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Posted
2016-09-11 23:05:25 » |
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Like the previous Envel engines, this is pure java with no libraries other than the JRE. Link to the website that contains all the information, downloads, examples, documentation, and specifications that you'll need to know. http://miremadi.com/code/wsite/index.html
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orange451
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Reply #1 - Posted
2016-09-12 03:29:04 » |
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Looks really good!  Just gotta get some of that lighting stuff pre-generated!
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EgonOlsen
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Reply #2 - Posted
2016-09-12 06:55:32 » |
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Looks nice, good work. But the anti-aliasing actually looks more like a simple blur filter to me...
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Games published by our own members! Check 'em out!
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Archive
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Reply #3 - Posted
2016-09-12 14:26:53 » |
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Looks nice, good work. But the anti-aliasing actually looks more like a simple blur filter to me... (just between us, it is, I'll implement something better soon  )
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J0
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Reply #4 - Posted
2016-09-12 14:47:43 » |
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Careful, mouse look keeps mouse at the middle of the screen instead of the middle of the frame :p Also, I love this renderer! (to be honest I'm mostly commenting here to keep updated on the thread  )
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Archive
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Reply #5 - Posted
2016-09-12 15:55:48 » |
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Careful, mouse look keeps mouse at the middle of the screen instead of the middle of the frame :p Also, I love this renderer! (to be honest I'm mostly commenting here to keep updated on the thread  ) Oh shoot yeah I forgot to fix that. I'll fix it and upload another version within a few hours
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Archive
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Reply #6 - Posted
2016-09-20 05:44:07 » |
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... removed on Feb 21, 2017 ... because it represented outdated content.
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orange451
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Reply #7 - Posted
2016-09-21 01:58:31 » |
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The phong looks really nice! 
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Archive
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Reply #9 - Posted
2016-12-15 05:34:48 » |
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 Gun model thanks to orange451
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Games published by our own members! Check 'em out!
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Archive
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Reply #10 - Posted
2017-01-18 20:40:44 » |
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I've added screenshots of all the demos to the main post
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DarkCart
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Reply #11 - Posted
2017-01-20 20:03:54 » |
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good god
EDIT: this turned out to be my 500th post.
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The darkest of carts.
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basil_
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Reply #12 - Posted
2017-01-20 20:39:10 » |
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good stuff
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Archive
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Reply #13 - Posted
2017-02-14 20:54:55 » |
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UPDATE!
Added pictures to the main post to reflect current state of the engine
I added gamma correction and there are now more demos to reflect the new content.
Replaced all images to show the gamma corrected render
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Longor1996
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Reply #14 - Posted
2017-02-15 16:38:59 » |
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Awesome! With the amount of pictures in the OP, I am starting to think JGO needs something like a image gallery feature. 
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The cake is probably a lie... but it's a delicious lie!
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TGStudiosDE
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Reply #15 - Posted
2017-02-15 18:18:42 » |
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It looks very nice  But can we use this Engine and create Test Programs with it or how we can we use it ? 
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Archive
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Reply #16 - Posted
2017-02-16 01:33:40 » |
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It looks very nice  But can we use this Engine and create Test Programs with it or how we can we use it ?  I'm working on an interface between the engine and the user, because I prefer to keep the engine obfuscated
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J0
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Reply #17 - Posted
2017-02-16 08:13:18 » |
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Please be careful about which functionalities the users have access to; we all hate an engine wrapper that is super powerful and all but has that one thing we can't do (I'm looking at you, LWJGL  )
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Archive
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Reply #18 - Posted
2017-02-16 16:05:17 » |
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Please be careful about which functionalities the users have access to; we all hate an engine wrapper that is super powerful and all but has that one thing we can't do (I'm looking at you, LWJGL  ) What functionalities are you referring to? I'll make sure to add them if possible
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J0
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Reply #19 - Posted
2017-02-20 10:17:38 » |
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Can't think of any particular example, but I'd say the user should be able to access all functionalities of the engine, and to access them without having to go through a long process of invoking ten methods and using objects with confusing names just for one purpose... Do I even make sense at all?
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theagentd
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Reply #20 - Posted
2017-02-20 11:51:24 » |
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Can't think of any particular example, but I'd say the user should be able to access all functionalities of the engine, and to access them without having to go through a long process of invoking ten methods and using objects with confusing names just for one purpose... Do I even make sense at all?
No.  Are you referring to LWJGL specifically or just OpenGL?
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Myomyomyo.
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J0
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Reply #21 - Posted
2017-02-20 13:12:31 » |
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I'm referring to basically any framework built around an engine. Let me get some examples! Right now, I can't really think of any example involving LWJGL, except maybe for some rather frustrating problems caused by the fact it was built to work with buffers instead of arrays. However, I have been working recently with the C++ library SFML (which is also built on top of OpenGL); in SFML, you cannot really just create a texture and render it multiple times in different locations; to do that, you have to create one rectangle object, pass it a size, a location and a texture, then draw it once, change its location, draw it once more, change its location, etc. Or you can create a bunch of rectangles, pass each of them a different location and the same size & texture, and draw them all. And it's the same if you just want to quickly render a texture that just exists for one frame: you have to create a new rectangle object each time. Fortunately SFML allows direct OpenGL calls to be made  But if you really hide the engine completely behind a framework you want to give access to every single feature via the framework, I'd say.
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Archive
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Reply #22 - Posted
2017-02-20 17:38:28 » |
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@J0 Don't worry about this. All the methods are static and there are NO java objects available to the user because they aren't needed. All methods have parameters of ints, floats, and int arrays or float arrays. All the 'wrapping' is up to you because I like to keep the layer between the engine and the user as thin as possible.
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TGStudiosDE
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Reply #23 - Posted
2017-02-21 22:29:00 » |
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Sounds interesting and I'm excited to build some 3D examples with the FFP Engine! 
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Archive
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Reply #24 - Posted
2017-02-26 19:13:57 » |
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The day is finally here! Here is release build 1.0.0 of the FFP engine! Link in main post This ZIP archive should contain three folders and a jar file. The three folders are: doc, eutLE, and ffp_examples The jar file is ffp_1_0_0.jar doc - the javadocs for the engine (this is also packed in the jar file for convenience) eutLE - the source code of the light version of my windowing and input library. ffp_examples - all the examples you see in the images in the main post and some extra ones  ffp_1_0_0.jar - the jar file that contains the 3D engine. Link this to a project to be able to use it. If you have any questions, concerns, or bugs to report, please either post them on this thread or private message me!
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TGStudiosDE
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Reply #25 - Posted
2017-02-27 08:46:35 » |
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I will try to build some examples later with the Engine and try to unterstand how it Works 
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TGStudiosDE
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Reply #26 - Posted
2017-03-09 18:12:26 » |
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Could you reupload the Engine again ? 
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Archive
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Reply #27 - Posted
2017-03-09 21:44:09 » |
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Could you reupload the Engine again ?  Yeah of course give me a little bit, I was fixing some bugs and I removed some redundant content. I also added spotlights and phong shading!
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TGStudiosDE
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Reply #28 - Posted
2017-03-09 21:48:27 » |
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Oh Okay because I want to start coding with the Engine again today and I was confused why it was down and I delete the old Engine accidentally  EDIT: I want to code a simple FPS Level with this Engine could you help me with the Level Loading because you have already a working example 
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Archive
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Reply #29 - Posted
2017-03-10 00:02:22 » |
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Oh Okay because I want to start coding with the Engine again today and I was confused why it was down and I delete the old Engine accidentally  EDIT: I want to code a simple FPS Level with this Engine could you help me with the Level Loading because you have already a working example  Ehhh.... That's a lot of work. I use BSP trees for the levels and there's way too much code and understanding behind it to just throw at you. Try doing text file loading where the map is 2D and you use ascii characters to make a map. EDIT: I've put the link back up and i've added more pictures to better reflect the current state of the engine!
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