I want to show a box in 3d on my website, and I was thinking to do it in Flash. How I can show a 3d model?
I need something very simple, it's a textured cube, no interaction required, just let the user pan and zoom.
There is a 3ds viewer in flash or something like that?
Java is also ok (but flash is preferred)
Flash is signifficantly easier. Java can outperform Flash when using JOGL, but unless you're planing to have more than 200 polygons, Flash is just fine. You can use one of the big Flash 3D engine. Probably Sandy will be easier, since a sandy SkyBox is just what you need. Alternatively, you can just modify this little thing: http://www.advance-media.com/flash_10_as3_rotating_cube_3D.html
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I am a semi-new OpenGL programmer, and am in the process of learning of how VBO's and Shaders interact with each other. I have a basic demo set up, and it imports the model and places a light in the scene. Now, in the future I would like to have physics, but my knowledge of JBullet is at a minimum. Should I implement the physics into it from the ground up, while learning more about rendering, or is it something I can add later, assuming my engine's framework is somewhat flexible to new API's?
Note: I am using LWJGL, and plan on using JBullet along with GLSL
Short Answer
Yes
Long Answer
Your Graphics code should be separated from any Physics code. In most engines, from Unity to UDK the Physics has little to do with your Graphics code. The only place where they connect is your game code when you do something like
Position = PhysicsObject.GetPosition();
DrawableModel.Draw(Position);
Some engines put higher levels of abstraction on top of this, like UDK with UnrealScript. Others like Unity behave exactly like this.
You might also want to have a look at a pattern or architecture called Entity Component System
I know that its possible to use a sequence of images in a sprite, however, I would like to have something more decent, frame rate dependent, similar to some 3D available formates.
I would prefer something, vector based, similar to Flash, if any.
Thanks
I've seen some great results from SVG, which is a standard format that's supported by programs like Adobe Illustrator. http://code.google.com/p/svg-android/ is an SVG parser/renderer for Android. I haven't tried it myself but it looks promising.
I'd like to render a very simple 3D scene in a java applet. I could do all the math myself and render that to a bitmap, but as I'm sure I'm not the first person in history to have to draw a few cubes to the screen, I was wondering how this is usually done.
Every place I've read has said either Java3D or LWJGL, but as I understand it these rely on platform-dependent code and need to be installed separately from Java, making them both unsuitable for graphics.
So how is this usually done?
This old page lists the demos/apps/libraries of 3D Java applets with no hardware dependencies. Unfortunately very few are open-source, others are not even downloadable.
Personally I recommend you to experiment with Java 1.1 3D renderer by Ken Perlin, which has source code available and free to use for academic purposes.
EDIT: jGL is another Java 3D library with no hardware dependencies. It mimics OpenGL 1.* API. It is licensed under GNU Lesser General Public License (LGPL).
In a plug-in 2 JRE (1.6.0_10+), you can use JWS extensions for embedded applets. This is important because JWS makes it much easier to ensure the correct binaries are on the run-time class path. AFAIU JOGL and Java 3D both offer JWS extensions for their APIs.
Should you choose to go that way, please make the applet has the draggable parameter added, so the end user might choose if they want a (mostly useless) browser window wrapped around a 3D animation.
I ran into similar problems when I needed to do some 3d rendering in an applet. My solution was to simply implement from scratch a 3d rendering library in Java. The fear was that it would be a poor performer but on an I5 processor, this proved to not be the case. The added advantage is that I was able to write the library in the way I always wanted graphics to be done. The real advantage,, though, is that it will run regardless of any need to have some graphics library installed on the client and without regard to any graphics card dependencies.
I will gladly share a subset of this code to anyone who wants to look at it.
Could you use JOGL?
http://download.java.net/media/jogl/demos/www/applettest-jnlp.html
I'm not a Java guy, but 2/3 years ago when I was at univeristy I had the same problem :)
I've tried jogl... and for noob in Java like myself I found it too complicated to configure and write something using it.
I used Java3d and it worked like a charm, the only problem I had back then, was that Java3d did not worked with all graphic cards. But fortunatelly it worked with computers at my univeristy :)
What are the best libraries/frameworks for doing 3D and/or Zoom interfaces in Java?
I'd like to be able to do some prototyping of creating new types of interfaces for navigating within data and representing object graphs/relationships.
Low and no cost options are better. Open Source is also a plus.
UPDATE:
The higher level the api the better. Ideally I could set some properties (color, shape, etc) on my virtual object, register it with the visualization environment/engine, hook in callback functions...for example when a user hovers, clicks or double clicks on an object my code would get kicked off, and the visualization environment would handle the rest. So the rendering of the objects, navigation, zoom, user interaction would all be handled by the engine. Tall order probably, but this seems like it could exist as a reusable/generic tool.
Java3D is a pretty good 3d visualization in library. OpenGL is a standard 3d graphics library and JOGL is a port to Java.
Haven't done more than play with it, but you may want to look into processing. You could build some virtual objects, then pan around it with the mouse.
You might try JMonkeyEngine. It's higher level than Java3D and JOGL.
I'm getting started with OpenGL ES on Android and I'd looking to learn some techniques to have a game map larger than the visible area.
I'm assuming I've somehow got to ensure that the system isn't rendering the entire scene, including what's outside of the visible area. I'm just not sure how I'd go about designing this!
This is for simple 2D top-down tile based rendering. No real 3D except what's inherent in OpenGL ES itself.
Would anyone be able to get me started on the right path? Are there options that might scale nicely when I decide to start tilting my perspective and doing 3D?
There are many, MANY techniques for accomplishing this goal, but the base idea of what you are looking for is called Frustum Culling, that is not drawing anything the user isn't going to see anyway. Here and here are a couple of tutorials on how this works.