Leviathan game Engine

Hello, I have finished my graphics engine and a playable demo based on it.

it is a RPG battle, like FinalFantasy7

I used the newest JOGL API and all the 3D content was created in Lightwave3D
I programmed:
-Model Loader
-Animations based on vertex interpolations
-Swing interface

Download it frome here
http://www.chocaste.com/gjhernandez/3dEngine/DemoBatalla.zip

you just unzip it and run the .exe file

How to play:
*Cycle trough menus with the ARROW keys -it works just like a console game-
*Accept a command by pressing ENTER

  • Press “s” to turn dynamic shadows On Off

I forgot to to say:

I am currently working in a full quest,
the player will be able to wander through a town, speak to other characters and then venture into a dungeon to defeat the bad guys.

I am still having problems implementing “terrain following” it shouldnt be too hard, but my algorithm fails somehow…

okay. i have to say. that is pretty cool.

keep up the good work :slight_smile:

suggestion: run it in REAL fullscreen mode, you might get avery welcome performance boost :wink:

wow looks very good, usually i never download .zip files only java web start but had to try this as i’m a big ff7 sucker!

anyway starts well, can here music, and see loading screen graphics but get a white screen when it goes in game, i can see the menu’s but just a white screen at where the in game graphics should be, on the console noticed this error

Exception in thread "Thread-5" java.lang.NullPointerException
        at Renderer.repaintGUI(Renderer.java:1291)
        at Renderer.run(Renderer.java:1342)

looks very cool though

btw noticed you are using .jpg for the textures, switching to another format maybe like .tga will give you faster loading times.

well that is quite strange…I have tested it in many machines… and havent seen this error…looks like it wants to repaint the Interface but it doesnt exist yet…

Hey that’s not too bad. Shadows work really nicely too btw. On my computer (6600 gt video card, 2 ghz, 1 gig ram) I get about 28 fps with shadows off, 18 with shadows on.

Anywho looks like you got some pretty good framework going there. Mostly lacking in frames-per-second performance and smoothness of animations, but if you’re working solo and doing this on your free time (am I correct in this?) that would be a lot to ask for an initial build. All I’ve been able to do so far in JOGL is render some little dots that moved around (admittedly I haven’t put much effort yet :P).

In regards to what you do have, I was surprised you have 2 animating stances, one for “healthy” and one for “weak”, and that you’ve been able to get some pretty good sounds that play and synch properly. Blur on the menu during attack was a nice touch. Also, the characters didn’t look entirely that bad; usually you see some pretty basic stuff but these were pretty good (still room for improvement though).

Gameplay was a little confusing however. I don’t really get why some units attack twice in a row when other’s don’t go for a few rounds. Once I told my character to defend (more to watch the animation than anything) and he stood there for a second, then returned to normal stance because it was his turn again. I guess this is the only real complaint with the gameplay. Obviously add more items and abilities, yadda yadda, then we can get some cool tactical dynamics (mana potions for starters?).

Curious, what’s your framerate right now and what video card do you have? Do you think you could do anything to improve the FPS? I can get about 115 fps running Kumari Kandum (java game in these forums, see http://www.voraxgames.com/webstart/kumari.html) at 1024 by 768 with 4x AA, and get capped at 60 (i.e. it won’t let me go higher) running the Ascendancy demo, which has some pretty cool lighting effects.

I’m interested to see where this goes. Keep coding and posting. :slight_smile:

Thanks for your interest, well about the turn based sequence, I wanted to be D&D style, but, it ended up a simply random based on characters stats (yeah, lazy me…) I have to improve that

and about the FPS I get about 40FPS with a ATI X-700 256mb, I know it is still low, but that is because all the scene is about 15,000 polygons and I dont have any optmization algorithm based on occlusion tests…still have to improve that. with shadows this Framerate decreases, that is mainly because I have to repaint the whole character again projected on the floor, so that doubles the poly count for rendering

thanks for your comments

could you get a java webstart version up ?

so we linux users can also test it ;D

I have never done this webstart before…can anyone show me a tutorial or something…?

JWS is very easy to use once you get the hang of it,

http://www.cokeandcode.com/webstarthowto

is probably one of the best java webstart tutorials

basically you need to

  1. create the jars (also remember to stick the natives in the jars too)
  2. sign the jars
  3. create a jnlp file (very easy)
  4. upload to webspace and provide a link to the jnlp :slight_smile: