Atomic 3D Scene creator now in development

To learn Java3D I’m creating a scriptable scene/level creator for Java game developers.
It’s free and open source of course.

Some features:
Basic 3D scene creation and navigation. There’s no reason you can’t design a 2D tile-based level in it though.
Written in Java with Java3D
JavaScript enabled
Scriptable scene control / object creation
Scriptable Export - Export your scene using JavaScript function callbacks
Collada import and export (still very much under development, as no Java Collada library I’ve found works 100% so I have to learn Collada and write new filters)
Basic Obj Import

In planning:
Export Java code directly (for e.g. Java3D demo)
Pixel Shaders
Sunflow renderer integration
Networked “Collab” scene editing
Model skinning
MD5 formats, etc
Behaviours

It’s starting to take shape, but probably not too useful yet with the possible exception of the Scripted Export.
But, if you have Eclipse and want to play with it to suggest features for your game levels feel free ::slight_smile:
There is a compiled Jar on the Sourceforge page

THIS IS AMAZING! :o
I’ll play around with this tomorrow ;D

Why Java3D?? :-\

Hi

Please use the latest version of Java3D based on JOGL 2.0. An Ant script would be better than a .bat file, it would be more cross platform.

It seems to be very interesting, I agree with ra4king.

@davedes Maybe her/his software is extensible. If it is worth, we could add a backend for Ardor3D, JMonkeyEngine, Xith3D, DzzD, etc…

Creative Commons Attribution License is usually used for media and art. Also you don’t specify the version.

Might I suggest you use Apache, BSD, MIT, or the like. You also need headers with the license you choose.

Thanks for the feedback and advice.
(and thanks for the great update to Java3D!)

It’s still version 0 due to rounding error of very small floats :wink:

I chose Java3D (old version) because I didn’t know anything about 3D in Java, and it just worked out the box, but I’ll definitely implement the latest, greatest, best solution as I learn more and discover more documentation.

I’ve just added plugin support (you can write the plugins in JavaScript), and will create a more cross-platform distribution as soon as I can get a Linux distro to run in Virtual PC :smiley:

Collada format is quite complex, especially for character animation, :persecutioncomplex: but I’ll use it as the native format.

If you added backends for more popular 3D frameworks, like LWJGL or JOGL, I think this could be very useful. :slight_smile:

The latest version of Java3D that relies on JOGL 2.0 uses exactly the same public API and is still actively maintained whereas the “old” version of Java3D is no more maintained for years. Moreover, if you used the latest version of Java3D, you wouldn’t get any conflict betwwen Direct3D and OpenGL under Windows, davedes’ latest suggestion would be easier to implement whereas the “old” version of Java3D uses Direct3D under Windows (you can force the use of OpenGL even under Windows by setting a flag but I’m not sure this part of the code is really reliable). In my humble opinion, using an obsolete version of a library even for a demo is a bad idea. Several people (including me) will help you if you have any problem with it, Harvey has provided all necessary JARs, it should not be difficult to give it a try.

Ardor3D supports Collada, maybe you could use at least its importer.