TUER: Truly Unusual Experience of Revolution, FPS using JOGL

Hahaha good stuff. I wish my French was better, I only got partial comprehension of all that. But I did see you ask the lady if it was an accident she became a waitress, and it gave me a good laugh. :smiley:

Wow that’s incredible!

I’m going to ask my french friend to tell me what’s going on there. Looks like those girls are a little bit stuck up!

:smiley:

There is a version subtitled in English somewhere.


angry young man :slight_smile:
gingers unite!

how did you become a waitress, was that an accident?

Poor girl is probably crushed.

Hi!

I have to fix an annoying bug in the sound system, then I will end the implementation of the optimization and maybe start using Netbeans RCP in JFPSM.

If someone knows where I can find a nice model of animated cop, let me know.

Edit.: the bug fix is below:


try{soundSystem=new SoundSystem(LibraryJavaSound.class);
    	    /**
    	     * workaround for a known bug: when the first available mixer is 
    	     * the direct audio device of the embedded microphone of a camera
    	     * on Linux, Java Sound Audio Engine tries to use it instead of using 
    	     * the sound card. The bug fix consists in avoiding the use of JSAE in 
    	     * this case. 
    	     * */
    	    if(System.getProperty("os.name").contains("linux")||System.getProperty("os.name").contains("Linux"))
    	        {Mixer.Info[] infos=AudioSystem.getMixerInfo();
    	         if(infos.length>0 && infos[0].getName().contains("Camera"))
    	             {Mixer mixer;
    	        	  for(int i=1;i<infos.length;i++)
    	        	      {mixer=AudioSystem.getMixer(infos[i]);
    	        		   if(!infos[i].getName().contains("Camera")&&!infos[i].getName().equals("Java Sound Audio Engine"))
    	        		       {LibraryJavaSound.setMixer(mixer);
    	        			    break;
    	        		       }
    	        	      }
                     }
    	        }
            SoundSystemConfig.setCodec("ogg",CodecJOrbis.class);
           }
        catch(SoundSystemException sse)
        {System.out.println("The initialization of the sound manager failed: "+sse);}

http://tuer.svn.sourceforge.net/viewvc/tuer/pre_beta/engine/SoundManager.java?r1=224&r2=242

http://www.turbosquid.com/Search/Index.cfm?FuseAction=ProcessSmartSearch&istSearchKey=cop&x=0&y=0

Thank you but even the most expensive model is not animated and none are in collada format :frowning:

bobjob succeeded in converting my MD2 model into OBJ format ;D Maybe we’re going to kill cops soon.

http://www.turbosquid.com/3d-models/3d-model-armed-policeman-police/351939

Armed british policeman police with bascic CS animations. Low poly fully textured model with a base set of animations. BIP file included.

Not at all sure this helps you, but it is animated. Just wanted to be sure you didn’t miss it. :slight_smile:

Also… with a small texture job, this model could be used as a cop:

http://www.cubixstudio.com/HTML/Products/MaleContentPackScreenShot.htm

Fully animated and in lots of formats.

Thank you markus.borbely, these seem to be good models, especially the British cop. Someone who made these models has just proposed his help:
http://www.md2.sitters-electronics.nl/models.htm

thats a great collection of models. Im downloading… them all now

Hi!

I have almost finished to port the MD2 importer of JME 2 to Ardor3D as I think it is a better solution than tinkering WaveFront OBJ models obtained by the conversion of MD2 models with Blender. I hope it will work fine.

Hi!

My MD2 importer for Ardor3D is temporarily there:
http://www.ardor3d.com/wiki/md2
I need to test it a bit more.

Hi!

People using the latest update (update 21) of Java 1.6 (Sun and OpenJDK) gets the following exception when launching the very experimental version of TUER:

[quote]net.sourceforge.jnlp.LaunchException: Fatal: Launch Error: Could not launch JNLP file.
at net.sourceforge.jnlp.Launcher.launchApplication(Launcher.java:462)
at net.sourceforge.jnlp.Launcher$TgThread.run(Launcher.java:725)
Caused by: java.lang.IllegalAccessException: Class net.sourceforge.jnlp.Launcher can not access a member of class engine.Ardor3DGameServiceProvider with modifiers “public static”
at sun.reflect.Reflection.ensureMemberAccess(Reflection.java:95)
at java.lang.reflect.Method.invoke(Method.java:607)
at net.sourceforge.jnlp.Launcher.launchApplication(Launcher.java:454)
… 1 more
Caused by:
java.lang.IllegalAccessException: Class net.sourceforge.jnlp.Launcher can not access a member of class engine.Ardor3DGameServiceProvider with modifiers “public static”
at sun.reflect.Reflection.ensureMemberAccess(Reflection.java:95)
at java.lang.reflect.Method.invoke(Method.java:607)
at net.sourceforge.jnlp.Launcher.launchApplication(Launcher.java:454)
at net.sourceforge.jnlp.Launcher$TgThread.run(Launcher.java:725)
[/quote]
I have tried to fix this bug, it should work now:
http://tuer.sourceforge.net/very_experimental/tuer.jnlp

Let me know if something’s still wrong.

Hi!

The MD2 importer seems ready :

http://www.ardor3d.com/forums/download/file.php?id=300

Cool, how much work was it? Does it support animation?

It’s actually easy to support hardware accelerated keyframe animation. Just push your vertex data into two texcoord arrays, and lerp between those in the vertex shader. Keep in mind that you’ll have to match every vertex of your indexed geometry in all keyframes. It gets really funny when the vertex-count in the keyframes do not match up.

Actually, I ported the MD2 importer of JMonkeyEngine to Ardor3D, I had to reorganize the whole source code because Renanse found it too dirty and he would have preferred rewriting it from scratch like the OBJ importer. I made some regression tests with several animated models, it works at least as much as the original MD2 importer. I tested the serialization too in order to be able to convert the MD2 model into Ardor3D binary format.

I worked on this about 10 hours. I could have rewritten it from scratch but it would have been useless as the MD2 importer of JME 2.0 was already quite reliable.

I have to update the game itself…

I cannot implement this with shaders as I still rely on OpenGL 1.3. Do you think my current port is not very efficient?

You have to change your point of view. You don’t want to think about todays low-end, but what low-end gfx hardware will be around when you release your game. Don’t focus on supporting a quickly diminishing group of users. Some smartphones (with latest OpenGL ES) don’t even have a fixed function pipeline anymore. Use shaders, everywhere.

I don’t want to choose, that is why I use an engine that works both on very low-end graphics cards and on high-end graphics cards.

I have nothing against shaders but I don’t want to use features of Ardor3D requiring them and I don’t want to implement features requiring them. Currently I implement my features without shaders; if it becomes unavoidable, I will make an effort. JOGL 2 includes some nice fixed function emulation :slight_smile:

What do you mean exactly? I don’t use immediate rendering and I rarely use functions that have been deprecated.