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Advanced Software Rendering Solution For Games

843799Feb 27 2005 — edited Mar 2 2005
I am actually looking to talk to someone at sun but figured someone in this forum might be interested in what I have done as well.

A few years back I developed a feature rich 3D api for java that is 100% software based. I realize there are some other similar apis around now, but I think mine has quite a few features that those others still probably do not, including java 3d. I figured someone might be interested in a software solution, or may be interested in incorperating it with java 3D.

The engine runs in 100% software and is very well written with the idea of hardware support being simple to add. It achieves good frame rates (30-40fps) when run as as an applet or application. I wrote it with the intent of starting an online game company / possibly licencing it but other things have taken priorty since then. I was wondering if anyone is interested, including sun, in doing something with it.

The engine has built in boned character animation, bsp/pvs quake style map compiling tools, lightmap generation and rendering, constructive solid geometry, pixel perfect texture mapping with chrome mapping and custom rasterization support similar to shader languages. There is a state of the art terrain engine with adaptable lod with no popping that can be adjusted easilly for performance / quality in real time. The terrain engine has its own shading lanuage based on tilable textures. that It combines with an optional detail map based on terrain features such as slope and altitude to create the terrain texture. I wrote my own level and model formats. The model format is self contained so all textures and required data can be distributed in a single file. There are also optimized 3D math libraries. I'm sure there are more features that I forgot to mention..

I feel the code is very well written and highly optimized. The first time I wrote it I was in highschool, but I rewrote it over my freshman and software year of college with code quality in mind. I've been workign with java for 9 years so its written a lot better than your typical college student. Its very modular so lots of things can be swaped in real-time to compromise between performance and quality. I also have a nice particle effects system in an older version of the engine that I could incorportate.

The only non java code in the project is the model exporters I wrote for milkshape 3d.

I'm probably going to take a job soon somewhere where Java isn't used. Therefore, I thought I should try and do something with the project before its too late.

I can be reached at krisr@ucla.edu.

Thank you,
Kris Rasmussen
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Locked on Mar 30 2005
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