The JCD utils :D

LWJGL Work Frame:


http://www.realityflux.com/abba/Lwjgl/LWJGLFrame/LWJGLFrame.jpg

Keys: Escape to exit
H to display statistics
Source
Zip File Source

Author’s notes:
This Frame works makes developping demos and maybe games a hell lot easier since the programmer doesn’t have to worry about implementing the following things:
TextureGeneration.
Shaders handling including the new shading language OGLSL.
TextureLoading.
Multi-Texturing.
Materials and Lights.
Milkshape3D and 3D Studio max files (with an option to generate Tangents and binormals vectors :wink: ).
Cursor rendering.
Text rendering with different fonts.
First person persepective camera.
Frustum class.
Cos and Sin look-up tables.
Quaternion class.
Normal maps generation.

and so on…
It is largely inspired by Xith3D, and yet it is much more flexible (and less features complete).

Font Factory

Wow great work !!!
I’m gonna test all these classes :slight_smile:

(yeah I’m back after a long tiiiime… :P)

Chman

edit: it needs the http://www.realityflux.com/abba/Lwjgl/LWJGLFrame/source/ImageUtils/TargaLoader.java class to work :slight_smile:

Updated main post ;D

Cheers JCD, I wana start messing about with textures soon, so your image loaders will come in very handy :smiley:

Cheers :slight_smile:

Cool, just been messing about with textures for the first time and thanks to the ImageLoader and textureLoader, I only needed to add two lines of code to get it all set up ;D

Cheers again JCD, I’ve learnt a lot from reading though these classes and I reckon I’ll be using them quite a bit :slight_smile:

So how about an uber fast 3DS loader?
Coming soon :wink:

:-[ I was all happy until vrm pointed me to the awt stuff… That apparently means no compilation using JET…

[quote]So how about an uber fast 3DS loader?
Coming soon :wink:
[/quote]
Ooooooh :o

Cheers :slight_smile:

[quote] :-[ I was all happy until vrm pointed me to the awt stuff… That apparently means no compilation using JET…
[/quote]
Just use .tga’s then, it’s only the .jpg/.png/.gif stuff that needs awt, comment it out. Personally I’m not to bothered about using awt, as I have no interest JET, if you want an .exe program the stuff in C++ :wink:

An uber fast 3DS loader sounds sweet, I’ll be able to ditch my shoddy .obj loader and be done with the buggers for good :slight_smile:

not to start a flame debate about JET.But if U want to distribute your game to a large audience, consider using JET. Your game will be ditched by the mere fact that its java webstart . Jet makes it startup much faster. I read a articlesat puppygames about it.

Yes, a jetted exe starts up much faster.

But downloading a demo (exe - uhhh virii), installing it, doubleklicking it… playing it… not liking it… uninstalling it.

Kinda pain in the… y’know.

With webstart it’s click… and ye… that’s it :slight_smile:

[quote]But downloading a demo (exe - uhhh virii), installing it, doubleklicking it… playing it… not liking it… uninstalling it.
[/quote]
That is the way every other game works. So people are used to this and expects it. With JET you get almost all the benefits of a c++ game. The biggest of course being that the player don’t need to have java installed. In addition you get the developing benefits of java. Wich is important when you’re a lone programmer with limited time.

Webstart is great, but until microsoft ships with the latest vm from sun it is only a novilty. The future of java gaming is native compiled.

Well if you intend to use jet, then all you need to do is clean up the part of the code that uses awt, and I know that it’s barely 10 lines of code or so.
I used Jet for a while and God it sucked; a simple demo that uses less than a thousand lines of code turns into a 10 mb exe? Wtf?
Man, the latest set of ATi drivers, the 4.4, weigh around 22 mb, and they come out on a monthly basis.
JRE on the other hand is “hardly” any bigger than 15 mb with minor updates via webstart every now and then.
Bottom line is, if your game/demo/app is advertised properly and is attractive, downloading a JRE won’t be a problem for a lot of people.
Anyways, speaking of 3DS loader, I’m done with it since it was mostly a port from gametutorials demo to Java.
However in the process I discovered few things that makes loading large models slow as hell.
It took me sometime, but now it’s more optimized than ever (uses NIO buffers, generates TBN vectors, relies on VBOs etc…) can’t wait to put it here :smiley:
PS: I don’t know how to animate models yet, any directions people?

…And you also lose many of the benefits of developing in java. I only mention this because you seem to be forgetting it.

ISTR you’ve made it clear before that you think very little of JWS. In the context of being someone who seems to think that jet only has advantages, this viewpoint makes a lot more sense.

It’s not really debatable whether or not webstart is a novelty - like I recently pointed out to someone else, MICROSOFT has been pointing people to download the Sun JVM from their own website for some time. 50% of all new PC’s come with Sun’s JVM (which means, of course, webstart too) pre-installed. Of course it’s not a novelty!

Or, to put it another way, with over 2000 visits to the JGF pages, I’ve had several complaints about ZIP games not working, one or two about applet games not working, and NONE about webstarts not working.

That suggests that the number of people using webstart successfully is not so low as people like you would have us believe. It also suggests that the contact address is not prominently-enough displayed ;D (I’d expect about 10 times the number of complaints than I’ve actually had)

PS: sometime in the future, an upgrade of JGF will hopefully enable us to collate detailed stats - like the percentage of people who attempt to play a game who actually succeed - which we can then publish as firm data on things like this issue. But…it’s going to require some co-operation from developers (how else are we going to know they started the game OK ? :)).

[quote]That is the way every other game works. So people are used to this and expects it.[…]
[/quote]
People are used to alot of things, but that doesn’t neccesarly mean, that they like all of em. If you can make something easier, people will like that.

Just installing a demo is a rather long mindnumbing task - with jws it’s just one click away. One click and I can do something else until it’s done with downloading/installing. That’s really great. Tell me what’s so good about: download, wait till it’s done, locate the installer, double click the installer, wait, ok, yes, ok, there, ok, wait, ok, yes launch and then ok?

Nothing. And even non techy people agree there.

Oh and these empty folders with a ini file left or zombie registry entrys… I won’t miss em :wink:

Just a friendly suggestion that since the ImageLoader at least is clearly modified from the Xith3D code you might at least put a comment in about that.


/*
 * Copyright (c) 2003, Xith3D Project Group
 * All rights reserved.
 *
 * Portions based on the Java3D interface, Copyright by Sun Microsystems.
 * Many thanks to the developers of Java3D and Sun Microsystems for their
 * innovation and design.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are met:
 *
 * Redistributions of source code must retain the above copyright notice,
 * this list of conditions and the following disclaimer.
 *

There is already a nice .3ds loader here http://games.swizel-studios.com/libraries.html

Perhaps updating this one if required would be a better choice than starting from scratch.

Regards,

Andy.

Java cool dude… HJave you run your texture loader with 0.9. Cause I have problems with AWT and 0.9. I replaced my IMG loader with yourd yesterday but ran into the same problem.

AWT somtimes compress an image (because it can). This means that it fills less in the buffer. LWJGL 0.9 exspects a certain size of the buffer (it apparently calculates pixels). So the buffer is too small for LWJGL and it throws a BufferOverflow exception…

To test this try to load a easily compressed png image (like one thats all black).

Well, how do you uninstall a Webstart app on Windows? It does not appear under Add/Remove Programs and this is where most users will look. And please do not tell me there are no zombie files left on your disk by the Webstart engine.

Anyway, all this sounds fine, but is still pure theory. How about a little practice? Make one game available as a WebStart URL and as a JET-compiled EXE download, count the number of succesful launches/downloads of each and of purchases that were results of those launches and downloads for a few months, and publish the results.

We would provide a temporary Excelsior JET license if your game is entirely LWJGL based (i.e. it does not use AWT/Swing). No purchase obligations, nothing. Just tell us the numbers.

Any volunteers?

bugger Thats a nice offer… I would take if I had a running game :slight_smile: