djoom3 - Doom 3 java port[HELP WANTED]

So I can’t really claim full credit for this, since somebody else made awesome original.
But I can claim it for the meager port.

This is obviously a work in progress, and the main reason I’m posting about this here is to find some willing victims to assist in this arduous endeavor.

Check out the code, and give us a shout if you’re interested.

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That’s pretty impressive!
What machine are you running it on ??? The performance seems quite jumpy

Thanks.

It’s a low end machine, but the jumpiness is mostly due to unoptimized code.
So far I’ve only optimized the blocking stuff that made development hell. So a few skips or delays here and there aren’t very high on my ‘todo list’.

So, essentially you showed few in-game cinematics and crosshair with fps counter. Not much. And by “not much” I mean actuall “nothing”.

@blobloblob

I think you severely under estimate the effort it takes to get as far as you see in the demo video, if it had been a near full game then the OP would not have asked for help. Having the cinematic completed, a usable hub and quite a bit for raw data loading is quite good to begin with.

I mean there is nothing of the in-game footage. It would make a point to show some work on the 3d content side done - that’s the very essential of this game.

Never underestimate just how hard GUI coding can be :slight_smile:

Cas :slight_smile:

It’s a bit tricky to measure progress with source ports. But seeing 1%, doesn’t mean only 1% of the game is done.
So in reality, most(if not all) the 2D/3D stuff is already done. So far you can only see the 3D through the spinning planet though.

The highest priority bug(s) at the moment is obviously the blank in game screen.
Enabling some debug options shows that the screen isn’t as blank as it appears, so it’s an interesting issue to tackle.

And like I said before, you are all more than welcome to help.

Hi

Thanks for sharing your source code. Where do you load the ASE and LWO models? I didn’t know the Plücker coordinates :wink:

Cheers.

Model_local::LoadASE() & Model_local::LoadLWO().

And what’s that about plucker coordinates?

Do you make your own completely different gameplay, models, etc?
Or you mostly follow original game?

I use all the original assets.

As I get you don’t use md5 models ( loading ASE and FWO models are above mentioned ).
Why, If it’s true, EULA issue?

What you do with EAX sound? Under Windows indirect sound library can be used.

Maybe I’m curious too much - it’s just memories about I attempted to do roughly the same some time ago :slight_smile:

Md5 & md3 models are still used for the dynamic models like characters and such(anytihng with a skeleton really).
EULA shouldn’t be a concern, since I’m only porting the sources, not really touching or releasing any game assets.

I’ve always disliked EAX, and started disliking it more when I tried doing it with openAL, so I just disabled it, since it’s only for windows to begin with.

And if it helps, plucker coordinates are handled by the idPluecker class.

And I welcome your curiosity man, so keep the questions coming.

OpenALSoft has got plenty of extensions implemented in software for effects fun hasn’t it?

Cas :slight_smile:

Do you mean EFX?
Even so, it’s still annoying for a layman such as myself to work out the EAX ⇒ EFX conversion(worthless openAL manual).

It could be a straight 1-on-1 conversion for all I know, but like I said earlier, my priorities lie elsewhere. Meaning as soon as the sound was working, it didn’t matter anymore whether it had reverb or whatever.

Any progress on this?
Seems so cool ^^

Thanks!

New release -0.0.6- with some early buggy ingame footage:

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