Are the tutorials not out yet or did I just not find the links? (Neat project you’re planning there btw, I’m sure it will help a lot of people, hopefully including me too )
It’s not out yet, sorry!
I’m planning to let it out when we reach a good 3 version. Because the JME API and my Atom framework still in a lot of changes, and since it depend heavily in the coporation of Blender and jME, the tuts will be out of date in no time.
So, please just wait for the video(s) to come or contact me for the code. The RPG Project is already in googlecode, you can check in the first post but it can’t run in lastest JME libs I affraied. Thank for asking!
No problem, I’ll wait for it then
Hey Atomix - any possible update on this atll all? Seem soooooo exciting!
hey I was just wondering if it’s possible to download and use your Atom framework, and if that’s the case where can you download it from ?
Sorry, but in this moment, there is no working copy of Atom available in the internet yet. I’m still working on it but the progress is slow. You can check out the code of Blade of Immortals which in the first post. There are a skeleton structure of Atom in there but Atom has some more features.
Yes, I’m thankful that you guys like this topic, but JME3 now slowly reach 3.0 and have decided to put the tuts out when it stable 3.0, which no more dramatic changes in the core. Also wait for some magical things (Deffered Lighting, … never mind! )
Also, let me know if you what to check this lib out… It’s not fully complete ( may be still some missing references) but may be you can just refact it.
@atomix said:
Sorry, but in this moment, there is no working copy of Atom available in the internet yet. I'm still working on it but the progress is slow. You can check out the code of Blade of Immortals which in the first post. There are a skeleton structure of Atom in there but Atom has some more features.
Yes, I'm thankful that you guys like this topic, but JME3 now slowly reach 3.0 and have decided to put the tuts out when it stable 3.0, which no more dramatic changes in the core. Also wait for some magical things (Deffered Lighting, .... never mind! )
Also, let me know if you what to check this lib out... It's not fully complete ( may be still some missing references) but may be you can just refact it.
Cheers for the update Atomix - really, really appreciate your work.
I learn well best visually and from examples which is exactly what you're providing :).
I just found this and downloaded the source. After updating a few things that were causing errors I was able to run it. I click the New Game button and it crashes with the below error. I am going crazy trying to figure out where the issue lies because it looks like everything is correct. It says a Node or Geometry are needed but a TerrainQuad is a Node.
Error:
Mar 19, 2013 9:38:41 AM com.jme3.app.Application handleError
SEVERE: Uncaught exception thrown in Thread[LWJGL Renderer Thread,5,main]
java.lang.IllegalArgumentException: Supplied spatial must either be Node or Geometry!
at com.jme3.bullet.util.CollisionShapeFactory.createMeshShape(CollisionShapeFactory.java:175)
at mygame.stage.WorldManager.createTerrainPhysic(WorldManager.java:235)
at mygame.stage.WorldManager.createPhysic(WorldManager.java:230)
at mygame.stage.WorldManager.attachWorld(WorldManager.java:213)
at mygame.StageManager.attachStage(StageManager.java:190)
at mygame.state.LoadingAppState.update(LoadingAppState.java:118)
at com.jme3.app.state.AppStateManager.update(AppStateManager.java:255)
at com.jme3.app.SimpleApplication.update(SimpleApplication.java:238)
at com.jme3.system.lwjgl.LwjglAbstractDisplay.runLoop(LwjglAbstractDisplay.java:151)
at com.jme3.system.lwjgl.LwjglDisplay.runLoop(LwjglDisplay.java:185)
at com.jme3.system.lwjgl.LwjglAbstractDisplay.run(LwjglAbstractDisplay.java:228)
at java.lang.Thread.run(Thread.java:662)
Line in the code(terrain is a TerrainQuad):
terrainPhysicsNode = new RigidBodyControl(CollisionShapeFactory.createMeshShape(terrain), 0);
Java Doc:
createMeshShape
public static CollisionShape createMeshShape(Spatial spatial)
This type of collision shape is mesh-accurate and meant for immovable “world objects”. Examples include terrain, houses or whole shooter levels.
Objects with “mesh” type collision shape will not collide with each other.
Creates a HeightfieldCollisionShape if the supplied spatial is a TerrainQuad.
Returns:
A MeshCollisionShape or a CompoundCollisionShape with MeshCollisionShapes as children if the supplied spatial is a Node. A HeightieldCollisionShape if a TerrainQuad was supplied.
This is how I do it:
[java]
TerrainQuad quad …
final RigidBodyControl control =
new RigidBodyControl(
new HeightfieldCollisionShape(
quad.getHeightMap(),
TERRAIN_LOCAL_SCALE),
0);
control.setCollisionGroup(Constants.CollisionGroup.TERRAIN);
quad.addControl(control);
physicsSpace.add(quad);
[/java]
The code in the reposity is very out of date. They used the old Core Engine libs, that’s why they not working any more, sorry!
But don’t worry, it’s feel like I should back with this topic right now or I never get it done, so I will update the code base. A lot (huge) of changes have been made, it’s now better and better. XD
Hi guys,
Just want to let you know that i’m working on this Tutorials Series again and try to put it all in the wiki (a lot of stuffs), because the forum is unstatble currently.
https://wiki.jmonkeyengine.org/legacy/doku.php/jme3:atomixtuts
The tutorials in FPS , RTS and Football manager code are more or less complete as an workable example with many features already, I will update the wiki text for thoose… Scripting, AI tutorials are coming on their way. I also working with the MMORPG example, assets and codes.
http://hub.jmonkeyengine.org/forum/topic/mmorpg-adventure/
Any inputs or critisism are welcome. I’m almost love to listen to anyone’s voice!
Cheers,
This is looking great @atomix first of all gratz at your new work!!
I’m flattered you used my sprite-code and am happy to see that someone can make good use of it.
And with your good work on the Atom framework maybe a lot more people :).
Looking through those posts an screenshots I must say that it all just looks great
Keep up the good work I think your tutorials are great for the Jmonkey community and newcomers.
I wish I had more time to be active here, but with my business and social life I have very little time left.
Your posts really make me think that in the past I should have focused more on game development instead of application development.
I really hope you are going to have big successes to celebrate in your carreer, but never forget Jmonkey :).
on a side note I may not be here that often but still sometimes lurk around and am hoping for the day when I can put a bunch of time in finishing my game,
however, I am always available if you or someone else has some questions about the sprite-engine or other stuff. on that,
Did you change any code to make it compatible with the latest JME releases? I still have all the code in Git and it would by cool if any fixes / updates you made
can be used to update the repository.
Cheers!
edit:
I forgot to mention this : http://theatomframework.com , there is already something called the Atom framework it’s more about business management and stuff but just wanted to let you know.
@dansion:
Hi, Thanks to your kind words and contributions.
I want to say thanks to you directly if I have a chance! I’ve used your Sprite engine since you first posted it in the forum without any chance to say thank properly.
I also modified and have some improvement as inspired by Spriter libs http://www.kickstarter.com/projects/539087245/spriter . And in gameloft we also have in-house tool similar to that called Aurora, which I very familiar with. You can provide me the Git though, but a lot of changes should be made, i willing to commit to it if I have any time left
And yes, I’ve awared about the other “Atom framework” My Atom framework is really something else and just related to Gaming and jME. I will register its own domain when I ready to be release, but should be shorter, anyway in my short amount of time left I want to just focus in the Forum, the wiki, and the googlecode, that’s already too much for me i’m afraid …
Best regards
Can’t wait to see the code for the RTS-game. Would be most awesome.
Thanks for the tutorials, they provide great insight into the process.
@asser.fahrenholz :
Thank for your interesting,
I don’t have much time left recently so i struggle to get all the tutorial codes online and orginized as soon as possible.
The initial codebase of Heaven RTS is here:
https://code.google.com/p/heaven-rts-jmegame/
The current project size is ~100MB and belong to the initial workable version 6 months ago.The size of the full project codes and assets at my local is impressived of 2.1GB (a lot more assest),
The code of EuroKick initial workable version also online at:
https://code.google.com/p/eurokick-jmegame/
The current project size is ~100MB and also belong to the initial workable 6 months ago. Currently in my local is 400MB and depends on the Atom framework with character locomotions and playback, recently have support for remote controls like, as I experimental try to use an Android phone as control…etc
All the things will be renew soon as my Atom fw get mature, tutorial text and code comments will be updated acordingly. All of the codes are BSD license like our JME, and the license plate will be added soon! Anyone interesting in making these open source projects better, tell me I will give you commit rights :p
Another thing is I have problems connect to the forum at my office so you can try to contact me in google+ regardings any setup issues.
Is the rpg in a similar state?
Yes, if you want to ask if the RPG is workable partly at the moment? I don’t have much updates in the RPG cause it’s intended to be a good start for developers to implement their own gameplay. After checking my local respository i found some changes I made but didn’t commit. So more updates come soon.
Thank for asking.
Trying to check this out, seems to have a shopping list of added libs though are they listed somewhere would help, been stumbling around otherwise
@mcbeth:
Looong list, yeah, indeed!
But i really into open sources, that mean I rely and put my trust on “good” open sources.
Because the build script is an Ant build not a Maven build, you can properly find it hard to cover all the libs, but they are all popular and common so, let’s name them (what you need) and I can help you find the download link (a google search will absolutely help)
And, some components of the Atom framework are not published yet!
JME3 plugins (which in Plugins central)
ImagePainter
ShaderBlow
SpriteLib
…
Some of external opensource:
Guava
Apache Commons
Apache Logs
GlazedList
Doggy Framework
TungstenFSM
My opensource, Atom framework:
Atom (core)
Chart3D [ not published! ]
CityGen [ not published! ]
CodeGen [ not published! ]
AtomAI [ not published! ]