Ok, I’m adding the Entity class right now.

Currently it has a String id and a Spatial reference. You can get/set the spatial and the id.

What do you guys want it to be able to do right now? Taking all requests, so now is the time to let them be known.

I thought the Entity is the object where we hang off things such as geometry, sound probably physics etc which effects that object. For example I have a box which is a cube and if I collide with it makes a sound and moves in a certain direction.

If we already have something to do this, then I just use that, otherwise, it would be good if entity can do this.

Another thing is that if we have an object which consists of hierarchy of other objects say a house which has a door, window, wall roof etc, then we need a container object which includes all other ones. This is something like the BranchGroup in the old Java3D. In a scene we will have multiple of these so I could have multiple houses etc. I think something like might be very useful for the loaders as they have hierarchical data structures!

How can we do this in the current version?


Yes, that’s basically the plan for entity. Right now it can hold a Spatial which would be equivalent to a Java3D branchgroup.

Sounds will be added. I’m waiting for Arman to finish with his big move and life to calm down for him enough that he can start working on stuff again.

However, you throughts are right on as far as the future of Entity. Just a matter of fleshing it out over time.

When entity physics API is going to be formed? I assume this is not currently active development area on jME.

I am interested on physics API because of Odejava project. I’d like a general physics API to be created for jME in such way that it would be possible to use Odejava engine through jME entities. Of course this API should not listen only ODE, but also other physic engines aswell. API should be usable but general enough for allowing various physics implementations.

What do you think, could it be possible to adopt some basic ideas from ODE and plug these to jME’s entity API?

Currently using ODE with Java is nice thing to do, ultimatum would be pure Java physics engine but I think this takes some time before it is completed.

Throw some ideas on here…

How would you recommend we do it? Entity is still a very open topic, and not designed yet. So, if you have a good idea on how to do it, I’d love to hear your input.

"mojomonk" wrote:
How would you recommend we do it? Entity is still a very open topic, and not designed yet. So, if you have a good idea on how to do it, I'd love to hear your input.

A small comment.

As I see it there are two potentional solutions:

1. This is just like JaniLaakso surgested. Having a commen interface that all pontial physic engines have to implement. This could be done using the Adapter pattern.

2. Not to have the Entity support physics by default. Correct me if I am wrong. The physics engine is not being used by the game engine directly but only when implementing a game. So why not just extend the Entity when needed.

I write Odejava related post also to this thread just to remind everyone that Odejava discussion is moved to Physics forum.

See the link below:

http://www.javagaming.org/cgi-bin/JGNetForums/YaBB.cgi?board=physics;act ion=display;num=1070980274;start=0

I just wrote some guidelines and ideas on how to proceed with this Project.

Hopefully jME and Java Physics guru’s join to Odejava’s physics thread and share their comments especially when the new Odejava version is out.

Perhaps mojomonkey could check initial Javaode higher level API and see if there are any ideas that could be adopted into jME’s entity class aswell, either directly or by extending it into physicsEntity class.

Hope you all have nice Christmas, Jani