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  Java Universal Model Importer (JUMI) - Early Alpha  (Read 55853 times)
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Offline elect

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Medals: 72



« Reply #30 - Posted 2016-05-23 15:20:12 »

For info: i am updating the tutorials, because this started from the oglDev tutorial, as soon as I am done I will go on with jAssimp.

But if anyone can help, don't hesitate please
Offline ShadedVertex
« Reply #31 - Posted 2016-06-14 07:51:32 »

Is this still being worked on?
Offline elect

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Medals: 72



« Reply #32 - Posted 2016-06-14 07:59:45 »

Is this still being worked on?

I am not done yet with the tutorial update.

In the meanwhile I am also trying to solve a vs15 compiling error..

Which format do you need btw?
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Offline ShadedVertex
« Reply #33 - Posted 2016-06-14 09:40:55 »

Any format that stores animation data. FBX, MD5, whatever. It seems JUMI doesn't store the animation duration and the animation channels.
Offline elect

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Medals: 72



« Reply #34 - Posted 2016-06-14 12:52:39 »

Would you be available to start coding one of those in the meanwhile?
Offline ShadedVertex
« Reply #35 - Posted 2016-06-15 02:19:40 »

Would you be available to start coding one of those in the meanwhile?

Hm...I'll have to see about that. I'm still new to skeletal animation and I still haven't figured out the FBX file format.
Offline Hydroque

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Medals: 25
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« Reply #36 - Posted 2016-06-15 08:00:49 »

I can't really contribute to model loading and animations, as you guys surely know more about it than I do. I haven't been around any model format except OBJ and I still cut the crap out of it just to the model's verts, norms, and texcoords.

I like the idea of JUMI, but I got a little confused on the way skimming over comments and the general idea. Will JUMI actually store the model data or be a loader which gives you the data asked for? In the case of JUMI loading the data and keeping it, who knows what memory retention that would cause in the VM. I would like something that loads things into a class which I can then allot the data and discard as need be. I don't want to reference JUMI to deref it.

Another thing I wanted to ask was... is there one specific model data format container? Like... fit OBJ and MD5 data into say... ModelData.class? Or will it be seperated out into OBJModelData.class?

You think I haven't been monitoring the chat? http://pastebin.java-gaming.org/c47d35366491fHere is a compilation <3
Offline ShadedVertex
« Reply #37 - Posted 2016-06-20 06:48:57 »

I've started work on an MD5 model loader Cheesy
Offline ShadedVertex
« Reply #38 - Posted 2016-06-20 06:57:33 »

I can't really contribute to model loading and animations, as you guys surely know more about it than I do. I haven't been around any model format except OBJ and I still cut the crap out of it just to the model's verts, norms, and texcoords.

I like the idea of JUMI, but I got a little confused on the way skimming over comments and the general idea. Will JUMI actually store the model data or be a loader which gives you the data asked for? In the case of JUMI loading the data and keeping it, who knows what memory retention that would cause in the VM. I would like something that loads things into a class which I can then allot the data and discard as need be. I don't want to reference JUMI to deref it.

Another thing I wanted to ask was... is there one specific model data format container? Like... fit OBJ and MD5 data into say... ModelData.class? Or will it be seperated out into OBJModelData.class?

To answer your question, yes, JUMI does store the model data in the JUMIMesh class. Assimp, the most popular model loader, does this as well. Don't sweat it, you won't face any issues with the memory, unless your models are incredibly detailed and have millions of polygons (which probably isn't the case).

And no, there isn't a class for every file format. MD5, OBJ, FBX...all of the data is stored in JUMIMesh, regardless of the file format.
Offline Hydroque

JGO Coder


Medals: 25
Exp: 5 years


I'm always inspiring a good time.


« Reply #39 - Posted 2016-06-21 04:19:23 »

I think that last part is a big issue. There should be a copious amount of polymorphism. This allows me to box and unbox.
It would save on the millions of booleans created, too. isWhateverSupported()

I am afraid you didn't answer my question. When you are saying the data will be stored in the JUMIMesh class, does it get returned or is it stored inside of the JUMI library to be flushed out?

You think I haven't been monitoring the chat? http://pastebin.java-gaming.org/c47d35366491fHere is a compilation <3
Games published by our own members! Check 'em out!
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Offline ShadedVertex
« Reply #40 - Posted 2016-06-21 04:27:38 »

Hydroque:

I suggest you take a look at the source code, it's a lot easier for both of us.
https://github.com/RGreenlees/JUMI-Java-Model-Importer
Offline theagentd
« Reply #41 - Posted 2016-06-21 07:34:52 »

I think that last part is a big issue. There should be a copious amount of polymorphism. This allows me to box and unbox.
It would save on the millions of booleans created, too. isWhateverSupported()

You do NOT want one class per file format. The entire point is to be able to write your own code to convert JUMIMesh to your own internal format. If you have to do that per file format anyway, then JUMI is pointless.

Myomyomyo.
Offline Sickan
« Reply #42 - Posted 2016-06-21 18:27:49 »

I think that last part is a big issue. There should be a copious amount of polymorphism. This allows me to box and unbox.
It would save on the millions of booleans created, too. isWhateverSupported()

I am afraid you didn't answer my question. When you are saying the data will be stored in the JUMIMesh class, does it get returned or is it stored inside of the JUMI library to be flushed out?


Profile your application (perhaps using VisualVM, which is very easy to use), and if you're running into memory issues then look at the cause. Use the sample function. Same  goes for performance problems. There's no need to micro-optimize the structure of JUMI because it's very unlikely that the few KBs or MBs of RAM and milliseconds of time it occupies are the source of your (potential) issues.

And if you just want everything to be 100% efficient, well, you're using the wrong language because the garbage collector has other priorities than you do. C++ with reference counting and smart pointers would be a better fit, I think, now that compilers support C++11 the language isn't half bad to work with.
Offline Hydroque

JGO Coder


Medals: 25
Exp: 5 years


I'm always inspiring a good time.


« Reply #43 - Posted 2016-06-22 02:09:33 »

Programmers find every excuse not to write the best code ._.

You think I haven't been monitoring the chat? http://pastebin.java-gaming.org/c47d35366491fHere is a compilation <3
Offline thedanisaur

JGO Knight


Medals: 59



« Reply #44 - Posted 2016-06-22 03:06:37 »

"The best" is a relative term and with all the different hardware configurations good Damn luck so.....

Trolololololol

Every village needs an idiot Cool
Offline theagentd
« Reply #45 - Posted 2016-06-22 10:38:47 »

Programmers find every excuse not to write the best code ._.
The best code is the code that does the job, is readable and doesn't take years to write. There's no point in optimizing something if a simpler solution is just as fast, making it the best solution.

Myomyomyo.
Offline shawnkendall

Senior Devvie


Exp: 20 years



« Reply #46 - Posted 2018-02-22 15:27:28 »

Thread Resurrection Warning!

I've checked here and the GIT hud...but is this project being used and/or in development?
Working with FBX, curious to find a possible Java bridge.

Thanks

Shawn Kendall
Cosmic Interactive, LLC
http://www.facebook.com/BermudaDash
Offline princec

« JGO Spiffy Duke »


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Eh? Who? What? ... Me?


« Reply #47 - Posted 2018-02-22 16:14:51 »

FBX remains our bugbear too... if we could reliably use FBX in Java applications as well as Unity can manage we'd be very happy bunnies.

Cas Smiley

Offline elect

JGO Knight


Medals: 72



« Reply #48 - Posted 2018-02-22 17:25:50 »

https://github.com/kotlin-graphics/assimp, fbx already supported, ascii and binary
Offline shawnkendall

Senior Devvie


Exp: 20 years



« Reply #49 - Posted 2018-02-22 19:34:19 »

So JVM Open Asset Import Library (Assimp) is different from JUMI (this original thread)...Is it the successor?
Sorry I'm not familiar with Assimp but looking now.

Shawn Kendall
Cosmic Interactive, LLC
http://www.facebook.com/BermudaDash
Offline shawnkendall

Senior Devvie


Exp: 20 years



« Reply #50 - Posted 2018-02-22 19:38:03 »

Ok Assimp looks great and active. How is the .fbx supported since it's closed?  (we use the C++ .fbx API from Autodesk for student projects).

Grrr, I see it doesn't WRITE .fbx only load... I need a .fbx writer...

Shawn Kendall
Cosmic Interactive, LLC
http://www.facebook.com/BermudaDash
Offline Spasi
« Reply #51 - Posted 2018-02-22 20:28:57 »

Support for .fbx export is currently in progress. Btw, LWJGL 3 provides native Assimp bindings.

Might be interesting to some, looks like glTF 2 (also supported by Assimp) is picking up steam:

Godot - Why We Should All Support glTF 2.0
Facebook - Richer 3D Posts
Offline shawnkendall

Senior Devvie


Exp: 20 years



« Reply #52 - Posted 2018-02-22 23:39:11 »

Wow, LWJGL has everything.
So are you generating the bindings, like with GlueGen or something? I noticed that the other one appears to be hand coded bindings.

Shawn Kendall
Cosmic Interactive, LLC
http://www.facebook.com/BermudaDash
Offline elect

JGO Knight


Medals: 72



« Reply #53 - Posted 2018-02-23 08:03:50 »

So JVM Open Asset Import Library (Assimp) is different from JUMI (this original thread)...Is it the successor?
Sorry I'm not familiar with Assimp but looking now.

It never meant to be a successor, although it might be seen like that because I basically started to work on that around the same time Neoptolemus had to stop for other priorities in RL

Ok Assimp looks great and active. How is the .fbx supported since it's closed?  (we use the C++ .fbx API from Autodesk for student projects).

I'm not really in licenses stuff, but specs should be freely available

Grrr, I see it doesn't WRITE .fbx only load... I need a .fbx writer...

Well, if you really really need that, you might want to contribute and write it. It shouldn't be too complicate (at least the ascii version).
Offline Spasi
« Reply #54 - Posted 2018-02-23 08:53:56 »

So are you generating the bindings, like with GlueGen or something?

Yes, using a custom generator, written in Kotlin.

The Assimp project is very active, so it is recommended to stay with the LWJGL nightly/snapshot builds if you use it. You'll get the latest updates more regularly that way.

Btw, elect not only develops kotlin-graphics/assimp, he also contributes fixes upstream to the native project. Which is awesome and the kind of thing I really appreciate in OSS development.
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