Open Source Metroid M based Java (using JOGL) game

Hi,

I’ve started a new 3D game using JOGL (jogamp.org), it can load vertices from one scene in a .blend (see blender.org) file format. I hope I can manage to bring something from Metroid M inside it with free artwork.

Here’s the picture :
https://dl.dropbox.com/u/100062163/pics/screenshot-spaceodyssey3d-8.png

Tarballs are here : http://code.google.com/p/spaceodyssey3d/downloads/list

More updates later on. Enjoy!

that screenshot has some real metroid feel, right there :smiley:

Ok, here’s a list of the topics you have in WIP:
http://www.java-gaming.org/topics/java-blender3d-file-format-reader-vertex-extractor/27965/view.html



http://www.java-gaming.org/topics/angel-s-destiny-wip-java-final-fantasy-2-based-rpg-another-story/27902/view.html
all very recent. Are you really working on 4 projects simultaneously?

Yes, the .blend file lib is almost finished, I’m currently working on the 3D game (a la Metroid M) and I provide codebases for all of you. Everything is open source ;D

My wife smacked me for doing this(never completing any of them might I add)… I’m now a one project at a time sort of guy ;D

-Pickle

There’s keyboard bindings now which rotate the terrain with each keypress. Basically I have to load some terrain and player character models, then implement movement on a map and the engine is done. Then I need to make levels etc.
Here’s a screenshot:
https://dl.dropbox.com/u/100062163/pics/screenshot-spaceodyssey-5.png

Latest source code tarballs are here :http://code.google.com/p/spaceodyssey3d/downloads/list

Enjoy!

I have implemented some drawing primitives as I’m not going to use glu glut and GL textures. I’m currently working on the cylindrical meshes where Samus runs through in the Metroid other M game … I wonder if those pipe walkways are intellectual property of Nintendo or other companies ?
I wonder if I can use the pipe walkway concept with other textures or not ?

Here’s the half circle horizon picture which can be rotated with left and right arrow keys :
https://dl.dropbox.com/u/100062163/pics/screenshot-spaceodyssey3d-6.png

The Blender model reader is turned off ATM.

Latest source code tarballs are here : http://code.google.com/p/spaceodyssey3d/downloads/list

I have the vertices of a walking tube now, I am probably going to write my own texture mapper as the GL version is a bit out of date. Here’s a picture :

https://dl.dropbox.com/u/100062163/pics/screenshot-spaceodyssey3d-7.png

Latest tarball is here : http://code.google.com/p/spaceodyssey3d/downloads/list

There’s a fading opening screen (press X or Z to start game) then there’s a preliminary tube which must be textured and then there’s shooting by pressing z, bullets fly towards positive Z for now. See the README for details. Latest tarball is here : http://code.google.com/p/spaceodyssey3d/downloads/list

Cheers!

Now I need to texture map this :

https://dl.dropbox.com/u/100062163/pics/screenshot-spaceodyssey3d-9.png

I have provided the project to a codebase for LWJGL instead of JOGL (better portability). It is stored here : http://code.google.com/p/demonworld/downloads/list

Why did you switch to LWJGL? Just curious.

The API suits my style of programming more and is better IMHO. In JOGL you have to have a drawable or an animator before you can start using GL functionality, in LWJGL everything is very finely layered. Plus things for games such as vertex groups and so on. I think it’s a neater lib than JOGL. Android supports it too IIRC.