Thats good info Cromwell.

If I can just interject a note here....

Its my personal opinion that Java3d is capable of providing adequate
technology for a rich multi-user gaming environment (of course I am going to
say that).  While it is true that handling networked N-body collisions is a
problem, it is a general problem, not one which is Java3d specific.  You can
handle precise collisions using client side prediction and validate that on
the server using a less precise set of bounds to represent objects.  So
while a "hacked" client might let someone walk through a wall, the server
would catch it and deal with it.

Many of these problems we have solved, and there are still many ahead of us,
but so far the results have been very good.  There is little runtime
different between an OpenGL application and a Java3d application except some
performance loss (and not a lot either), the inability to use every new
extension that comes down the pike, and increased memory requirements.  But
these are more than made up by what Java3d buys you:

1. Fast development speed (once you understand Java3d)
2. Java as a development language
3. A nicely designed scenegraph architecture
4. Responsive Sun engineers
6. Support for both OpenGL and DirectX
7. Portability (which I think will only improve with time)

Feel free to check out our website (work in progress) if you want to see
some screenshots of our application.

David Yazel
http://www.cosm-game.com



----- Original Message -----
From: Cromwell Enage <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, April 09, 2001 8:16 PM
Subject: Re: [JAVA3D] cool java3d


Okay, to be more specific:  "multiplayer FPS".

     Yes, I contact the Fullsail guys from time to
time on topics like Humid.  I even beta-tested for
Roboforge.  They're both wonderful projects.  But you
don't see the limitations from just the demos.

     The Humid team has FPS down pat.  Their biggest
obstacle (which they may have solved, my information's
not that current) is a "networked" FPS, like Quake or
Unreal.  Implementing a system to resolve N-body
collisions (e.g. during a close-quarter rocket fest,
which happens quite often) is no easy undertaking.
Keeping those collisions in sync over a network...
Again, peruse the Java 3D community site at
http://www.j3d.org/ (temporarily on
http://www.starfireresearch.com/j3dorg/) for more
details.

     Liquid Edge Games has "multiplayer" down pat.
But Roboforge is not an FPS.  It's not even an S; no
guns are allowed.  And first-person means controlling
the avatar from its perspective, not just viewing the
world from its perspective.  You write an AI for your
bot, then you send it to the arena, and from there you
can choose from various views.  You are NOT in direct
control of the bot while it's fighting.

     As for the critter game, it's a 2D side-scroller
in spirit.

     You can search through the archives for
discussions on overlays.  The discussions should give
you some ideas on how overlays are done; again,
contact the others for more information.

                              Cromwell


__________________________________________________
Do You Yahoo!?
Get email at your own domain with Yahoo! Mail.
http://personal.mail.yahoo.com/

===========================================================================
To unsubscribe, send email to [EMAIL PROTECTED] and include in the body
of the message "signoff JAVA3D-INTEREST".  For general help, send email to
[EMAIL PROTECTED] and include in the body of the message "help".

===========================================================================
To unsubscribe, send email to [EMAIL PROTECTED] and include in the body
of the message "signoff JAVA3D-INTEREST".  For general help, send email to
[EMAIL PROTECTED] and include in the body of the message "help".

Reply via email to