Hi there :)

Hi folks: I’ve been hanging around the sun’s forums for a while now, but seeing almost no action down there and based on the recommendations of Breakfast (Hi dude), I decided to join this community ;D
I got few projects done in Java3D (obviously) and I thought it’d be a good start to show my work and share the source as well.
Here we go:
Collisions

http://www.realityflux.com/abba/collisions.jpg

Source

Shdaows

http://www.realityflux.com/abba/shadows.jpg

Source

Terrain Generator

http://www.realityflux.com/abba/terrain.jpg

Source

I’m also looking for any team/individual working on a java based game, demo, project who’s willing to pick me up as a partner as I got no idea what to code next… :frowning:

One more thing, can someone show me the right path in getting to know how to set up JOGL on my computer?
I was sooooooooo excited to know that features as the stencil buffer and pixel shaders can be accessed through that API, looks like I can finally code some shadow volumes and reflections in Java 8)

Welcome aboard. Here is a starting point for jogl, I know someone has a binary to download but I don’t remember who. You might want to look at the lwjgl stuff as well- also an openGL binding but designed for performance rather than AWT compatibility- it’s open source and PrinceC and most of the other developers on the project are regulars here. I was able to download the binaries of both and run the demos immediately.

You might also want to take a look at Xith3D, which is a scenegraph API that is mostly Java3D-compatible, and can use jogl or lwjgl for rendering.

PS, nice screenshots!

Thanks for the warm welcome guys :slight_smile:
I started typing few lines of code in JOGL and I managed to put together my very own canvas updator, camera system, fullscreen (real fullscreen, no bull :D) etc…
As I type this post, I’m half way through porting the terrain generator demo from j3d to JOGl.
Updates coming soon.
PS: JOGL ROXORZ

Yo dude…glad to see you here, have admired many of your posting on the sun forums. clean code and comments…wahooo. One favor though post your examples as jars or mention how I handle rar files??

Hey hawkind dude, sup :slight_smile:

Rar files are about the same than Zips, they require winrar to extract though.
Having said that, I’ll take winrar anytime over winzip as it can archive folders and extract them in order.
I for one use a lot of directories while creating demos ( for textures, audio etc…)
Anyways back to jogl…it’s just mind boggling; the frame rate [censored] FLIES :o
Example; my bouncing balls demo run at ~700 fps in java3D, whereas Faps (frame counter) pulverises 999 fps ALL THE TIME…
back to coding :stuck_out_tongue:


import net.java.games.jogl.GL;
import net.java.games.jogl.GLU;
import net.java.games.jogl.util.GLUT;

public class ball_info{

  GL      gl;
  GLU     glu;
  GLUT    glut;

  vec3f   speed,
          color,
          location,
          hit_point,
          properties,
          acceleration;

  float   time_step = 1;
  boolean still;


  ball_info(GL      gl,
            GLU     glu,
            GLUT    glut,
            vec3f   speed,
            vec3f   location,
            vec3f   properties,
            vec3f   color,
            boolean still){

    this.properties = properties;
    this.location   = location;
    this.color      = color;
    this.speed      = speed;
    this.still      = still;
    this.glut       = glut;
    this.glu        = glu;
    this.gl         = gl;

    acceleration    = new vec3f(0,-2.0e-3f,0);
    hit_point       = new vec3f(location);
  }

  public void update_sphere(){

    if(!still){
      speed.add(speed,acceleration);
      hit_point.set(location);
      location.scaleAdd(time_step,speed,hit_point);
    }

    gl.glPushMatrix();
    gl.glTranslated(location.x,location.y,location.z);
    gl.glColor3f(color.x,color.y,color.z);
    glut.glutSolidSphere(glu,properties.y,10,10);
    gl.glPopMatrix();
  }
}

[quote]Rar files are about the same than Zips, they require winrar to extract though.
Having said that, I’ll take winrar anytime over winzip as it can archive folders and extract them in order.
[/quote]
Winrar sounds very platform specific :slight_smile: Not the best tool to require for Java stuff.

I have never had a problem with directories within a zip/jar and they are well supported on all relevant platforms. Even tar/gzipped files would work better for most people than WinRar.

I’m not saying WinRar doesn’t do a great job and may be generally better than some other tools it just isn’t as ‘universal’

winrar can be obtained from http://www.rarlabs.org - it’s much better than winzip and is available for several platforms

The WinRar GUI is only available on Windows… all other platforms must use a command line client. Which makes me ask, why bother? Since tar/gzip bzip etc, are already available and installed by default on all of those other platforms. And of course JAR is available with all Java SDKs.

I’ve never had problems with folders in zips, jars, or tar files. I don’t mean to argue, I’m just voting for greater accessibility.

But now I’ve gone and hijacked this thread - sorry. :frowning:

zip/gzip/jar are nicer IMO as they come installed with most non-windows OS’s and work with WinZip for Windows.

rar is a good compression algorithm but not as well suited for a cross platform environment or even a windows environment were most people have winzip. It depends if a user knows they want a particular download, then they will be happy to go download winrar. However typically with programs - they might not know what they are going to get and if they have to go to too much effort to get it then they just may not bother. Why add a barrier for someone who may want to test your code?

From my perspective - as I am running linux, I can’t really be bothered to search for linux rar programs and learning them (as I have never used them) just to view a demo. If it was zipped however since the effort required is so much lower and jogl is already isntalled - I might give it a shot.

While these issues don’t matter for developement they are very large when deploying.

Will.