After first launch I immediatelly created a New Project but unable to see anything in the Project Browser on the left.
Second launch: I was able to see the project previously created and then I started adding a Cylinder primitive to the root node, but nothing appeared on the scene.
So I tryed to add a light, and editing several Cylinder properties without any success.
Camera Navigation System is poor (or does not work?): `W' and `S' move camera up and down along vertical axis (not forward and backward as explained in the manual), middle mouse button does the same and right mouse butto rotate camera view. It is not enough.
Colors selectors in material state properties are buggy. I was unable to change them. After I change they automatically sets themself to black.
Unable to test anything else, considering that I was unable to see the ojects I added.
Bad things:
At the beginning I was really confused on how to run the application (I thought I had to type something like `java -Djava.library.path="..."' on the Terminal :D ). A README or a Quikstart, could be a good solution
.
I don't feel comfortable with the Eclipse-like GUI for editing a 3D environment.
Absence of a global switch between different Rendering Modes (Shaded or Wireframe).
Suggestions (or wishes XD ):
Create your GUI from scratch. I think it would be better.
Make a more intuitive Camera Navigation System.
Add support for Drag and Drop
At a whole, MW3D seems to be a really good application, but I would like to see it more stable and to be able to use it in a production environment.
I am starting to suspect that some of the problems could be caused by jinput, if it is used. I have recently tryed to use jinput to develop a simple painting application, but I have been blocked by the fact that there are some permission issues. I don't know how to set up it and currently only root user has full access to input devices. X11 and kernel have no problem because they run a lot of code with root privileges, but Java has strict policies about system privileges.
I would like to know how things are working under Windows and Mac OS X to compare them.
We didn't test MW3D on the linux platform, but we are currently trying to get this done, also we are working on a MacOS version. Some of the mentioned problems are fixed already.
I have tried using MonkeyWorld3d on linux and had exactly the same problems. However after several restarts of the program it seems to work a bit better.
One other porblem is that the gui controls (sliders, texboxes, selectors) are not responsive and keep resetting my input several times before finally accepting a new value.
Vardamir said: Some of the mentioned problems are fixed already.
This means that I can go to the SourceForge files page and download it now? These fixes are there? Or should I go to CVS or SVN to compile it myself?
The point is, also, that I cannot ask to a graphic artist or designer, to compile hisself MW3D. I should deploy a precompiled version for them from CVS, if there is none working in the files section.
Moreover I think that a little more "Pure Java" approach (with the exception of LWJGL native libraries, of course) would be better.
What i mean is, no native executable to startup the software. What practical reasons moved you to use a binary executable to launch MW3D?
you'll have to go and recompile it yourself i'm afraid…
around a week ago the monkeyworld guys put a shout out for people to help port monkeyworld to mac and linux as they probably don't have the resources to do it themselves…
they are aiming to have the native executables available as soon as possible, and from my conversations with them they are very sincere about that…
the reason there are platform specific versions of the app is because it is built on the eclipse framework which has native plug ins…
i've ported it to mac without too much difficulty so maybe if you have the time you could give it a go…
then we'd have monkeyworld on pc, mac and linux…and we're all happy
If the problem is only to compile native libraries for Linux it is not such a big problem. If the Eclipse Natives<->JNI have platforms differences that lead to the necessity to write a different "adapter" for each platform, I suggest to choose another GUI approach and concentrate more on the functionalities of MW3D.
Anyway I could help them, to create the Linux port, if they want, but I need more informations about MW3D structure. A UML schema of the base structure could be usefull.
The problem I was experiencing is that Eclipse 3.3 is required for MonkeyWorld3D, but it is not supported in AMD64. So I got stuck… I will try later on. And yes, most changes have been available through SVN only.
Its the base plugin that has all the SWT bindings for the jMonkeyEngine. Contained is a "patched" LWGLDisplaySystem for SWT. There is also a very JMEView and a class called SWTCompositeGame that is a container for the GLCanvas. Currently we have the problem, that its only possible to have one composite open at a time. If anybody has a solution for this problem, we'll be happy to hear about that.
This is the main plugin that contains all the currently implemented editors. Also there is the outline view and the properties for the elements of the editors.
A small test/demo plugin that shows how to use the jME plugin in eclipse/RCP projects
MonkeyWorld 3D comes in two flavours: A eclipse plugin set and a standalone RCP application. You can choose which flavour tastes better for you. Personally, i like the taste of the eclipse plugin set more, because it has several advantages compared to the standalone version (Package Explorer is much more powerful than the Navigator).
duenez said:
The problem I was experiencing is that Eclipse 3.3 is required for MonkeyWorld3D, but it is not supported in AMD64. So I got stuck... I will try later on. And yes, most changes have been available through SVN only.
if it's only the SplashHandler that makes this dependency for Eclipse 3.3, we can remove it (it was added accidently anyways, because the PDE adds all this stuff, if you play around with the product settings a bit, and i am a playful guy ;))
Outrunner and i are currently the only active committer to the project, so we are looking for help in every area. Thanks to duenez and ncomp we get Linux and MacOS support soon.
This may be the wrong place for it, but i'd like to give you a little insight of what we currently discuss to integrate in future versions of MW3D. So if you find anything here, that you think you can help with, we'd be happy to invite you to join this exiting and fun project:
- Editor for the OpenGL Shading language (complete with syntax highligthing and code assists)
- Terain editor (something like or exactly that what you can see here: http://www.jmonkeyengine.com/jmeforum/index.php?topic=5641.0)
- Tigther Blender integration using the Verse protocol
- Other game development related tools not yet planned (give us some ideas!)
I remember its fixed in the latest SVN code, I just started a new fresh copy of the editor, I have imported models, and opened already .jme models, and its all working just fine. I remember that the issue was when the model don't have an high level node, and the the model was only one Geometry, which caused a class cast exception when adding the model to the root node, but its fixed, and in the SVN.
Ender, I think thins problem is gone with RC1, what version do you use ? Also have you tried to create pure primitives shapes with the editor. If its still their, could you send us the .log file, it will be great help for us to determine what the problem is. If you still didn't find it, then if you can send us the model to try and see what is going, it will also help us a lot.
Momoko_Fan, if you have time to give ot an another shot and update your code, and tell us what happens with you ?
Ender, I think thins problem is gone with RC1, what version do you use ?
As I said the test was made by a member of my graphic team so i cannot be sure. If he followed the links I suggested that time, he should have used MonkeyWorld 3D 4.0.1 RC1.
Quote:
Also have you tried to create pure primitives shapes with the editor. If its still their, could you send us the .log file, it will be great help for us to determine what the problem is.
This are all things that I don't know currently. I have almost no possibility to test under Windows XP by myself. The only thing I can say is that I can guess that the member, who made that test, is not able to create by hisself 3D models (he is just a pure 2D graphic tech). So that should be just a primitive.
Outrunner said: If you still didn't find it, then if you can send us the model to try and see what is going, it will also help us a lot.
As I said above. I guess that there exist no custom model.