• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.

Archived

This topic is now archived and is closed to further replies.

SirCyr

[java] Java and 3D

12 posts in this topic

Hello there I was wondering if it was possible to render 3D graphcis in java,,,with OpenGl for example. and if so, would the rendering speed be comparable to the one I would get with a C++ app?
0

Share this post


Link to post
Share on other sites
I don''t know about performance but I know you can use OpenGL in Java

I wish there was a button on my monitor to turn up the intellegince.
Theres a button called 'brightness' but it doesn't work
0

Share this post


Link to post
Share on other sites
You can get Magician here and I have never measured but I would bet it is %80 to %90 of a c++ program. This might mean that instead of 90fps you get 80fps. I don't see a difference but some people do. Implement your culling algorithms correctly and you're good to go.

I wanrned you! Didn't I warn you?! That colored chalk was forged by Lucifer himself!

Edited by - GKW on September 30, 2000 1:18:42 AM
0

Share this post


Link to post
Share on other sites
ohh it is nice then

Im familiar with c++ and I was planning to study java...

so I guess that if OpenGl is accessible, a 3D game could be made in java at reasonable speed...

0

Share this post


Link to post
Share on other sites
The OpenGL ARB has asked that the Magician binding become the official binding so since you don''t know either I would suggest you go with Magician over GL4Java. The tutorials are easy enought to port over. Give you some good experience with Magician too.

I wanrned you! Didn't I warn you?! That colored chalk was forged by Lucifer himself!
0

Share this post


Link to post
Share on other sites
You can also get an overview with links to several starter articles on using OpenGL with Java from the thread''s FAQ. On that page there are links to at least 4 different implementations of Java-To-OpenGL bindings, but you are probably better off sticking with Magician or GL4Java (I believe they have the largest mind share, and Magician looks like its the OpenGL ARB standard now with that recomendation from SGI).

http://games.cpbinc.com/faq/ogl.asp

(I swear no one ever looks at that thing...)
0

Share this post


Link to post
Share on other sites
Nar, you don''t wan''a do it like that
http://developer.java.sun.com/developer/onlineTraining/java3d/
for all the info on the Java 3D Api (from sun) which has interfaces for Direct-X (or what ever you M$ clowns are calling it now) and Open-GL (which is quite nice). Its a bit of a bummer to get your head round through!!
0

Share this post


Link to post
Share on other sites
I actually attempted to build a 3D game engine using the Java 3D API. Not only was there very little in the way of decent documentation and existing code references, but the performance and system requirements necessary to achieve decent performance meant that my game would run on only about 2% of all PC''s in existence. And Java 3D is a MAJOR memory hog. You need at least 128 MB of memory, and more like 256 MB to be comfortable.

At first I did not trust what I was seeing - I thought maybe I just didn''t know how to tweak performance out of the API. So I downloaded code from various sites - some from NCSA - and tested the performance and system requirements of those programs. I got the same results.

I also had some problems with limitations in the API - such as only being able to detect one collision at a time and the lack of support for animated textures. The fact that the API ignores other collisions while in the process of handling a first collision was a big problem.

Overall I decided to go with OpenGL and wait for one or two more revisions of Java 3D before trying to build a game with it.
0

Share this post


Link to post
Share on other sites
First, I don''t believe that any OpenGL wrapper for Java can run nearly as fast as the same program written in C++. I like Java and use it for games but OpenGL is a fairly low level API (in comparison with complete 3D engines that is such as Genesis3D) meaning that many calls are required through the wrappers slowing it down. A framerate drop of 90 to 80 is not likely for a thin OpenGL wrapper. I don''t believe it. It must be much worse.

However, if you use a higher level API with a complete engine built in and this engine is written in C++ and you just access it through few calls then this will be able to achieve quite high frame rates.

I am currently getting paid for writing a Java wrapper for the Eldermage 3D engine. Eldermage already runs in Visual C++, Visual Basic (ActiveX), C++ Builder, and Delphi and soon to come also Java.

Look at www.eldermage.com and see what it can do.

Jacob Marner
0

Share this post


Link to post
Share on other sites
Yes repeated calls through the wrapper will kill your frame rate and no Java is not as fast as c. But if you use display lists and triangle strips and what not and minimize the number of calls you make you can get some respectable fps. Wait for 1.4 to come out. Supposedly they are putting alot of work into speeding up Java2d, adding hardware acceleration and finally no tricks to get fullscreen frames. Maybe I should do some kind of mini bechmark to test the speed of Magician vs GLUT. Have to dust off my c skills.

I wanrned you! Didn't I warn you?! That colored chalk was forged by Lucifer himself!
0

Share this post


Link to post
Share on other sites
Well I personally loath Java3D. It performs like crap, the API was definitely not designed by a game developer, it requires the Java Plugin, and its still not quite all there. Perhaps I''m being too harsh, but there are definitely better solutions out there. I would definitely check out Magician, GL4Java or wait until next Jan/Feb, there are entire engines coming out for this express purpose.
0

Share this post


Link to post
Share on other sites