Re: [FRIAM] Animation via Behavior: Killer Game Programming in Java

2006-10-24 Thread Stephen Guerin
Hey Jochen,

> Is someone interested in modifying an existing 3D engine for 
> agent based modeling ?

We're doing small tests with the Blender Game Engine and Ogre3D for
ABM/scientific visualization. In fact, there's now an announced migration path
to Ogre3D to replacing Blender's older game rendering engine.

A parallel track of ours is using Processing (http://www.processing.org) for
projects that have different requirements/developer preferences. Not exactly a
game engine but close enough for our purposes.

-Steve



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


Re: [FRIAM] Animation via Behavior: Killer Game Programming in Java

2006-10-24 Thread Jochen Fromm

Is someone interested in modifying an existing 3D engine
for agent based modeling ? I am thinking of a complex virtual 
world with a number of different scenarios, for instance a 
crowded city, a small village, a clear forest or whatever,
where the actors can be controlled by programs or humans.
It is a daunting task which is too big for one person alone, 
and it makes more fun as a group anyway. Modern games have like 
films a long list of creators and contributors. Who would be 
interested and which of the mentioned engines is most suitable 
for the task ?

-J. 




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


Re: [FRIAM] Animation via Behavior: Killer Game Programming in Java

2006-10-23 Thread Raymond Parks
Owen Densmore wrote:
> 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?

   Not specifically for agent-based modeling.  Some open source game 
engines include:

This one looks interesting:



This one looks more suited to your purposes in as much as it is a Naval 
Postgraduate School sponsored project - much more likely to support your 
  needs, I would think:



This one seems very much game oriented, but it is mature:



This is the only one I've played with and it seems quite capable:



-- 
Ray Parks   [EMAIL PROTECTED]
IDART Project Lead  Voice:505-844-4024
IORTA DepartmentMobile:505-238-9359
http://www.sandia.gov/scada Fax:505-844-9641
http://www.sandia.gov/idart Pager:800-690-5288



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


Re: [FRIAM] Animation via Behavior: Killer Game Programming in Java

2006-10-21 Thread steve smith
Owen -

Have you ever seen our work with Flatland (from UNM)...

This is the only link I have right now (pretty old)...
http://www.ahpcc.unm.edu/homunculus/


Flatland is a VR/Simulation framework developed by Tom Caudell & Co... 
which we adopted for doing not only visualization but coupled 
simulations  We added a layer (Flux) for data flow management and 
Tom has his own variant (E-Loom) which he uses for Neural Nets and 
similar.

It is implemented in C/OpenGL and has a simple C-binding... allowing 
dynamic loading of multiple applications...   you register a handful of 
callbacks that get executed at various appropriate times (first 
startup, shutdown, before any drawing happens in the render-loop,  
during the render loop, for providing realistic shadows, etc.

It is not well documented but there are a number of us (LANL, Maui SCC, 
Uniformed Medical Services, etc...) who have invested a bit of time in 
adopting and extending it.

Among other behaviour-driven systems, we have a 
network/graph/tree/heirarchy layout system under development.

- Steve


On Oct 19, 2006, at 10:37 AM, Owen Densmore wrote:

> 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, map

Re: [FRIAM] Animation via Behavior: Killer Game Programming in Java

2006-10-19 Thread Marcus G. Daniels
Owen Densmore wrote:
> I should also be clear: although I listed mainly Java frameworks,  
> others are fine too as long as they are cross-platform (Mac, Windows,  
> Linux) and reasonably easy to use.
>   
yet another:  http://unity3d.com


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


Re: [FRIAM] Animation via Behavior: Killer Game Programming in Java

2006-10-19 Thread Russell Standish
You might want to check out Breve. It's an ALifer's simulation
environment, so agent based, and has a physics engine. I've seen demos of it
running swarms of boids at ALife 8, and it looked pretty cool.

Cheers

On Thu, Oct 19, 2006 at 10:37:11AM -0600, Owen Densmore wrote:
> 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

-- 
*PS: A number of people ask me about the attachment to my email, which
is of type "application/pgp-signature". Don't worry, it is not a
virus. It is an electronic signature, that may be used to verify this
email came from me if you have PGP or GPG installed. Otherwise, you
may safely ignore this attachment.


A/Prof Russell Standish  Phone 0425 253119 (mobile)
Mathematics  
UNSW SYDNEY 2052 [EMAIL PROTECTED] 
Australiahttp://parallel.hpc.unsw.edu.au/rks
International prefix  +612, Interstat

Re: [FRIAM] Animation via Behavior: Killer Game Programming in Java

2006-10-19 Thread Robert Holmes
How about Microsoft's XNA Game Studio Express?http://msdn.microsoft.com/directx/xna/gse/From the blurb on their website, it's 
"... aimed at helping students and hobbyists build games for Windows and the Xbox 360". I must admit, I quite like the idea of taking an Xbox into a client presentationRobert
On 10/19/06, Owen Densmore <[EMAIL PROTECTED]> wrote:
Good responses!  I got some homework to do.I should also be clear: although I listed mainly Java frameworks,others are fine too as long as they are cross-platform (Mac, Windows,Linux) and reasonably easy to use.
 -- OwenOwen Densmore   http://backspaces.netFRIAM Applied Complexity Group listserv
Meets Fridays 9a-11:30 at cafe at St. John's Collegelectures, 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

Re: [FRIAM] Animation via Behavior: Killer Game Programming in Java

2006-10-19 Thread Owen Densmore
Good responses!  I got some homework to do.

I should also be clear: although I listed mainly Java frameworks,  
others are fine too as long as they are cross-platform (Mac, Windows,  
Linux) and reasonably easy to use.

 -- Owen

Owen Densmore   http://backspaces.net





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


Re: [FRIAM] Animation via Behavior: Killer Game Programming in Java

2006-10-19 Thread Bill Eldridge




Stephen Guerin wrote:

  Owen writes:
  
  
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.)

  
  
Blender game engine may still work..though we haven't really pushed it.

Also, as a fun sample just in time for Halloween, here's a nice little
semi-addictive game for Halloween where you get to knock some skulls. My
furthest so far was 55.3 meters. :-)

http://www.sporkle.com/games/monstergame/

Written in Director/Shockwave, it's web deployable, cross-platform (mac/win),
physics engine via Havok and can input bone-animated models from the major
animation tools.

-S

  


A friend says "www.openscenegraph.org
,
scenegraph manager, as for physics there is something called ODE that
works nice with mentioned openscenegraph. Java is not my area"
but it looks like there are Java wrappers for openscenegraph, I don't
have any idea whether this is useful
for you or not. Includes an ODE (Open Dynamics Engine) demo at
http://www.openscenegraph.org/osgwiki/uploads/Tutorials/LMBs_ODE_Demo.zip




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

Re: [FRIAM] Animation via Behavior: Killer Game Programming in Java

2006-10-19 Thread David Breecker
Owen, two thoughts:  first, I assume you're familiar with Massive (used for 
the battle scenes in Lord of the Rings)?  And second, if you post this query 
to the MISP (Media Industries Strategy Project) Listserve, it will be seen 
by most of the CGI/animation folks in NM.

Since this was exactly the point of connection we initially envisioned 
between your domain and the digital media domain, I'll be interested in the 
outcome, as will many others involved in MISP (see: www.altMediaNM.org)
db

- Original Message - 
From: "Owen Densmore" <[EMAIL PROTECTED]>
To: "The Friday Morning Applied Complexity Coffee Group" 
Sent: Thursday, October 19, 2006 10:37 AM
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


Re: [FRIAM] Animation via Behavior: Killer Game Programming in Java

2006-10-19 Thread Stephen Guerin
Owen writes:
> 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.)

Blender game engine may still work..though we haven't really pushed it.

Also, as a fun sample just in time for Halloween, here's a nice little
semi-addictive game for Halloween where you get to knock some skulls. My
furthest so far was 55.3 meters. :-)

http://www.sporkle.com/games/monstergame/

Written in Director/Shockwave, it's web deployable, cross-platform (mac/win),
physics engine via Havok and can input bone-animated models from the major
animation tools.

-S



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


Re: [FRIAM] Animation via Behavior: Killer Game Programming in Java

2006-10-19 Thread Martin C. Martin
Have you seen breve?

www.spiderland.org

There's a python front-end that's nearing completion; it's been merged 
into trunk.

Another solution would be to use Unreal Tournament 2004, which comes 
with a good abstraction layer.  The tools are windows only, but the 
results run on Windows, Mac and Linux.  There's also quite an active 
community.  You can remove all the "game" aspects of it without a lot of 
work, and are left with a networked 3D simulation environment.  A 
downside is, if other want to run your code, they need to buy a copy of 
UT 2004.  Also, it may put off business clients if they have to install 
a game to run your stuff.

- Martin

Owen Densmore wrote:
> 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


Re: [FRIAM] Animation via Behavior: Killer Game Programming in Java

2006-10-19 Thread jpgirard
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


Re: [FRIAM] Animation via Behavior: Killer Game Programming in Java

2006-10-19 Thread Jochen Fromm

No, but it would be very interesting to have one.
As you know, OSs with 2D realism (Windows) were the 
breakthrough for object-oriented programming. OSs 
with 3D realism could be the long awaited breakthrough 
for agent-oriented programming. The problem is "game-like" 
3D realism is notoriously difficult to achieve..

-J.

-Original Message-
From: Owen Densmore
Sent: Thursday, October 19, 2006 6:37 PM
To: The Friday Morning Applied Complexity Coffee Group
Subject: [FRIAM] Animation via Behavior: Killer Game Programming in Java

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?




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