I'm back again

Hello folks,



I'm back into 3d game development.

I plan to implement following features for jME:


  • StereoGame (+ StereoCamera)


  • different SceneManagers: Octree, BSP, Dungeon, Planet


  • sophisticated animation features


  • sophisticated procedural models and textures





    Could you please inform me, if any of these features already exist? (I’m still studying the version 2…)





    Ogli

    (www.sternenschwarm.de)

Welcome back  :slight_smile:

Have you seen jME3? http://www.jmonkeyengine.com/forum/index.php?topic=11246.msg90019#msg90019

Consider if it would be better to implement these features for jME3.

jME2 already has BSP and Octree (available on the forum), it supports animation from Ogre3D, Blender/HottBJ, and MD5. However jME3 is in development and could use more integrated solutions to these features.


Octree:
Okay, I will study the implementation of the Octree - I hope it has the following abilities:
- automatic resize in order to be adjusted to different scenes with different distributions and frontiers
- combination of many octrees (e.g. for large terrains - distribution mainly in 2d - like enhanced quadtrees)
- update-function to check and change (for instance for dynamic / moving objects) and let static objects untouched

BSP:
Maybe I can learn a bit from the implementation you mentioned.
I have also found two cells&portals implementations in this forum - will check them too...

animations:
Okay, I will take a look at these.
However, there is still much to do - I would like to have cloth, softbody and rope effects (e.g. tentacles of a giant monster octopus and flags/clothings attached to animated characters).

procedural models and textures:
I will see what I can do in this area - I learned the basics a few years ago (some hot mathematics involved here).

Stereo:
Saw many new stereo displays lately and with "Blitzgames" there is already a company making stereo games for gaming consoles - I hope I can do something with jME (my favorite rendering engine).
But I could need a little help here, because:
- I will need to know the LWJGL-commands for quadbuffered rendering.
- I will need to save a time base so that both eyes are kept in sync.


Still studieng forum and new demos for jME...
But this time I will not give up...

Great initiative Ogli, glad to have you around. I saw on your personal page that physics is an interest of yours. Do you think by any chance you’d be interested in co-working on JME’s JBullet integration? If JME2 was to have any official milestones, this would be one of them.

Ogli said:

animations:
Okay, I will take a look at these.
However, there is still much to do - I would like to have cloth, softbody and rope effects (e.g. tentacles of a giant monster octopus and flags/clothings attached to animated characters).

I would say these are physics, but not animation features.
Having a feature-rich stable working physics-integration would be great. :)

Hi, erlend_sh,

I have to program a demo with jME until monday, the 14th.

But after that I will have some time to look at the current physics systems in jME.



I have a few questions in advance:

  • what is the difference between jBullet and jMEPhysics?
  • what is jBullet used for? the name is irritating - from what i read in the forum it is not only used for "bullets"…
  • what about physX and the physX hardware? is this still available or did it flop?



    In my master thesis I used some primitive physics as well -

    I calculated a motion prediction based on simple kinematics (a walkthrough cam / FPS-style virtual walker).

    This was fun and I have a little knowledge about other concepts and formulae of physics.



    :slight_smile:
Ogli said:

what is the difference between jBullet and jMEPhysics?

jMEPhysics uses physics libraries for the calculations. it is an interface between jme and the physics libraries.

Ogli said:

what is jBullet used for?

JBullet is Java port of Bullet Physics Library.

Ogli said:

what about physX and the physX hardware?

PhysX is great. Stable, professional and still free for PC development.
PhysX is now part of NVidia and they push it.
I think there is no official Mac version right now. But the unity engine uses physics and they support mac. so there has to be an internal mac-version.
Ogli said:
In my master thesis I used some primitive physics as well -
I calculated a motion prediction based on simple kinematics (a walkthrough cam / FPS-style virtual walker).
This was fun and I have a little knowledge about other concepts and formulae of physics.
Awesome! In that case maybe you can help out with some calculations? ;)

Did JackNeil answer your questions well enough or are you still in the greyzone about a couple things? Bullet Physics is indeed a whole lot more than just "bullet physics". It is a complete physics library much like ODE, however still in active development so it comes more highly recommended as far as I'm concerned.

Okay, I will take a look at both jMEPhysics and JBullet soon

(first week of october and one hour a day is still free for this).



I remember that I once wanted to create my own physics library.



But there are so many other problems with jME left:

erlend, have you read this paper? -> http://www.jmonkeyengine.com/forum/index.php?topic=12104.0

Scene management will be of higher priority, physics and animations are second priority to me now.


Scene management will be of higher priority, physics and animations are second priority to me now.

I couldn't agree more.  And since it's stuff like this that I REALLY don't understand without causing brain hemorrhages,  I'm working on the JBullet integration.  Simple interface binding.  :)

Though if you have time to help out w/ those calcs I'd be grateful.

-Falken