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  Quake 3 demo released  (Read 7627 times)
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Offline DavidYazel

Junior Member




Java games rock!


« Posted 2004-01-23 22:23:47 »

I have uploaded a quake 3 demo to the xith3d project files section.

https://xith3d.dev.java.net/servlets/ProjectDocumentList?folderID=0

This demo demonstrates walking through a quake level.  The source code is included.  Everything is included  that is needed to run it on windows.  If you want to  run it on Linux or Mac you will need to download the appropriate installation and jigger the rundemo script.

when running the demo, use the arrow keys to move around, G will toggle gravity and spacebar jumps.

Dave

David Yazel
Xith3D Project Founder
http://xith3d.dev.java.net

It may look complicated, but in the end it is just a bunch of triangles
Offline Herkules

Senior Member




Friendly fire isn't friendly!


« Reply #1 - Posted 2004-01-24 07:12:50 »

Cool! Works!

Performance goes from 20fps in the inner hall (8000tris) up to 85fps....

A windowed mode would be nice Smiley

So, asking the experts, where does the final, quite big performance difference to the real quake comes from (which never drops below 85)?

Do they use completely different algorithms?

8000 tris isn't very much to display for a GF2. I assume that investigating WHICH 8000 tris to render and to arrange them properly takes the time?

Hey, I found a place where >17000 tris came into play. Framerate dropped to 9fps Smiley


Anyway, I looked into the code ... very nice and clean ... even a fool like me can read it!




HARDCODE    --     DRTS/FlyingGuns/JPilot/JXInput  --    skype me: joerg.plewe
Offline Jens

Senior Member




Java for games!


« Reply #2 - Posted 2004-01-24 08:24:29 »

That's really a cool demo.  Cheesy

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Offline DavidYazel

Junior Member




Java games rock!


« Reply #3 - Posted 2004-01-24 11:35:29 »

The performance issues are entirely due to the overhead of the scenegraph.  A Quake level is about as un-scenegraph freindly as you can possibly get since it is divided up into thousands of little chunks of just a few triangles.  Only 15 percent of the time is spent actually rendering the geometry accoring to my profiling.  I will be introducing a few enhancements to the API to allow you to specify the shader execution list inside an atom, this will allow things like the quake levels to rendered more quickly since the programmer can optimize where it is necessary.

David Yazel
Xith3D Project Founder
http://xith3d.dev.java.net

It may look complicated, but in the end it is just a bunch of triangles
Offline StefanD2

Senior Newbie




Java games rock!


« Reply #4 - Posted 2004-01-24 21:54:42 »

Hi David,

you really did a very good job indeed! As I mentioned in another post I wanted to compare it with one based upon gl4java.  Your code seems to be a bit slower for high tris counts but renders better graphics plus adds level walking (up&down) and jumping already. Great! I will have a closer look at other levels within the next days.
Offline oNyx

JGO Coder


Medals: 2


pixels! :x


« Reply #5 - Posted 2004-01-24 23:46:30 »

Very impressive David Smiley

It's good to know that you can easily beat a PSX graphic wise with Xith3D on a comp wich is older than 4 years.

>So, asking the experts, where does the final, quite big
>performance difference to the real quake comes from
>(which never drops below 85)?

Well, the Q3 engine is a very tight piece of code, wich was build around that level format. It's specialised to the bones, therefore it performes damn bad in "outdoor" levels. If you would build a flight sim mod, you would have the perfect worst case scenario.

Xith3D on the other hand would perform equally well. However it would look a bit bad if you compare it with one of that "outdoor" engines Smiley

弾幕 ☆ @mahonnaiseblog
Offline EBTTRT

Senior Newbie





« Reply #6 - Posted 2004-01-25 08:26:58 »

Wow  Smiley

Very nice.
Offline erikd

JGO Ninja


Medals: 16
Projects: 4
Exp: 14 years


Maximumisness


« Reply #7 - Posted 2004-01-25 09:26:59 »

Works great  Cheesy, if a little slow compared to the real thing.
Although I can understand that this is probably because Xith isn't meant to do just FPS and the Q3 engine is only meant for that, but is there still some optimization possible?

Erik

Offline Jens

Senior Member




Java for games!


« Reply #8 - Posted 2004-01-25 09:33:50 »

Quote
As I mentioned in another post I wanted to compare it with one based upon gl4java.  Your code seems to be a bit slower for high tris counts but renders better graphics plus adds level walking (up&down) and jumping already.


GL4Java doesn't have a scenegraph, that's why it should be faster than Xith3D in this case.

Xith3D Getting Started Guide (PDF,HTML,Source)
Offline tomcat

Senior Newbie




Java games rock!


« Reply #9 - Posted 2004-01-28 12:05:33 »

Wink Great work, its really good. I noticed one thing though. When I walk up the stairs  and go over the edge, I seem to be still in mid air (i.e. I dont fall down to the floor) and have to press "G" . Is this a feature?

Another thing is how do I add an object in the world (say a box) and attach collision detection to it  Huh If you have answered it in another thread, a refernce to that would be great.

t.
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Offline tomcat

Senior Newbie




Java games rock!


« Reply #10 - Posted 2004-01-28 12:33:47 »

The way I understand it, it seems that you get all faces of the map and make them colliders. So everything in the world seems to have collision attached to it.

If this is right, how do I identify the object I have collided with? For example, how do I know if I have hit a box not a wall or a door.  

tomcat.
Offline whome

Junior Member




Carte Noir Java


« Reply #11 - Posted 2004-01-29 19:16:55 »

Should Quake3Test program work properly?
I run it, press space key and it will give NulPointerException in line 180.

Its the chunk of code where lightning modes are cycled through.
Offline Jacko

Junior Member





« Reply #12 - Posted 2004-01-31 12:03:36 »

Just out of interest, where did you get the demo level from? I'm writing a BSP renderer in plain jogl, and it will display Q3 demo levels fine, but chokes on the bsp provided with this demo. It looks like it is using different vertex indexing to other bsp's I've tried, as there are obvious missing triangles all over the place.
Offline EBTTRT

Senior Newbie





« Reply #13 - Posted 2004-02-01 11:35:06 »

I think I've seen the level used in the demos included in Radiant 1.4.

I've been playing about with the demo to try & load other maps with no luck what so ever.  Do you have to compile them in a certain way?  I'm using radiant - which I'm totally new to.


E.
Offline EBTTRT

Senior Newbie





« Reply #14 - Posted 2004-02-01 13:58:55 »

This might be a bit stupid Embarrassed (but bearing in mind I was new to Quake mapping until about 2hrs ago) I found that you must use an info_player_start to get the quake loader to work when creating your own map start point.  I was using a info_player_deathmatch as in the radiant basic tutorial which is why I had no success.

The excellent demo works well with maps I have created this afternoon. Smiley
Offline jherber

Junior Member




Java games rock!


« Reply #15 - Posted 2004-02-01 18:12:05 »

your demo is awesome!  at 800x600x16 with a radeon7000w/8meg - 800mhzP3  i average about 18fps.  that is pretty amazing for such old hardware, given that your xith3d architecture is generalized.  
Offline hawkwind

Junior Member




Java games rock!


« Reply #16 - Posted 2005-10-08 15:09:05 »

I think this is it  there is a quake demo by David here  look in the xitktk/quake3 portion

https://xith3d.dev.java.net/servlets/ProjectDocumentList?folderID=0
Offline DzzD
« Reply #17 - Posted 2005-10-08 16:05:01 »

your demo is awesome!  at 800x600x16 with a radeon7000w/8meg - 800mhzP3  i average about 18fps.  that is pretty amazing for such old hardware, given that your xith3d architecture is generalized.  

I have also a radeon 7000/64Mo and AMD thunderbird 2000+ and it do not works on my computer (about 1 image every 5/10 seconde), what is wrong ?

Drivers are ok, I can play other 3D games like battled field without problem.

so what can I do, to make it running properly ?


Offline croft

Junior Member




Java, Java, Java


« Reply #18 - Posted 2005-10-11 18:30:42 »

I have uploaded a quake 3 demo to the xith3d project files section.

https://xith3d.dev.java.net/servlets/ProjectDocumentList?folderID=0

Where is David Yazel these days?

How do we feel about creating a Java Web Start version of his Quake 3 demo?

David Wallace Croft / www.CroftSoft.com / (214) 636-3790 m / Advanced Java Game Programming
Offline hawkwind

Junior Member




Java games rock!


« Reply #19 - Posted 2005-10-11 23:05:51 »

I don't think he has ever been heard from again, which is a real shame since he is awesomely creative.  Magicosm was looking way cool there ffor awhile.

I consider the Quake demo a Xith asset and see no reason for not  making it more available.
  +1 from hawkwind
Offline William Denniss

JGO Coder


Projects: 2


Fire at will


« Reply #20 - Posted 2005-10-12 00:52:27 »

David's dissapearence is still a mystery to me.  Apparently he left magicosm for personal reasons but he didn't give us any reason.  I sent a few emails with no reply.

He was very creative, I agree.  While this demo doesn't run fantastic on my less than state-of-the-art gear, it is certainly impressive.  +1 for anyone who wants to webstart enable it, and (more importantly) bring it up to the latest version of Xith3D (edit:  and keep it up to date!).

David also has a very impressive swingui demo.

Will.

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