Opengl the Java Way Let’S Look at How Opengl Graphics Are Done in Java
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GWT + HTML5 Can Do What? (Google I/O 2010)
GWT + HTML5 Can Do What!? Ray Cromwell, Stefan Haustein, Joel Webber May 2010 View live notes and ask questions about this session on Google Wave http://bit.ly/io2010-gwt6 Overview • HTML5 and GWT • Demos 1. Eyes 2. Ears 3. Guns What is HTML5 • Formal definition o Best practices for HTML interpretation o Audio and Video elements o Other additional elements • Colloquial meaning o Canvas o WebGL o WebSockets o CSS 3 o LocalStorage o et al GWT support for HTML5 • Very easy to build Java wrappers • Many already exist in open-source projects • Will be moving many of these into GWT proper (~2.2) • Not part of GWT core yet • GWT has always strived to be cross-browser • Most new features are not available on all browsers WebGL • OpenGL ES 2.0, made Javascript-friendly • Started by Canvas3D work at Mozilla • Spread to Safari and Chrome via WebKit • Canvas.getContext("webgl"); WebGL Differences to OpenGL 1.x • No fixed function pipeline (no matrix operations, no predefined surface models) • Supports the GL Shader Language (GLSL) o Extremely flexible o Can be used for fast general computation, too • Distinct concepts of native arrays and buffers o Buffers may be stored in graphics card memory o Arrays provide element-wise access from JS o Data from WebGL Arrays needs to be copied to WebGL buffers before it can be be used in graphics operations Eyes: Image Processing Image Processing Photoshop Filters in the Browser • Work on megapixel images • At interactive frame rates • Provide general purpose operations o scale, convolve, transform, colorspace -
Kristoffer Marc Getchell Phd Thesis
ENABLING EXPLORATORY LEARNING THROUGH VIRTUAL FIELDWORK Kristoffer Marc Getchell A Thesis Submitted for the Degree of PhD at the University of St. Andrews 2010 Full metadata for this item is available in the St Andrews Digital Research Repository at: https://research-repository.st-andrews.ac.uk/ Please use this identifier to cite or link to this item: http://hdl.handle.net/10023/923 This item is protected by original copyright 1 Enabling Exploratory Learning Through Virtual Fieldwork Kristoffer Marc Getchell A dissertation submitted in partial fulfilment of the requirements for the degree of Doctor of Philosophy of the University of St Andrews May 2009 School of Computer Science University of St Andrews St Andrews, FIFE KY16 9SX 1 Abstract This dissertation presents a framework which supports a group-based exploratory approach to learning and integrates 3D gaming methods and technologies with an institutional learning environment. This provides learners with anytime-anywhere access to interactive learning materials, thereby supporting a self paced and personalised approach to learning. A simulation environment based on real world data has been developed, with a computer games methodology adopted as the means by which users are able to progress through the system. Within a virtual setting users, or groups of users, are faced with a series of dynamic challenges with which they engage until such time as they have shown a certain level of competence. Once a series of domain specific objectives have been met, users are able to progress forward to the next level of the simulation. Through the use of Internet and 3D visualisation technologies, an excavation simulator has been developed which provides the opportunity for students to engage in a virtual excavation project, applying their knowledge and reflecting on the outcomes of their decisions. -
Jogamp Fast Media & Processing
JogAmp Fast Media & Processing Across devices – Desktop & Mobile SIGGRAPH 2013 – Anaheim July 24, 2013 Dominik Ströhlein Alan Sambol Erik Brayet Harvey Harrison Jens Hohmuth Rami Santina Julien Gouesse Sven Gothel Mark Raynsford Wade Walker Xerxes Ranby Info Slides and BOF Video will be made available on Jogamp.org. 10 Years ... ● 2003-06-06 GlueGen, JOGL, JOAL ● 2008-04-30 JOGL Release 1.1.1 ● 2009-07-24 JOCL ● 2009-11-09 Independent Project ● 2010-05-07 JogAmp Project Name, Server, .. ● 2010-11-23 JogAmp RC 2.0-rc1 ● 2013-07-17 JogAmp Release 2.0.2 … used by ● GLG2D, Java3D (Vzome, SweetHome3d, XTour), Jake2, ... ● JMonkey3, libGDX, Ardor3D, ... ● Catequisis, Ticket to Ride ● Nifty GUI, Graph, MyHMI, ... ● Jspatial, SciLab, GeoGebra, BioJava, WorldWind, FROG, jReality, Gephi, Jzy3D, dyn4J, Processing, JaamSim, C3D, ... Legacy GLG2D ● Problem: ● Traditional Java2D uses a CPU based rendering engine. ● Modern Java2D uses a hidden GPU based rendering engine. ●Replaces CPU Java2D rendering engine with painting using OpenGL. ● Accelerate the most common ways that applications use Java2D drawing. ● Uses the latest JogAmp JOGL libraries for the OpenGL implementation. GLG2D Legacy GLG2D ● Swing behaves exactly as before, except that it' being painted to an OpenGL canvas instead. GLG2D Legacy GLG2D – More Information ● Project Pages: ● Github: https://github.com/brandonborkholder/glg2d ● Homepage: http://brandonborkholder.github.io/glg2d/ GLG2D Legacy Java3D – I'm not Dead! ● Work underway as early as 1997 ● 1.5.2 released Feb2008, GPLv2 w/ classpath -
Java Wrappers for C/C++ Event Handling As a Game Developer in Your Organization You Probably Have to Build Your Code to Support Multiple Platforms
For your convenience Apress has placed some of the front matter material after the index. Please use the Bookmarks and Contents at a Glance links to access them. Contents at a Glance Contents .............................................................................................................. v About the Author ............................................................................................... xxi About the Technical Reviewers ....................................................................... xxii Acknowledgment ............................................................................................. xiii Introduction ..................................................................................................... xiii ■Chapter 1: Welcome to the World of the Little Green Robot ............................ 1 ■Chapter 2: Gaming Tricks for Phones or Tablets ........................................... 19 ■Chapter 3: More Gaming Tricks with OpenGL and JNI ................................... 59 ■Chapter 4: Efficient Graphics with OpenGL ES 2.0 ....................................... 113 ■Chapter 5: 3D Shooters for Doom ................................................................ 145 ■Chapter 6: 3D Shooters for Quake ............................................................... 193 ■Chapter 7: 3D Shooters for Quake II ............................................................. 233 ■Appendix: Deployment and Compilation Tips .............................................. 261 Index .............................................................................................................. -
Automatized Summarization of Multiplayer Games
Automatized Summarization of Multiplayer Games Peter Mindek∗ Ladislav Cmolˇ ´ık† Vienna University of Technology Czech Technical University in Prague Institute of Computer Graphics and Algorithms Faculty of Electrical Engineering Ivan Viola‡ Eduard Groller¨ § Vienna University of Technology Vienna University of Technology Institute of Computer Graphics and Algorithms Institute of Computer Graphics and Algorithms Stefan Bruckner¶ University of Bergen Department of Informatics Abstract Multiplayer video games often contain complex scenes with multi- ple dynamic foci. The scenes and the game events are viewed by the individual players from different positions. The view of each player We present a novel method for creating automatized gameplay is relevant to their part of the gameplay. If an observer watches the dramatization of multiplayer video games. The dramatization players’ views, or some additional overview provided by cameras serves as a visual form of guidance through dynamic 3D scenes observing the scene, it is not trivial to see the big picture of what has with multiple foci, typical for such games. Our goal is to convey happened during the game. It is likely that some important events interesting aspects of the gameplay by animated sequences creat- will be missed, because they occurred while the observer watched ing a summary of events which occurred during the game. Our a different view at that time, since the foci are possibly overlapping technique is based on processing many cameras, which we refer in time but not in space. However, it is possible to arrange the in- to as a flock of cameras, and events captured during the gameplay, dividual camera views into a story summarizing the gameplay and which we organize into a so-called event graph. -
Software Quake
Software quake Latest commit bf4ac42 on Jan 31, tbradshaw Just kind of shoving the QuakeWorld QuakeC source in here. The Quake sources as originally release under the GPL license on Dece. This is the complete source code for winquake, glquake, quakeworld, and glquakeworld. Quake is a first- person shooter video game, developed by id Software and published by GT Interactive in It is the first game in the Quake series. In the Quake (series) · Quake II · Diary of a Camper. id Software. 01Select language. ENGLISH; FRANÇAIS; DEUTSCH; ITALIANO; ESPAÑOL. 01Your language. ENGLISH. 02Select country. North America. QUAKE, id, id Software and related logos are registered trademarks or trademarks of id Software LLC in the U.S. and/or other countries. All Rights Reserved. Overview. Quake is a package to correct substitution sequencing errors in experiments with deep coverage (e.g. >15X), specifically intended for Illumina. For a microbial sized genome, the easiest way to run Quake is with the Python script Therefore, we recommend using additional software called JELLYFISH. ioquake3 is a free software first person shooter engine based on the Quake 3: Arena and Quake 3: Team Arena source code. The source code is licensed under. Doom, Quake, Rage, and more! Everything you ever wanted to know about id Software in one handy video. id Software is an American video game development company with its headquarters in Richardson. Showing some differences between the original software rendered Quake (, and derivates) and hardware-accelerated. From the creators of DOOM and DOOM II comes the most intense, technologically advanced 3-D experience ever captured on CD ROM. -
Evolving Software Systems for Self-Adaptation
Evolving Software Systems for Self-Adaptation by Mehdi Amoui Kalareh A thesis presented to the University of Waterloo in fulfillment of the thesis requirement for the degree of Doctor of Philosophy in Electrical and Computer Engineering Waterloo, Ontario, Canada, 2012 c Mehdi Amoui Kalareh 2012 I hereby declare that I am the sole author of this thesis. This is a true copy of the thesis, including any required final revisions, as accepted by my examiners. I understand that my thesis may be made electronically available to the public. iii Abstract There is a strong synergy between the concepts of evolution and adaptation in software engineering: software adaptation refers to both the current software being adapted and to the evolution process that leads to the new adapted software. Evolution changes for the purpose of adaptation are usually made at development or compile time, and are meant to handle predictable situations in the form of software change requests. On the other hand, software may also change and adapt itself based on the changes in its environment. Such adaptive changes are usually dynamic, and are suitable for dealing with unpredictable or temporary changes in the software's operating environment. A promising solution for software adaptation is to develop self-adaptive software sys- tems that can manage changes dynamically at runtime in a rapid and reliable way. One of the main advantages of self-adaptive software is its ability to manage the complexity that stems from highly dynamic and nondeterministic operating environments. If a self- adaptive software system has been engineered and used properly, it can greatly improve the cost-effectiveness of software change through its lifespan. -
JOT: a Modular Multi-Purpose Minimalistic Massively Multiplayer Online Game Engine Gonçalo N
JOT: A Modular Multi-purpose Minimalistic Massively Multiplayer Online Game Engine Gonçalo N. P. Amador Instituto de Telecomunicações Covilhã, Portugal [email protected] Abel J. P. Gomes Universidade da Beira Interior Covilhã, Portugal [email protected] ABSTRACT extended with new features, i.e., they are partially modular Most game engines are developed by and to the game industry. game engines [21]. The main contribution of this paper is JOT, They are normally monolithic, i.e., typically grown out of a spe- a modular game engine for research and teaching of game cific game, tendentiously gender specific, whose components engine technologies and MMOGs [1]. (e.g., physics sub-engine) cannot be considered as separate The remain of this paper is organized as follows. Section2 modules, i.e., their functionalities are not clearly separated overviews game engines. Section3 briefly describes JOT archi- from each other. Consequently, there is a lack of modular, tecture. Section4 details JOT infrastructure layer. Section5 well documented, open source frameworks for games. In this details JOT core layer. Section6 details JOT toolkits layer. paper, we present JOT, a minimal, modular game engine for Section7 details JOT framework layer. Finally, Section8 Massively Multi-player Online Games (MMOGs); recall that draws relevant conclusions and points out new directions for ‘jot’ means minimal thing. future work. Author Keywords Game Engine; Educational Software Tools; MMOGs. GAME ENGINES OVERVIEW INTRODUCTION Game Engines: the Past In game industry, game engines are used to produce games. The first game engines appeared in the 1980’s (e.g., ASCII’s Their goal is to reduce game development time through a col- RPG Maker [11]), in particular for 2D games. -
Is Code Cloning in Games Really Different?
Is Code Cloning in Games Really Different? Farouq Al-omari Chanchal K. Roy University of Saskatchewan, Canada University of Saskatchewan, Canada [email protected] [email protected] ABSTRACT ease of access, but also possibly for its quality. Large soft- Since there are a tremendous number of similar functional- ware systems contain 10-15% of duplicated code, which are ities related to images, 3D graphics, sounds, and script in considered as code clones [16]. games software, there is a common wisdom that there might Fowler and Beck [9] consider duplicated code as the #1 be more cloned code in games compared to traditional soft- code bad smell. Furthermore, they describe a number of ware. Also, there might be more cloned code across games ways to remove clones to make programs easier to under- since many of these games share similar strategies and li- stand and maintain. Empirical studies [24, 18] report that braries. In this study, we attempt to investigate whether while software clones are a principle reengineering technique such statements are true by conducting a large empirical and could be useful in many ways [16, 31], they are harmful study using 32 games and 9 non-games software, written in to software and degrade software quality [8, 15, 4]. For ex- three different programming languages C, Java, and C#, for ample, if a code fragment contains some form of defects; all the case of both exact and near-miss clones. Using a hybrid copies of that fragment should be located and fixed [27]. clone detection tool NiCad and a visualization tool VisCad, Open source systems are popular not only because of free we examine and compare the cloning status in them and access, but also their quality. -
Linux Quake HOWTO Linux Quake HOWTO Table of Contents Linux Quake HOWTO
Linux Quake HOWTO Linux Quake HOWTO Table of Contents Linux Quake HOWTO.......................................................................................................................................1 Stevenaaus................................................................................................................................................1 1. Introduction..........................................................................................................................................1 2. General Info.........................................................................................................................................1 3. Game Engines......................................................................................................................................1 4. Mods....................................................................................................................................................1 5. Multiplayer...........................................................................................................................................2 6. Quake Sequels......................................................................................................................................2 7. Mapping Tools.....................................................................................................................................2 8. Trouble-shooting..................................................................................................................................2 -
Uakeii Meets Java
Jake2 uakeIIuakeII meetsmeets JavaJava Dipl.-Ing. Carsten Weiße Dipl.-Inf. René Stöckel http://www.bytonic.de Jake2 - Quake || meets Java 135. Unix Stammtisch TU Chemnitz 1 uakeII meets Java 135. Unix Stammtisch an der TU-Chemnitz l Das Sourceforge-Projekt Jake2 l Wie langsam ist Java wirklich? l (3D-Game-Engine Interna) Jake2 - Quake || meets Java 135. Unix Stammtisch TU Chemnitz 2 Wer sind bytonic software? g Rene Stöckel l Dipl.-Inf. (TU-Chemnitz) l Systemhaus Chemnitz GmbH g Carsten Weiße l Dipl.-Ing. für Informationstecknik (BA-Glauchau) l Bildungsportal Sachsen GmbH g Holger Zickner l Dipl.-Inf. (Uni Halle) l Mitarbeiter am Lehrstuhl für Maschinenbau der TU-Chemnitz l VR-Labor Jake2 - Quake || meets Java 135. Unix Stammtisch TU Chemnitz 3 Jake2 – Motivation / Ziele g id-software stellt seine Q2-Engine unter die GPL. g Der Quake II source code ist somit seit Ende 2001 verfügbar. g Analysieren der Quake II Engine g Suche nach Inspiration „back to the roots“ g Schnaps-Idee (Spass an der Informatik) g Benchmark-Wette (Slideshow oder Spiel?) g Wie organisiert man die Zusammenarbeit (Teamwork, verteiltes Entwickeln mit CVS)? Jake2 - Quake || meets Java 135. Unix Stammtisch TU Chemnitz 4 Der erste Kontakt g Quake2 Code Pfad (170 000 Zeilen Code) g Erster Eindruck: sehr strukturiert g Wie bekommt man dieses Monster in den Griff? l nicht mit dem vi l Einfache Skripte (Portierung von #define-Konstanten, Monster- Automaten) l Code templates (Eingabehilfen in Eclipse) l Suchen-/Ersetzen Tricks Jake2 - Quake || meets Java 135. Unix Stammtisch TU Chemnitz 5 Jake2 – Vorüberlegungen Java-API Tests l JOGL (Java OpenGL binding) für den Renderer l Demos unter https://jogl.dev.java.net l Sound wurde erstmal nicht betrachtet l später JOAL (Java OpenAL binding) für den 3D-Sound l als alternative auch LWJGL (game library möglich) Festlegungen und Portierungstrategien l souce code Verwaltung per CVS l Never touch a running system! l Aufteilung in 3 Arbeitspakete • Nach Interessengebieten • Nach Schnittstellen Jake2 - Quake || meets Java 135. -
Quake 3 Revolution Mod Download Quake - Inkub0 Rtlights Reloaded Episode 3 V.3.0 - Game Mod - Download
quake 3 revolution mod download Quake - Inkub0 RTLights reloaded Episode 3 v.3.0 - Game mod - Download. The file Inkub0 RTLights reloaded Episode 3 v.3.0 is a modification for Quake , a(n) action game. Download for free. file type Game mod. file size 309.8 KB. last update Wednesday, June 3, 2020. Report problems with download to [email protected] Inkub0 RTLights reloaded Episode 3 is a mod for Quake , created by Inkub0. Description (in author�s own words): This mod contains Realtime Lights for all the maps of the Episode 3 of Quake (1997). It can be used with the Darkplaces engine. *THIS RELEASE HAS BEEN TESTED ONLY ON THE DARKPLACES ENGINE. I've picked up my old passion for quake and use it to give you a much better and polished Episode 1 Realtime Lights. As i mentioned before on the forums of old, my idea of Quake 1 is a dark, scary place, where you can barely see anything, lit with dim torches, set in a world where even the sky moves in an eternal twilight. So please don't complain it's too dark :) You should get a decent framerate on any mainstream gaming graphic card. With my 1080ti it goes smoothly at around 100 fps at 1080p. I'm not sure what is the percentage left of the old work made by Romi back in 2010, but since I decided to make those rtlights better, I changed almost every single light source. The cubemaps are still the same. Quake 3 revolution mod download. The site is dedicated to SOD MOD CTF server and game Quake 3, here you can check server status, players online, and find other useful info and videos about the game.