I have the same problem... but is the problem with the Sun plugin or
the Blackdown code?
-- John
> -Original Message-
> From: Discussion list for Java 3D API
> [mailto:[EMAIL PROTECTED]]On Behalf Of Robert B. Easter
> Sent: Sunday, November 25, 2001 2:25 AM
> To: [EMAIL PROTECTED]
> Subj
Hi
It looks rather incomplete especially the constructor summary.
EOF,
J.D.
--
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hi,
i'm quite new to java3d. i'm developing a 3d game and
am wondering how to code the whole stuff. as i'm quite
capable in programming with java, i'm wondering if
java3d is capable (quality/speed) of the development
of a 3d first person shooter. but what other choice is
there if i want to code i
hi Michael,
IHMO java/java3d is capable of gamedev., except stencil buffer acces and
shaders, it nearly is as capable as the underlying low-level-APIs.
For an java3d FPS example take a look at:
http://www.javagaming.org/News/news.html
you'll probably code the next ten years if you don't use any
Hallo,
I will write a 3D game with java3D. My problem is how to load and
animate models. Which file format is the best to load models and
animations int java3D? VRML with H-Anim? How do I play-back the
animations with Xj3D?
Thanks
--
Andreas Bauer
[EMAIL PROTECTED]
--- Michael Nischt <[EMAIL PROTECTED]>
schrieb: > hi Michael,
> IHMO java/java3d is capable of gamedev., except
> stencil buffer acces and
> shaders, it nearly is as capable as the underlying
> low-level-APIs.
>
> For an java3d FPS example take a look at:
> http://www.javagaming.org/News/news.htm
> will the material and textures also be imported or
> must i set them in java3d (VRML-format)?
that dempends on the importer I guess, Starfire's .3DS loader imports materials
and textures. I haven't used VRML stuff so..
but if you want to develop a FPS, you'll need animated models and probably
Hello!
Can I compile my Java 3D Applet with the Java
3D-OpenGL-SDK and runs it on a JVM with Java 3D-DirectX-JRE?
Thanks very much in
advance!
On Sun, 25 Nov 2001, Raúl wrote:
> Can I compile my Java 3D Applet with the Java 3D-OpenGL-SDK and runs it on a JVM
>with Java 3D-DirectX-JRE?
Yes. The Java3D API is the same, the only differnce is the underlying
implementation. There are some minor functional differences, but usually most
of t
From: "Justin Couch" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Sunday, November 25, 2001 11:53 PM
> On Sun, 25 Nov 2001, Raúl wrote:
>
> > Can I compile my Java 3D Applet with the Java 3D-OpenGL-SDK and runs it
on a JVM with Java 3D-DirectX-JRE?
>
> Yes. The Java3D API is the same, the o
On Mon, 26 Nov 2001, Raúl wrote:
> Ok, thanks, but can my Applet knows if it is running on a DirectX or on a
> OpenGL JRE? (That's important because of the minor functional diferences :(
No. You shouldn't really care too much. If there are bits that don't act
quite the same, come up with a diffe
From: "Justin Couch" <[EMAIL PROTECTED]>
Sent: Monday, November 26, 2001 12:17 AM
>The only thing I can
> think of where this would be an issue is line thickness, and that's not
> really important (try using overlay lines instead).
Overlay lines? What it is?
On Mon, 26 Nov 2001, Raúl wrote:
> Overlay lines? What it is?
Drawing lines on a 2D overlay.
Anyway, the important point to consider is why you need to use different line
thicknesses in 3D space in the first place. I think it is a poor design
decision that requires the use of greater than 1 pixe
Hi
I have an application that shows two different
scenes (SimpleUniverse) in two different canvasses. To move around in the scene
I added to one of them an Orbit Behaviour.
I would like that also the viewing platform in
the second canvas moves when I change the view in in the first canva
From: "Justin Couch" <[EMAIL PROTECTED]>
Sent: Monday, November 26, 2001 12:34 AM
> On Mon, 26 Nov 2001, Raúl wrote:
>
> > Overlay lines? What it is?
>
> Drawing lines on a 2D overlay.
> Anyway, the important point to consider is why you need to use different
line
> thicknesses in 3D space in the
On Mon, 26 Nov 2001, Raúl wrote:
> I must show examples of a wire view throught a video canon (Cañón de video
> in spanish)
I think you mean video projector in english.
> so the quality could be poor and the thick lines could not be
> saw! That's all. (sorry for my poor english please)
Typic
Are you embedding the thing in a Swing framework? You could
build a Swing app, hang a thread or two off the side with the
compute engine and put the Java 3d stuff in a JPanel.
At least that's how I'd do it.
-- John
> -Original Message-
> From: Discussion list for Java 3D API
> [mailto
Hi everybody,
I have some problem to add object into my world
when this one has been compiled and is running.
So, I would like to know if it possible to do it
and if yes, how?
Thx,
Gael.
Tell me about it. The InstallAnywhere thing has got to go. We could do
better with a self extracting ZIP at this point.
- Original Message -
From: "Raffi Kasparian" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Friday, November 23, 2001 9:39 AM
Subject: Re: [JAVA3D] New J3D installer
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--- Michael Nischt <[EMAIL PROTECTED]>
schrieb: > > will the material and textures also be
imported or
> > must i set them in java3d (VRML-format)?
>
> that dempends on the importer I guess, Starfire's
> .3DS loader imports materials
> and textures. I haven't used VRML stuff so..
>
> but if you w
--- John Nelson <[EMAIL PROTECTED]> schrieb: > Are
you embedding the thing in a Swing framework?
> You could
> build a Swing app, hang a thread or two off the side
> with the
> compute engine and put the Java 3d stuff in a
> JPanel.
>
> At least that's how I'd do it.
>
> -- John
>
i heard that sw
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