Hi all,
This is a cross-post from a Xith thread and informal announcement of our engine and what we’ll do with it.
The original engine thread with snapshots is :
http://www.java-gaming.org/cgi-bin/JGNetForums/YaBB.cgi?board=jogl;action=display;num=1060308805;start=
Here’s the cut-paste of the post from the Xith forums.
Well I finally got a chance to sit down and give a heads up on our work and future releases. Our book text was several weeks behind and for our final delivery we are crunching the “behindness” so that has been my focus. On to the goods…
Jist3D
By years end, I will release the alpha code base for our 3D engine called “Jist3D” and other game toolkit code as an open source CVS project. The project is the result of many people’s hard work with several earlier engines ( dating back to WorldToolKit! ) The package includes several game related APIs built on top of JOGL, JOAL, and Jinput in a highly componentized and layer design. The bulk of the source will be the core of several chapters from our book to-be-release at GDC next year titled “Practical Java Game Programming”.
Jist3D is the JOGL render engine (view, state, geometry management and caching, etc.) and completely layered (i.e no upwards references by the render engine) on top of the render engine core, scene graph system (graph, transforms, bounds, view culling, loaders, etc) and a few optional utils for working with Java3D graphs (read converters)
The additional components are a Jist3D compatible 3D collision system, 2D overlay/interface API (using JOGL) that integrates with the render engine, a specialized Math class for fast approximate math functions, and a basic character animation engine.
Each major topic above is essentially companion to the relevant chapters in our book. The book concludes with a overhaul/port of the Java3D fighting game we showed at GDC 2002 and 2003 using the new JOGL/JOAL/Jinput code base.
What is NOT there is the physics system we have demonstrated in the past and particle systems, as the first was too big for a chapter and the later too small, in an already too large book
I look forward to a annoucing a complete feature list, the actual release, and working with the community to further the engine and to resolve/share/exchange our techniques/components/ideas with other projects (for example Xith3D )