software renderer with support for xith3d

Hi all , do you recognize it ?

It’s the q3d-xith demo … displayed through my beta-software opengl renderer

There is still a lot of work before releasing the engine and its xith plug-in and it will not be a million vertices class renderer… (this demo currently runs at 3-5 fps on my high end pc, but I haven’t fully optimized it yet). As of today, the “CubeTest” demo processes 100k tris/sec.

I’m planning to release the source code as a java.net project, with LGPL style licensing, and I just wanted to know if some of you would be interested in contributing to it (like : optimizing the rasterizer stage, adding more texture formats …). If not, I’ll keep it at home, and just give the sources to anyone inerested (to avoid the burden of starting the project for nothing).

Any comments are welcome !

Lilian

p.s. If you look at the image, you’ll see that : lightmaps are not filtered (sharp edges) and blending isn’t working yet (black rect above the skulls)… but at least mipmapping and multitexturing are ok !

p.p.s : the roots of the engine are based on a small LGPL C++ project I’ve ported to java (which supported clipping and lighting, but not texturing).

wow thats pretty cool

Good to see you’ve made such progress!

Im curious, is the renderer itself 1.1 compatible like the others suggested in your original post? (http://www.java-gaming.org/forums/index.php?topic=10725.0)

Well, I haven’t tried to make it fully compatible, but it supports a good set of open gl functions… I’m currently trying it with the available set of xith demos, and correct it or add new things as soon as a feature is missing. So it will become more and more complete in the coming weeks.

My goal is to use it on applets, and of course I will make it efficient for the things that suit my goals (thus the welcome help if I put it on java.net)

Lilian

Nice work :slight_smile:
With JOODE combined, most of the applications will then also work on pure java without native binding. It will probably not be able to compete with native bindings in speed, but oho!! ;D
Then we can soon have Xith applications in applets, without asking the user to download native libraries :slight_smile: (people, like me using my school account, who are not allowed to download stuff will then also be able to play the games :smiley: )
Java Webstart doesn’t work with my acount there :’(

Arne

I was thinking that we needed a software renderer and that someday I would need to create one if no one else did. I would be interested in integrating your code into my project and providing feedback.

Have you considered releasing under the terms of the Academic Free License?:
http://opensource.org/licenses/afl-2.1.php

I’ve started this project from a GPL C++ project, whose author has agreed to dual license it with LGPL to suit my needs… I guess I would have to ask him again in order to change the license terms again, but concretely, what would be the benefits of an AFL that aren’t covered by LGPL ?

Also, I’ve decided to stop (or at least pause) that dev because of the new possibility to have applet supporting JOGL (that suits better my current needs). I’ll polish the source code a little bit and then contact you (give me a month or so, I’m rather busy these days) with that updated project.

Lilian

Here is a comparison I wrote a couple of years ago:
http://croftsoft.com/library/tutorials/opensource/

I’m not sure what you mean here. Are you saying that Sun will make JOGL available in applets without having to distribute signed binaries? Or did I misunderstand?

no, It’s just that I’ve started this JOGL installer/launcher for applets (downloads and installs privately the jogl native libraries, see the jogl-applet security thread on that topic).

and it better suits my needs (and should be added to the certified jogl.jar)

Lilian

[quote](downloads and installs privately the jogl native libraries
[/quote]
Then people could also use webstart - I don’t see a real difference there anymore.

Then people could also use webstart - I don’t see a real difference there anymore.
[/quote]
Try to integrate a webstart application in the workflow of a larger web application and you will see a difference :wink:

Lilian

Impressive screen shot.

Will.

Very nice!

I still see use for it now that JOGL can be used in applets. It could be used when users don’t grant the applet the necesary rights to install JOGL, then use it as a fallback software renderer. You mentioned it supports the opengl (1.1) functions, so in theory that should work for (simple) games… looking forward to test it!

I could really use a pure Java implementation of OpenGL for Java applets right now. Does anyone know if anything is available?

Related:
http://earth.whoola.com:8080/space/cyber/doc/applet/
https://collada.org/public_forum/viewtopic.php?t=524

[quote]I could really use a pure Java implementation of OpenGL for Java applets right now. Does anyone know if anything is available?
[/quote]
You could try this one: http://graphics.im.ntu.edu.tw/~robin/jGL/

It’s supposed to be a pure java implementation of opengl (1.1?) but im not sure how much of the opengl specification is implemented…

Thijs

I see that it is Open Source LGPL. It looks like it will do the trick. Thank you.

Related:
http://www.java-gaming.org/forums/index.php?topic=14752.0