Hello,
I tested two technics to display water in jMonkey and Both are interesting.
But during previous experiments with Ogre and C++, I had the opportunity to test Hydrax.
http://www.ogre3d.org/tikiwiki/Hydrax
http://www.youtube.com/watch?v=TzPpZ1HK-FY
http://www.youtube.com/watch?v=cJM48NBQ3pw
It’s an add-on for Ogre, which manages water in the most interesting and realistic way.
Compared to current water implementations in jMonkey, it’s sightly more advanced, with real waves, foam at the surface, underwater lightning, flares, rays, and camera blur…
Is it credible to expect Hydrax in jMonkey someday?
Well since the sourcecode is aviable it is probably ppossible to convert it to java, and the shaders should work also since ogre uses opengl as well. So basically possible but much work.
I dont think the techniques are much different, just more effects and finetuning. “Real waves”? Did water pour out of your monitor? Seriously, the waves are defined by the texture maps, so changing them in real time is already possible, question is what the input for that could be, theres an interesting smoke/water simulation here for example: Caltech Multi-Res Modeling Group - Stam's Stable Fluids
It looks great for sure, but I think the PostWater serves it’s purpose perfectly.
- jME3 is clearly capable of great shader graphics.
- The majority of games, i.e. not sea-based, will only require some good looking water to look at from time to time. It won’t be part of the gameplay, hence there’s no point in it being more complex.
The skies in the first one almost reminded me of Mythruna.
Hey, at least jME3’s water video is in HD! How can you see the details on those waters in 360p?
ozonegrif said:
Is it credible to expect Hydrax in jMonkey someday? :)
Why not if you step in and go for it. ;)
This is good stuff, and as EmpirePhoenix said should be convertible to java, but...don't know if it will fit JME rendering process. It would be very though and require a lot of work but, if someone commit to it it could be done.
For what it's worth i'm working on an under water part for the post water effect with caustics and light flares.
But don't expect real waves pouring water out of your screen though :D
(real wave)(
) == ~~~~~~~~~~~
:P
(real wave)(———) == ~~~~~~~~~~~
Yes sorry, I'm not english native. I meant "realistic waves", or waves in 3D, not just a flat surface. ;)
- The majority of games, i.e. not sea-based, will only require some good looking water to look at from time to time. It won’t be part of the gameplay, hence there’s no point in it being more complex.
True, the game I am working on will maybe have underwater scenes but since it's not precisely defined yet, things can change. I am merely curious, being a Newb here, I wonder what's possible and what's not possible with jMonkey.
Why not if you step in and go for it.
I can certainly help with some development, but I don't really know how yet. I seen you have to post the code on a forum, then wait for the core team's approval to commit. And point the commit's log to that forum thread.
A few noob questions about jMonkey's projet... Is everything converted to Java ? Ogre and Bullet too ? How do you manage when new versions are out ?
OgreXML is only a file format like doc, the format doesn’t necessarily change with new versions of the software. As for bullet, we reside on the jbullet port for the pure java version and compile our own binary from bullet svn for the native bullet implementation. The data structures or APIs on our side do not change by this, everything is unified through the jME API.
Edit: Oh, and you can do most anything in jME, question is how much of what you want to do has been “prepared” already in easy to use classes and how much you have to code yourself. jME is not a one-trick pony but gives you access to the power of OpenGL, Shaders and bullet physics to do whatever you want really.