Any Java based 3D Engines?

[quote]Check out http://www.jpct.net/
I had my own little world up and running in a morning. Really stable.
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jPCT was designed to be a 1.1 compatible software renderer, but i’m currently evaluating the possibility to include support for OpenGL via LWJGL as an option (NOT as a replacement). The following screenshot shows my first attempt (no textures at the moment):

If i decide to head for OpenGL-support, this will not affect the geometry pipeline including the lighting. This will remain JAVA-code only and won’t be done by OpenGL. OpenGL will simply render the polygons.
Any comments on this idea?

Yes. Not good.

U want to T&L 100000 polys? Our gaming prototype has easy 200000 visible. No problem for T&L hardware - but for a VM?

Same for me. Forgetting about T&L is bad.

It’s not meant to be Doom IV. The engine will have to do the T&L anyway for the software renderer, which still remains its main purpose (like it already is). I think it’s better to add support for hardware on top of it than ignoring it completely, isn’t it?

[quote] I think it’s better to add support for hardware on top of it than ignoring it completely, isn’t it?
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Certainly. We often forget to think that the least is not the worst. So, yes, hardware rendering is better than software, even if T&L is not there.

Hi,

I created the game ESCAPE with the Java is Doomed (JID) engine. Get more information at the homepage or download it directly.

I opened a thread about this game, click here to check it out.

ciao torsten

Well we have one. Its not state of the art DirectX 8.0 graphics and sounds, but pretty nice.

It has a advanced non domain specific simulation core. Its multiuser, using HLA which is the U.S. military simulation networking protocol. Therefore we can interface with military simulators, e.g. a F-16 simulator.

Our customers are usually the militaries and emergency personel.

We have an application build on top of it called tactical trainer, with a xml pluggable GUI more advanced (and smarter) than XUL. Dont be fooled by the screenshots on our homepage, GUI (2D and 3D) content creation is cool with this GUI.

For this application we have some scenarios mainly about emergency situations, but they can be adapted to other domains fairly easy. Games should be no problem since shooting and killing is what HLA is all about. :slight_smile:

If you are real serious, even the 3D or HLA is pluggable modules. We did that because maybe some day we may want to use e.g. lwjgl instead of Java3D.

It costs money though, so if you’re a hobbyist you might wanna forget our engine. Except for the knowledge that it can be done. :slight_smile:

Regards
Nikolai

Thats pretty cool stuff! Are you hiring?

Not now, but it would be nice to have your CV anyway. Just in case well need you.

BTW. Are you only developer or also 3D content creator?

Did send private mail. Got it?

[quote]Please please release some developer oriented tools that allow people to quicly and easily work with the J3D API (IE get something useful done quickly with little fuss)
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I completely agree and as I work on my Java3D-app project I am in constant envy of my mostly non-programmer friends who work with Shockwave 3D and its really powerful integration with Maya through its special Maya plugin and proprietary w3d format that seems to support just about every bit of functionality in Maya. Then there is the integration with the Havok physics engine… drool.

Anyway, just having officially supported mature loaders for the two big graphics applications for games (3DS Max and Maya) would be a big win. I have yet to find any loader for Java3D that feels really ready for release and works right out of the box with most somewhat complex sample models found on the net (I have not tried the Milkshape3D and Nwn loaders though).

Currently I am exporting my graphics from Maya as VRML into Xj3D, but I have to do a VRML to VRML conversion in Deep Explorer first since Xj3D doesn’t render the textures on the models from Maya correctly (though the models look fine in all native VRML viewers that I have tried). Luckily I don’t have to read any animation done in Maya or I would have probably have to build a whole new loader since VRML just seems to support vertex animation.

[quote]while at the same time letting developers get under the covers so they can have a more intimiate idea of what is going on (which so far you are doing fine, it’s amazing what people have managed to put togehter without tools).
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Again, very true and this is the reason why I don’t switch to Shockwave3D right away. I am building a special physical interface device that I suspect would be hard to integrate effectively into Director’s 3D engine even though Director does support serial port access.