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  Doom3 render system in jogl  (Read 1529 times)
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Offline 2late4u

JGO n00b
*

Posts: 30


.....


« on: 2004-02-23 01:33:10 »

Hi!!
i'm impressed from results of the xith3d-q3 demo. good engine. good works ....
i have some argumets to talk with everyone .. (sorry for my english)

1 - what do you think about introduce a "per pixel light implementation" in the jogl? .... i'm a c++ programmer and i'm moving to java recently ... i don't think it's too hard ... jogl supports all the 1.4 extension ... abandon lightmaps ... people ... port to Java a 3d engine like Tenebrae

2 - doom3 maps are not compiled with VIS, cause they have no lightmaps ... the map format is not to hard ... if you open a map with a text viewer ... you understand ...
sample: http://tfpsly.planet-d.net/Doom3/
what do you think about help me to write a jogl support?
i have write a little parser ... and i have got the c++ complete source code of doom3 level viewer... (it works only on NVIDIA ..use NV REGISTER COMBINERS.. :-( ...)
the software load and display a doom3 level with entities ... phisic ... and all .....  
who wants to try to port it to jogl ... with me???  
a good points of start should be the xith3d engine ...

reply to my post ... please ...




Offline tom

JGO Neuromancer
****

Posts: 1113
Medals: 5



« Reply #1 on: 2004-02-23 16:52:56 »

I have made a quake3 viewer in java (http://home.halden.net/tombr/squareheads/squareheads.html). It would be nice if I also could use doom3 levels. So I would be glad to help you port it to java.

Offline 2late4u

JGO n00b
*

Posts: 30


.....


« Reply #2 on: 2004-02-24 00:29:25 »

thanks ..... tom
my email address is pescetromba@libero.it ...
1 - the real work is changing multitexuring methods to eliminate texture2 (lightmap) and introduce the normal_map ... (http://www.paulsprojects.net/tutorials/simplebump/simplebump.html chek this out) and the gloss map ....
i'm trying to port this 3d engine code to c++ (http://www.delphi3d.net/  article of 12 FEB 2004) ....... and i have ... a bit of problems right now .... if i resolve .... i will port this to JAVA ..... what dou you think abou it? ... is a great looking engine ... and support a map format ... uncompiled ... like doom3

2 - the great thing og JOGL is the ability to use OpenGL EXTension ..... and we shold use this (REGISTER COMBINERS ... ARB etcc....etcc...)

3 - i think that second step is to modify .... or create a parser for the doom3 map files (only ascii text ... not compiled) i'm working on it ...

send me your email address i send you all the source .... i found ... and my experiments .....

could i have yours?

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