TUER: Truly Unusual Experience of Revolution, FPS using JOGL

Hi!

3 images used to create textures are 1024*1024 tall. That was the problem. I will temporarily use smaller images where required.

Today, a student admitted that she plans to reuse a piece of the source code of TUER (the MD3 loader) for her school project. Nevertheless, she plans nor to use the GPL license neither to open the source code of her attempt of producing a small clone of the game “second life” and her collaborators agree with her. I’m really disappointed by this kind of irresponsible behavior.

If TUER and the MD3 loader is GPL, she is afaik only allowed to do that, if she will not release the resulting code to the public. So she can’t for instance install the result on the schools web-server with public access. Or you have to grant her permission to do so, if you are the full owner of the code (meaning the MD3 loader is fully written by yourself and no external GPL code was incorporated into your code base).

The MD3 loader has been built with another MD3 loader (under GPL too) written with LWJGL and I fixed some important bugs. As it is under GPL, she can’t refuse to use the GPL license for her project, can she?

If she releases the application in some way or another, she has to licence it under GPL.

Thanks! The war has begun.

If she only provides the game to her teacher, she only has to provide the source code to her teacher as well. Gpl doesn’t force you to share what you’ve made, it only forces you to share the source code if you do choose to share it.

The game will be available for the students of her school, not only her teacher but you’re right.

Sorry for the long silence. I had planned to adapt TUER for video games machine but the version of Linux available on this kind of machine rarely gives an access to hardware acceleration. When i work less on the Java™ Game Tome, I will fix some bugs on TUER.

Hi!

Eleven textures were too big for small graphics cards. It is easy to fix it but I will need someone to test on a low end PC (really low lol). I wasted some time because of a problem with the TextRenderer class in JOGL 1.1.1 that seems to be buggy. It reacts as it was impossible to disable the extensions related on VBOs.

Hi!

The source code mainly respects MVC/MVC2 except 2 factories and a frame in the controller that should be obviously moved in the view. I’m trying to solve a problem, I want to encode an object that contains a buffer and I can’t do it directly, I’m going to write a bean to encode it as an array filled thanks to the buffer, decode it as an array and build a buffer from its data. I need to test the medikit and then, if it works, I will update the source code at least.

The problem with JOGL 1.1.1 has been solved but I would like to fix JOGL rather than using a workaround in my code.

Good evening!

The source code has been updated and contains the following improvements:

  • MVC design pattern respected almost everywhere
  • medikit almost ready
  • the bug fix caused by the TextRenderer has been fixed (nevertheless, unbinding a big static VBO has a very bad impact on the performance)

I think that I won’t update the game now with JOGL 1.1.1. If I really want to update it, I will go on using JOGL 1.1.0 until JOGL contains the bug fix I submitted. The problem concerns only people with graphics cards under OpenGL 1.4 and supporting GL_ARB_vertex_buffer_object.

Good evening!

The source code has been updated and contains the following improvements:

  • bug fix: the radius of the bounding sphere was never updated and the buffer position wasn’t reset at zero
  • bug fix: the encoding of the medikit in XML wasn’t working
  • come back to JOGL 1.1.0 until the bug in TextRenderer is fixed

I hope I will finish the medikits Sunday in the worst case.

After that, I will have to fix the bug in the TextRenderer as it is a serious problem, it reduces the frame rate a little bit. I think that I will remove all attempts of unbinding buffers because no check is done, the TextRenderer doesn’t check the identifier of the VBO that it tries to unbind, it can unbind an important VBO that you’re using for your own application, it is not acceptable. My fix won’t work with GL_NV_vertex_array_range and GL_ATI_vertex_array_object, I have no graphics card supporting these.

Finally, I hesitate between improving the performance or adding at least a new enemy. I will ask the users to choose between these options.

Good evening!

The medikit is almost finished, it works fine. The last problem comes from the message appearing on the top of the screen… it doesn’t appear enough time to be visible. I will update the game and the source code tomorrow.

Good morning!

The game has been updated and the new features are these furthers:

  • medikits
  • full compatibility with most of VIA and S3 graphics chips
  • smoother and more accurate mouse look (even frame rate has not hugely increased)
  • the option menu shows your OpenGL configuration as TUER detects it
  • bug fixes as usual

Coming soon:

  • a new monster
  • use of JOGL 1.1.1
  • support of Intel chips

Hi!

I will update the source code maybe tomorrow as the way of handling a new enemy is almost ready except the graphics. I hesitate in adding a temporary intermediary scenegraph to improve the performance.

You can see a video of my game here:
http://video.google.com/googleplayer.swf?docid=4425987099321601856&hl=fr&fs=true

I don’t manage to use Xvidcap under Linux, then I used my cellphone :frowning:

Hi!

I’ve updated the source code. I need a lot of time to create the new monster in 3D under Blender. I think that I will save each frame of each animation in an .OBJ file, it will allow me to test my loader at the same time.

Is that Lara Croft?

Lara Croft is ready but she is in MD3 format. I need to write something to convert this format into the native format of the engine. The second problem is that I need to pre-compute enough interpolations as the game won’t support real time interpolations computing. You can already test Lara Croft by taping “java md3.MD3Viewer” after compiling the source code.

The new enemy looks like a mix of a metroĂŻd and a cacodemon. It has 2 kinds of attack, maybe 3. It is able to launch small plasma projectiles and to tear human bodies with huge retractable teeth. The artificial intelligence is very primitive, it allows a monster to flee, patrol, ask for help, get covered and attack as far as I remember.

Finally, if you need to reuse a part of the game requiring to animate correctly Lara Croft, I can modify the roadmap for you. Thank you very very much for your feedback.