GDC: Quick Show Report!

OK! You caught me… :slight_smile:

Didn’t think the drunk pix would get out :slight_smile:

That is indeed Bret from SCEA, very good guy BTW. He is 1/2 of the wonder team at SCEA for 3rd party development. GDC was a great event and I had the opportunity to catch up with some friends and continue pushing for Java and this community.

More info to follow, soon :wink:

-Chris

I am happy to say the slides from the GDC Java Gaming tutorial are up on the IMI web site. Some of the examples are there as well, we will be adding more of them as we get them released.

Sorry for the delay!
Enjoy!
www.imilabs.com

Cut and paste link :frowning:

www.imilabs.com

Nice - but not much to learn for us here…

[quote]but not much to learn for us here…
[/quote]
My thoughts exactly - seems very basic?

I only posted the slides links here because there was a request too.

I agree it was rather basic, if you have done things like JNI-> native through bytebuffers, and used standard Java media APIs.

However, at the presentation, I would say that we went over the majority of the attendees most of the time. And those that we didn’t had really great Q&A sessions.

Anyway, all Java Game Hackerus Experiencius please disregard. :wink:

One other note:

This are the SLIDES from the presentation. Not the actual dialog, it was 8 hours long ( minus breaks and lunch ).

In any case, unless you were there and also took notes, I don’t think these will be all that helpful.

I wasn’t thinking the slides would be a useful learning resource, I was just intrigued to see what kind of stuff was covered that day.

Thanks Shawn.

Having attended the talk, I can definitely say that the slides alone do not nearly capture the depth of discussion that happened in the talk, and in the Q&A sessions, and especially in the informal discussions during the breaks.

Great talk, Shawn, Syrus, and Dustin!

Now where’s that particle code you were going to send me? :wink:

And maybe you can post a screen-shot of the cel-shading demo?

We will definitely post the particle code as soon as we are through prying it from the old Humid run-time system (the updating and behavior classes are core to any per-frame behavior such as the particles and we cannot release the complete source).

In the tutorial I explain how to do it in Java3D, with the update coming from the source of your choice, so I showed the Java3D part of the code not the Humid core connection. In reality, it’s not a big task to pull the particles out, just a question of when we have a break to do that.

As far as a screeshot of the cel-shading…
One, this is difficult because the examples rely on our custom content loaders, i.e. the models we load have information for the cel-shading code.
Two, we learned our lesson in this forum before. (rant alert)

[RANT]
We are not going to release imagines of anything in the future that is not available as downloadable exmaples. The grief and criticism we received for just trying to show good Java demos was too great, and the explaining lasted for months (unfortunately, the Java community is one of the biggest obstacles to the Java community - not unlike Linux and others I suppose). In addition, sometimes the content (the model) it’s self is not releasable. So screenshots should not be not expected until a actual demo is released if ever.

The flip-side is that we have on several occasions release examples and pieces to specific individuals that contact us directly or that were working on projects that could benefit from seeing a particular solution, not unlike what you might except from a typical game community company. There are no examples to download from the RenderWare site and there engine was part of $2 billion of the gaming industries revenues last year.
[/RANT]

If you attended the tutorial, we will be happy to get you the particle demo and at least the core Java3D cel-shader code ASAP.