Scott, any word on a first alpha release? Want to start playing… ;D
Close and not close.
I’m kind of stuck, I’ve done all of the grunt work of getting the classes in place but I’m having a terrible time finishing the last 1-2%. I really need help or this is going to take me forever to figure out.
1> Transform3D class needs about six methods filled in.
2> Once #1 is done I can put the use of the TransformGroup class into the SimpleRenderEngine class. It is being ignored right now because the Transform3D isn’t finished. This is really just a matter of putting pushMatrix/popMatrix calls in the right place.
3> BoundingBox, BoundingPolytope and BoundingSphere classes need the intersect*/combine*/transform* methods filled in.
4> Lighting, I’m working on figuring out what the best way to handle rendering the lights would be.
5> Transparency, which if I’m understanding things correctly is dependent on the lighting being finished.
Basically since I have no experience with OGL and my math skills are crap I’m having a tough time of it. You can build a graph and create a scene but it is useless with out the above items being finished.
So if anyone is interested in helping out please let me know. You can get me on YIM most days if you want to talk to me directly.
any idea about the planed license ?
Probably the same one LWJGL uses. In any case nothing that needs to be paid for or that you couldn’t use in commercial or personal projects. It’s for everyone.
Do people see having the ability to read/write a scene graph or portions thereof as a requirement?
I don’t think its urgent.
Typically a scene graph is constructed from a custom format like 3DS. For games, it is unlikely that an active graph has to be saved.
If you start to create tools, …
But still then, scenegraph IO has limited value.
Okay I’ve decided to change the Transform3D class in this scene graph to be a fair bit different from the one in Java3D. There will be a number of methods from J3D missing and a number of new methods. This will allow me to move forward to a point were people can start using the thing.
At this point the geometry/lighting set up of the scene graph will work basically the same way that J3D does. However I’m discarding the notion that you will be able to directly port an existing complete J3D scene graph to this scene graph.
There is simply too much stuff in J3D for a single person to replicate, and it is nearly impossible for me to infer what J3D does under the covers. Also I don’t have the knowledge (not even close) that the J3D designers have. So I want to get something out and then evolve it based on feed back and hopefully help from others.
How much interest is there in me getting a first alpha out for people to use?
I am interested.
Scenegraph IO would be a requirement for me…
We are generating a customized shape with a fairly intensive process that does some special normal smoothing and level-of-detail generation. Then we save the generated shape. Takes about 15 minutes to do the processing, and about 26 MB to save the generated BranchGroup to a file.
At game initialization time we load the pre-generated shape. Right now we’re using Java3D to do this – takes about 16 seconds to load the 26 MB generated file and recreate all the scenegraph objects.
If I didn’t have Scenegraph IO I wouldn’t be able to use this pregenerated model, which is crucial for our game, so I wouldn’t be able to use the Scene Graph API and LWJGL.
Just my personal $0.02…
Okay well, I can tell you knwo the the first alpha deffinately won’t have IO abilities. I guess that should go on my list for alpha 2. I wonder if what I’ll have will be able to support something as complex as you are talking about any way. Odds are it will take a fair amount of time to get to the level you require. Baby steps.
I’ll have an alpha up on Monday April, 28th. I would put it up today but there are a number of things I want to get in this weekend.
Okay well it is slow and many pieces are still missing, for instance lighting doesn’t work yet but here it is, call it alpha 1 of LWJGL-SG.
http://www.scottshaver2000.com/files/lwjgl_sg/lwjgl_sg_api.zip - The javadocs, such as they are
http://www.scottshaver2000.com/files/lwjgl_sg/lwjgl_sg_src.zip - The source code
http://www.scottshaver2000.com/files/lwjgl_sg/lwjgl_sg_bin.zip - Everything you need to run the examples
[EDIT]
I run on Win2K so if you use LWJGL on Linux replace the library file in the lib directory.
Ok, examples seem to work.
The framerate of the house sample drops below the synchronized 85hz and is somewhere around 70fps on my quite fast machine. Is there a special reason for that?
[quote]Ok, examples seem to work.
The framerate of the house sample drops below the synchronized 85hz and is somewhere around 70fps on my quite fast machine. Is there a special reason for that?
[/quote]
The whole thing is terribly slow right now. The SimpleRenderEngine doesn’t do anything to optimize the rendering. It just traverses the graph and renders what it finds, I had to start somewhere to get a clue about how the thing should work. There isn’t even any culling of non-visible vertices.
nice - works fine!
you’ve been very productive - shitload of code, and nicely commented (for the most part :-X)
Keep up the good work
It’s been quite on this topic lately. Hard at work, or is the project losing interest?
Things have got a bit busy at work and I haven’t been real motivated by the time I get home.
I would assume nothing usefull will come out of this for a long long time unless I get some help. Sorry.
I am interested in this scenegraph and I would like to help right now but I have my own project that is woefully behind schedule. Maybe in a couple weeks I will provide some help.
Yeah, while I feel like this is a pretty important project, I don’t have an immediate use for it and have too much on my own plate to really help out. It’s a sharme though.
Well, at least we know where it stands. Perhaps I will grab the source you’ve posted so far and file it away for possible future development.