scenegraph

3D scene-graph library for Java?

不打扰是莪最后的温柔 提交于 2019-12-05 05:19:26
I'm looking for a reliable 3D scenegraph API for Java with good documentation, an active community and a license that allows for commercial use. I ruled out com.sun.scenegraph because it's GPL (and seemingly dead), Java3D because of this post and JMonkeyEngine because of this post. Any ideas? Try Xith3D ; it uses JOGL, not Java3D. My interpretation of the Java3D post is that they are adding a new scene graph, not replacing their current one, in order to more effectively mesh with JavaFX, which is targeted at webapps. I've used Java3D in the past and liked it, so I would recommend trying to

Java 2D scene graph library for GUI

我怕爱的太早我们不能终老 提交于 2019-12-04 08:44:06
问题 I'm looking for a 2D scene graph library for building GUI applications. It should be fast, using Java2D and be compatible with Swing (embeddable in a Swing app and also display Swing components). Support for animations is a plus. Do you have any experience with some of the libraries? Are there any libraries that I have missed? I have to add that I'm not totally offended by a Scala library. Project Scene Graph seems reasonably fast only GPL (no LGPL) supports animations abandoned 2 years ago

overriding drawing order scene2D's stage

匆匆过客 提交于 2019-12-04 03:57:40
You are given a complex Scene2D graph in libgdx with several Group's and Actor's . You want the user to select some Actors and draw those at the end so they appear focussed on top of any other Actors . I would like to iterate over the Stage twice. The first time it draws the unselected Actors , the second time it draws the selected actors . I don't see any 'good' way to enforce this behaviour however. I would prefer options that are clean. I would not like to copy an entire method implementation just for the sake of this small addition. What doesn't work: the Actor's toFront () method only

SceneKit on OS X with thousands of objects

笑着哭i 提交于 2019-12-03 18:51:51
问题 I'm following this tutorial: http://blog.bignerdranch.com/754-scenekit-in-mountain-lion/ I'm interested in using Scene Kit, but my scenes might potentially have thousands of spheres. To stress-test Scene Kit I tried this: SCNSphere *sphere = [SCNSphere sphereWithRadius:0.5]; for (int i=0; i<10; i++) { for(int j=0; j<10; j++){ for(int k=0; k<10; k++){ SCNNode *myNode = [SCNNode nodeWithGeometry:sphere]; myNode.position = SCNVector3Make(i,j,k); [root addChildNode:myNode]; } } } This works fine

Java 2D scene graph library for GUI

可紊 提交于 2019-12-03 00:45:27
I'm looking for a 2D scene graph library for building GUI applications. It should be fast, using Java2D and be compatible with Swing (embeddable in a Swing app and also display Swing components). Support for animations is a plus. Do you have any experience with some of the libraries? Are there any libraries that I have missed? I have to add that I'm not totally offended by a Scala library. Project Scene Graph seems reasonably fast only GPL (no LGPL) supports animations abandoned 2 years ago as former part of JavaFX it's a Sun product G dunno whether it's fast LGPL no animations last version

Engine Rendering pipeline : Making shaders generic

生来就可爱ヽ(ⅴ<●) 提交于 2019-12-02 08:08:57
问题 I am trying to make a 2D game engine using OpenGL ES 2.0 (iOS for now). I've written Application layer in Objective C and a separate self contained RendererGLES20 in C++. No GL specific call is made outside the renderer. It is working perfectly. But I have some design issues when using shaders. Each shader has its own unique attributes and uniforms that need to be set just before the main draw call (glDrawArrays in this case). For instance, in order to draw some geometry I would do: void

Engine Rendering pipeline : Making shaders generic

我是研究僧i 提交于 2019-12-02 06:43:46
I am trying to make a 2D game engine using OpenGL ES 2.0 (iOS for now). I've written Application layer in Objective C and a separate self contained RendererGLES20 in C++. No GL specific call is made outside the renderer. It is working perfectly. But I have some design issues when using shaders. Each shader has its own unique attributes and uniforms that need to be set just before the main draw call (glDrawArrays in this case). For instance, in order to draw some geometry I would do: void RendererGLES20::render(Model * model) { // Set a bunch of uniforms glUniformMatrix4fv(.......); // Enable

How do I use OpenGL 3.x VBOs to render a dynamic world?

心已入冬 提交于 2019-11-30 04:12:58
Although there seem to be very few up to date references for OpenGL 3.x itself, the actual low level manipulation of OpenGL is relatively straight forward. However I am having serious trouble trying to even conceptualise how one would manipulate VBOs in order to render a dynamic world. Obviously the immediate mode ways of old are non applicable, but from there where do I go? Do I write some kind of scene structure and then convert that to a set of vertices and stream that to the VBO, how would I store translation data? If so how would that look code wise? Basically really unsure how to

Game engines: What are scene graphs?

北战南征 提交于 2019-11-29 20:10:31
I've started reading into the material on Wikipedia, but I still feel like I don't really understand how a scene graph works and how it can provide benefits for a game. What is a scene graph in the game engine development context? Why would I want to implement one for my 2D game engine? Does the usage of a scene graph stand as an alternative to a classic entity system with a linear entity manager? What is a scene graph? A Scene graph contains all of the geometry of a particular scene. They are useful for representing translations, rotations and scales (along with other affine transformations )

How do I use OpenGL 3.x VBOs to render a dynamic world?

两盒软妹~` 提交于 2019-11-29 03:07:45
问题 Although there seem to be very few up to date references for OpenGL 3.x itself, the actual low level manipulation of OpenGL is relatively straight forward. However I am having serious trouble trying to even conceptualise how one would manipulate VBOs in order to render a dynamic world. Obviously the immediate mode ways of old are non applicable, but from there where do I go? Do I write some kind of scene structure and then convert that to a set of vertices and stream that to the VBO, how