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gsmaster

3D Java

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I'm starting to make an (MMO?)RPG in Java, but I came into a ditch. Here's the problem... I'm expecting the game to use low-quality, but fun graphics(Like Pokemon or Zelda for Gameboy). However, I have come to realize the these are to some extent using a 3D engine(How else would you enter a door? =D ) Anyway, does anybody have an idea where I can find tutorials related to 3D graphics in Java, or any information related to 3D graphics that could be applied to Java?

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Check out the Lightweight Java Game Library at www.lwjgl.org. It provides wrappers around OpenGL, FMod, OpenAL, and some others, and has some basic input type stuff as well. I've found it to be quite nice.

There are also java bindings for Ogre and OpenSceneGraph and some other things that you might want to check out.

Of course, if you don't know opengl, nehe.gamedev.net is a great place to get started. It's fairly easy to learn the API, but 3D theory trips a lot of people up.

I would personally recommend Ogre or OSG for your graphics if you end up wanting high-end stuff, simply because the work is already done for you, and done quite well.

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Hiya.

I'm not trying to nitpick, but I think you may be misunderstanding what is happening in the Pokemon games, and the classic Zelda games. You won't be needing a fullblown 3D engine, as they are simply using layers. Of course, should you want to add 'depth' to your game you may eventually want to get those matrices and such working for you.

Just a thought, that's all.

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Just a word of advice, if you're considering making an "(MMO?)RPG" yet have little knowledge of 3D graphics, you may want to work on a less ambitious project at first.

Otherwise, instead of using "full-blown" 3D, consider using a tile-based approach and layers. For example, SNES games used multiple graphics layers, including 1 for sprites and several "scrolling" background layers. Layers have an order of precedence, so an object on layer 3 would be drawn "over" layers 1 and 2. A first layer could be used for the ground and fixed buildings, another one for rocks/objects on the ground, and even a third for trees. In this example, you could fit your sprite layer after layer 1 and before layer 3.
Keep in mind that this is a bit of an oldschool approach :-)

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For a really great Java 3D Scenegraph engine use JMonkey engine at http://www.jmonkeyengine.com/. It is really easy to pick-up and understand. It also renders very fast using OpenGL.


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Ogre for Java, although I'm not sure how mature the project is... maybe you can let us know!: http://www.ogre4j.org/drupal/

Java bindings for OpenSceneGraph, OSGJava: http://www.noodleheaven.net/JavaOSG/javaosg.html



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