Porting Quake III to Java3D

Awwww, the controls… Almost became mad at cam direction control and i did quit within seconds… Too bad, fior that point, otherwise, it looked interesting…

Texture filtering is alot better on HW mode, less flickering of textures.

DP

the model I have used is a 3ds one (convert the level from bsp to 3ds and lost a lot of usefull informations), lightmap and lod(for curved surface) are missing… there is also no use of bsp tree, basically once the model is converted to 3ds it is bugged that’s why the illumination looks false, due to wrong smoothgroups (as the lightmap was missing I put one directional light source to make it looks better).

anyway this demo is not really serious one as i made it in about 30 min a cupple of weeks ago (but I spent about two hour for converting this model from bsp to 3ds!! and was not able to get a good result) by just replacing model of an other working demo…this is just a try but I like the idea of a quake-like game in an applet.

Impressive but please take 10 minutes to have better control. First, if you could have an area of 20x20 pixels in the center of the screen where it’s not moving when the cursor is in, it would be great.

The controls seem to be velocity based, i.e. you change the velocity when the mouse changes and you change the view everyframe according to the velocity.

If you removed velocity, and just moved according to mouse deltas…much better :slight_smile:

DP