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  JGE Project Approved!  (Read 1710 times)
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Offline Athomas Goldberg

Junior Member




Grrrrrr...


« Posted 2004-10-25 21:51:08 »

The following project has been approved:

Quote

A Java game engine for 3D, multiplayer games. At the moment it is in experimental and design stage. Some planned engine features are:
Graphics Engine

   * Portal engine for indoor rendering. Uses a generic map framework to make it easy to add new types of maps.
   * Simple scene graph framework with minimal overhead
   * Optimized for high polygon count models using LOD, display lists and vertex programs
   * Advanced dynamic lighting support using pixel shaders for phong shading and bump mapping. Occlusion detection and optimization of lights for each model/room.
   * Shadows (soft if possible)
   * Support for LWJGL
   * Loaders for Neverwinter Nights, Quake models.

Map/World Engine

   * 2D Doom style map with convex regions for fast collision and visibility checking.
   * 2D map with rectangular rooms for ultra-fast collision and visibility checking.
   * Algorithm for precalculating room visibility checks
   * Cylinder and point bounding volumes for fast object collision detection.
   * Collision detection and visibility checks totally separated from graphics engine to enable server side checks.
   * Grid based outdoor engine for huge worlds

Networking

   * Client/server based optimized for huge number of clients
   * Designed for minimal overhead and low latency.
   * Dynamic loading of maps/objects etc. from server.

Persistence

   * Generic file or SQL based persistence
   * Crash safety that ensures data integrity
   * Designed for good performance by batch writing. Accepting some data loss in case of a crash.

GUI

   * OpenGL based UI
   * Support for panels, buttons, lists, tables, trees

AI

   * Visibility based
   * Parameter controlled AI
   * Path finding



Please see http://jge.dev.java.net for more details

Athomas Goldberg
Project Lead / Wildcard
Game Technologies Group
Sun Microsystems, Inc.
Offline kevglass

JGO Kernel


Medals: 120
Projects: 23
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #1 - Posted 2004-10-26 07:19:26 »

This sounds good, but who is the team supporting all these ideas? Theres some pretty specialist stuff there?

Kev

Offline Matzon

JGO Knight


Medals: 19
Projects: 1


I'm gonna wring your pants!


« Reply #2 - Posted 2004-10-26 07:57:24 »

yeah - pretty impressive feature list!

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Offline Herkules

Senior Member




Friendly fire isn't friendly!


« Reply #3 - Posted 2004-10-26 10:19:28 »

I think this is not a feature list but a wish list for an ideal gameengine Smiley


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

Junior Member




Come get some


« Reply #4 - Posted 2004-11-09 13:05:39 »

Didn't notice this little thread until now. It's my little pet project Cheesy Actually it's called OctLight, but it's too late to change the name now.

I've just started coding on it and so far only a basic scene graph, LWJGL renderer and NWN model loader is implemented. I considered using Xith3D or jME for the scene graph, but I think there are limitations with both, especially concerning lighting. I don't need a super advanced scene graph, the main focus will probably be put on the map/object collision detection engine.

It's a long feature list, so if someone wants to help out on some part just contact me.
Smiley

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