Owen,

If you haven't already, check out www.delta3d.org.

It wraps together openscenegraph, open dynamics engine (physics) and
character animation lib (cal3D).
All open-source.

It's a very game-like development environment, with an eye towards the
differences between simulations and games.

However, it is not necessarily geared towards an agent-based approach.


Jim



> -----Original Message-----
> From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
> Behalf Of Owen Densmore
> Sent: Thursday, October 19, 2006 10:37 AM
> To: The Friday Morning Applied Complexity Coffee Group
> Subject: [FRIAM] Animation via Behavior: Killer Game Programming in Java
>
>
> This may seem a bit odd, but bear with me!
>
> We've been using Processing.org's great graphics system: the
> libraries and the nifty IDE and tools for managing
> "sketchbooks" (projects), building web pages/applets, and even
> building applications for Windows, Mac and Linux.  We've had success
> (i.e. got paid for!) two projects using Processing: a Stadium model,
> and a generalized Data Visualization system.  Quite nice.
>
> So now we've got two interesting environments for modeling: NetLogo,
> our old friend which keeps getting better, and Processing which seems
> great for what I'd call "wire frame" modeling.  We've also got high
> end rendering experience with Blender: we can both use it to build
> Processing meshes for our models and can render agent motion inside
> blender, using NetLogo and Processing output.
>
> BUT we're missing a "sweet spot" in the middle: a fairly realistic 3D
> environment that can do realtime modeling .. i.e. animation via
> behavior.  We also want to have some notion of "physics" .. i.e.
> things bouncing off walls or agents colliding.  (Blender thus far has
> not worked, but we're still poking.)
>
> This prompting me to look into Java graphics and game books, one of
> which is Killer Game Programming in Java.  The book has a website
> which includes a LOT of material that is not in his book:
>    http://fivedots.coe.psu.ac.th/~ad/jg/
> This let to getting in touch with the author, asking for pointers to
> "game engines", see email attached.
>
> Now to the question to FRIAM:  Has anyone found a good environment
> for agent based modeling with "game-like" 3D realism and with modest
> libraries for collision detection, scene graphs and so on?
>
>      -- Owen
>
> Owen Densmore   http://backspaces.net
>
> Begin forwarded message:
> > From: "Dr. Andrew Davison" <[EMAIL PROTECTED]>
> > Date: September 4, 2006 10:56:45 PM MDT
> > To: Owen Densmore <[EMAIL PROTECTED]>
> > Subject: Re: Processing.org
> >
> >
> > Owen,
> >
> > Thanks for the pointer to processing.org. It's a very nice system.
> >
> >> We're also looking for Java "game engines" to make our work
> >> simpler.  Do you have any pointers?
> >
> > Here's a snippet from an article I'm writing:
> >
> > Xith3D (http://xith.org) uses the same basic scene graph structure
> > as Java 3D, but can also directly call OpenGL operations. Since the
> > high-level APIs of Xith3D and Java 3D are so similar, porting Java
> > 3D code over to Xith3D is fairly straightforward. There are
> > versions of Xith3D that run on top of JOGL and LWJGL.
> >
> > jME Graphics Engine (jMonkey Engine, http://
> > www.mojomonkeycoding.com/) was inspired by the scene graph engine
> > described in 3D Game Engine Design by David H. Eberly (http://
> > www.magic-software.com/Books.html). jME is built on top of LWJGL.
> >
> > JAVA is DOOMED (http://javaisdoomed.sourceforge.net) includes
> > loaders for Quake 2 MD2 and 3D Studio Max 3DS files . The
> > implementation uses JOGL, and the distribution includes Escape, a
> > Doom-like game.
> >
> > Aviatrix3D (http://aviatrix3d.j3d.org/) is a retained-mode Java
> > scene graph API above JOGL. Its tool set is aimed at data
> > visualization rather than gaming, and supports CAVEs, domes, and HMDs.
> >
> > JView (http://www.rl.af.mil/tech/programs/JVIEW/) is another
> > visualization API, supporting both 2D and 3D graphics, developed by
> > the U.S. Air Force Research Lab. GL4Java, an older low-level Java
> > API for OpenGL, was used to build it.
> >
> > Espresso3D (http://www.espresso3d.com/), a games-oriented library,
> > includes OpenAL audio, sprites, collision detection, input, and
> > rendering support. It's built using LWJGL.
> >
> > - Andrew
> >
>
>
> ============================================================
> FRIAM Applied Complexity Group listserv
> Meets Fridays 9a-11:30 at cafe at St. John's College
> lectures, archives, unsubscribe, maps at http://www.friam.org
>


============================================================
FRIAM Applied Complexity Group listserv
Meets Fridays 9a-11:30 at cafe at St. John's College
lectures, archives, unsubscribe, maps at http://www.friam.org

Reply via email to