pepijnve

Junior Member




Java games rock!


« Reply #18 - Posted 2003-10-03 15:22:16 »

Now I got it... My code now repeats using the keyboard repeat rate, which of course isn't very smooth. By setting flags on and off you get a much smoother effect. I should have thought of this  Embarrassed Using the keyboard repeat is never a good idea...
I'll fix this in my code asap
Offline Java Cool Dude

Senior Member




Java forever


« Reply #19 - Posted 2003-10-03 15:34:02 »

Quote
Now I got it... My code now repeats using the keyboard repeat rate, which of course isn't very smooth. By setting flags on and off you get a much smoother effect. I should have thought of this  Embarrassed Using the keyboard repeat is never a good idea...
I'll fix this in my code asap

Cheers mate Smiley
Offline bakchuda

Innocent Bystander




Java games rock!


« Reply #20 - Posted 2003-10-03 18:49:40 »

I've been a read-only user of these forums for a while now, but since I've seen more and more of projects related to making a Quake3 BSP viewer/engine, i thought i'd post the progress of my own venture into this area.

I am working with the arkanae team (http://arkanae.org/ on the 3D engine.  Here is a sample of what I have so far of the renderer.

http://arkanae.org/~bakchuda/app/

It's a web start app, and I would encourage anybody who tries it out to click on the button for the "Dungeon Test" map, since it is a simple show of the features I have finished of this BSP viewer.

Here is a summary of what I have working so far:

Meshes
Textures
Lightmaps
Potential Visibilty Sets
Partial shader support (textures, animated textures, alpha functions, color shifting)
Curved meshes
embedded models

and maybe some other things i've left out.

Also working on getting my MD3 object viewer up as a web start app, and hopefully combining the two at some point.

Any feedback would be most appreciated, either via email or the forum.

And should anybody be intersted in the arkanae project, the java.net project is also available:  http://arkanae.dev.java.net

(sorry about the gratuitous plugs Smiley

Andy Lubbers

"Some mornings, it just doesn't pay to eat through the leather straps" -- Emo Phillips
Offline aNt

Senior Member




AFK


« Reply #21 - Posted 2003-10-09 11:22:10 »

loads nothing happens. just a white frame..
Offline pepijnve

Junior Member




Java games rock!


« Reply #22 - Posted 2003-10-09 22:40:28 »

NeHe lessons 1-30 are all done now. I also integrated lesson 44.
http://pepijn.fab4.be/nehe/index.html
Offline pepijnve

Junior Member




Java games rock!


« Reply #23 - Posted 2003-10-12 18:55:53 »

GLExcess 1.0 (http://www.glexcess.com/)
Paolo Martella was nice enough to release the source code of his benchmark to the public. I checked with him, and he said I could release a port under the GPL, so here it is.
http://pepijn.fab4.be/nehe/glexcess.jar
Offline Java Cool Dude

Senior Member




Java forever


« Reply #24 - Posted 2003-10-12 22:36:58 »

Quote
GLExcess 1.0 (http://www.glexcess.com/)
Paolo Martella was nice enough to release the source code of his benchmark to the public. I checked with him, and he said I could release a port under the GPL, so here it is.
http://pepijn.fab4.be/nehe/glexcess.jar


Most impressive port so far, you now set the standard high enough to make my new port look like ****
Cry
Good job bud Smiley
Offline Daath

Junior Member




Java games rock!


« Reply #25 - Posted 2003-10-12 23:03:23 »

after seeing this demo I felt like typing rm -rf /* and getting into sport-fishing .....  Sad
Offline pepijnve

Junior Member




Java games rock!


« Reply #26 - Posted 2003-10-12 23:28:42 »

I thought it was pretty cool too. Wish I could come up with this stuff myself  Grin. If you take a look at the code, it's pretty amazing how this is all programmed. Every scene is one big method with a float variable 'timer' running the entire thing. I personally had expected to find some scripts or something...
Offline Java Cool Dude

Senior Member




Java forever


« Reply #27 - Posted 2003-10-14 07:13:47 »

Pure shadow volumes craziness
Seriously though, I spent over 15 hours in between yesterday and tonight doing that port Roll Eyes
PS; Make sure you take a look at the readme file to know the key mapping Smiley
Offline tsjung75

Junior Newbie




Java games rock!


« Reply #28 - Posted 2003-10-27 09:35:16 »

I downloaded Nehe tutorial demos and tested those.
But it didn't work.
(I couldn't see no window on windows mode and
could see just a white screen on full screen mode)
On windows mode, I've encountered the following message.
; 2003-10-28 20:23:18.941 java[478] invalid drawable

What's wrong with me?
I tested these on Mac OS X 10.3 with September 5th build JOGL.
Please give me a advice.
Offline boxctim

Junior Newbie




Java games rock!


« Reply #29 - Posted 2003-12-18 04:14:51 »

tsjung75, see http://homepage.mac.com/gziemski/projects/

BTW. Has anyone had a go at Arcball tut 48... always the way, the interesting one is the new one..
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