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positional constraints over time as a space-time optimization problem in the tangent space of the curves driving the animation controls. Their method has the key properties that it allows for the manipulation of positions and orientations over time.

very good

21 hours ago


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jPCT with its easy to learn API offers you all the features you need to write a cool looking 3D game, simulation or business application in Java for the desktop (Windows, Linux, Mac OS X, Solaris x86 ...) in a short time. There is no need for an extra library for collision detection or a seperate GUI package to replace Swing/AWT.

The basic features

  • loads 3DS, OBJ, MD2, ASC and XML files
  • support for octrees and portal rendering
  • keyframe animations (taken from a MD2-file or self defined)
  • skeletal animations via raft’s Bones API
  • vertex lighting with an unlimited number of light sources
  • ambient, diffuse and specular lighting
  • build-in primitives like cones, cubes, spheres…
  • spherical environment mapping
  • render to texture
  • framebuffer post processing (includes a bloom/pseudo-HDR-implementation)
  • collision detection (ray-polygon, sphere-polygon and ellipsoid-polygon)
  • rotation interpolation and alignment for better camera control
  • generates vertex, face normals and tangent vectors automatically
  • geometry based picking
  • transparency effects
  • billboarding
  • lens flares
  • multi core support

The hardware renderer’s features

  • single pass multi texturing using up to 4 texture stages
  • multi pass texturing using an unlimited number of texture layers
  • object compiler for better performance
  • shader support via GLSL
  • advanced fog and transparency settings
  • uses triangle strips, vertex arrays, VBO and FBO
  • support for Swing/AWT integration
  • support for fullscreen, native OpenGL window
  • supports RGB-scaling
  • projective textures
  • shadow mapping
  • uses the LWJGL
  • option to use JOGL instead of LWJGL
  • can be combined with FengGUI

The software renderer’s features

  • fast perspective correct texture-mapping with 16 pixel scanline subdivision
  • 32 bit W-Buffering
  • 2x and 1.5x oversampling and 0.5x undersampling
  • texel filtering
  • environmental mapped bump mapping
  • sub-pixel, sub-texel and sub-color accuracy
  • span-based hidden surface removal algorithm
  • supports RGB-scaling and overbright lighting
  • supports alpha channels
  • per polygon mip mapping


Still have questions?