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  Auriga 3D Engine want you .....  (Read 3372 times)
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Offline 2late4u

Senior Newbie


« Posted 2004-04-28 05:57:10 »

Hi to all ...
Auriga is a modern realtime 3d rendering engine entirely written in java. Right now it use the java JOGL Binding implementation for hardware accelerated features.
Today it support Quake3 map, with the standard quake3 lightmaps rendering system.
I hope to migrate the engine to LWJGL architecture ... very soon. Actually ... i'm creating a migration framework ... but a lot of work is already in progress ... need help ....  
Thanks to Java Cool Dude for the excellents demos ...
This is the engine page: http:// please partecipate and register in the forum
Offline Matzon

JGO Knight

Medals: 19
Projects: 1

I'm gonna wring your pants!

« Reply #1 - Posted 2004-04-28 06:12:30 »

Will this engine basically be a Quake engine, or will it evolve to something more?
looking forward to first release!

How does it compare to tombr's engine ( ?

Offline 2late4u

Senior Newbie


« Reply #2 - Posted 2004-04-28 06:24:38 »

No ..... project is to release something different than a quake viewer .... i remember your work ... impressive.
thus I thing the developing state of Auriga is less mature than yours.
In a future we hope to integrate lot of advanced features like bumpmapping, shadows, per pixel lighting ecc... today basically we are working on a shader system that support Alpha and Blend Funcs correctly...

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

JGO Knight

Medals: 19
Projects: 1

I'm gonna wring your pants!

« Reply #3 - Posted 2004-04-28 06:51:42 »


for the record, I did not do the impressive Squareheads stuff - that was 'tom' (;action=viewprofile;username=tom)

Offline 2late4u

Senior Newbie


« Reply #4 - Posted 2004-04-28 07:59:31 »

Sorry for confusion ......  :-/  Huh  Cool
Offline EgonOlsen
« Reply #5 - Posted 2004-04-28 13:47:46 »

1. I want to have a demo (webstart or download). I don't care for the sources...i just want to sit there and watch...

2. Pleeeease replace your thumbnail screenshots with real thumbnails and don't let the browser scale down the hires images. More than 220KB for a 120*100 image... it's a pain to load with my connection.

Offline Catharsis

JGO Knight

Medals: 24
Projects: 1
Exp: 19 years

TyphonRT rocks!

« Reply #6 - Posted 2004-04-28 22:21:14 »


I hope to migrate the engine to LWJGL architecture ... very soon. Actually ... i'm creating a migration framework ... but a lot of work is already in progress ... need help ....  

Erm.. yes.. I've been heavily working on the original Auriga sources posted about a month ago.  I have enhanced it quite a bit and made it renderer agnostic (JOGL/LWJGL) via plugins.  I am just finishing up fairly comprehensive collision detection features; including a decent bounding volume hiearchy scheme.

I'll probably be releasing my "fork" back to the Auriga project in a couple of weeks.  I am using it for a game demo showcasing my real time audio work with Scream/SC3 for my JavaOne BOF..

So yes.. My "fork" of Auriga will be added back to the fold soon..  Web start and all, but I'm going to finish up more features first and get some proper documentation in place before a public release.

For those interested in the project I'd wait until my updates are in place as I've improved a lot of the code.. Smiley

Check out the TyphonRT Video Suite:

Founder & Principal Architect; TyphonRT, Inc.
Offline 2late4u

Senior Newbie


« Reply #7 - Posted 2004-04-29 05:40:58 »

Thanks for your work  Wink we are waiting for your version
..... Right now i'm starting to write a completely new shaders system.
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