Blog
I've now added support for viewing movies using the
Java Media Framework API (JMF). Torbjørn rendered a simple introduction movie shown in the internal movie player in the first screenshow.
The second screenshot shows the scenario selection menu. This menu does currently have only one scenario.
Thursday September 15. 2005
Torbjørn and I have now agreed on how the win/lose conditions should be arranged. The simulation should fail if the timer reaches zero, and be successfull when the bomb has been put into the container seen on the bridge.
Wednesday September 14. 2005
I have now changed the controllers on the client so that the scrollbar will not be available as a input device. This change was done to better simulate the real life, as you would not be able to move the crane faster than the engine would allow you to.
I've also added support for attaching the camera to an object. This can be seen in the second screenshot, where I've attached the camera just above the crane looking down. You can also see that Torbjørn has had time to add textures to the models. The world has never looked this good before.
Tuesday September 13. 2005
After spending a great deal of time on configuring the Ode engine, I've managed to correctly place objects into the world that it represents. The problem is, however, that the objects do not interact as I intended them to do. From the screenshot you can see that the bomb which was placed on the back of the truck is now heading in full speed away from it. When you look at the ground, you will also see that there are som problems with the 3DS conversion I am doing. It looks as if the ground is broken somehow.
Monday September 12. 2005
I've been trying to implement the OdeJava into the application. The problem is that there is no direct connection between Java3D and OdeJava. I've written a model converter using code from the
Spacebomber as a base.
When I completed this task, I realized that this converter would not work when I used the OBJ file reader provided with Java3D. When I converted these objects into 3DS files and used the
Starfire 3DS loader, I was successfull in converting them into Ode objects.
Sunday September 11. 2005
I've now included functionality for attaching an object to an another object. This was made in order to allow the crane to lift the bomb in the simulator. After implementing this functionality I realized that the current simulation does not look very realistic.
After looking at several possible solutions for implementing physics simulation in Java3D, I've come across a library called
OdeJava. This is a Java "port" of the
Open Dynamics Engine, an open source alternative to commercial physics engines like
Havok. I will try to include this engine into the application and see how well it behaves.
In the screenshot below you can see that I've placed the car with its front down into the water with the nuclear warhead on its back. The second screenshow shows that the warhead has been picked up by the crane. But what am I supposed to to with it? I'll just leave it up there for now.
Saturday September 10. 2005
Although Java is the best solution to networked applications (period), the 3D part is quite problematic. In an attempt to increase visual quality I activated full screen antialiasing (FSAA). This reduced the framerate considerately - close to 2-3 frames per second. This made med think that the library either does all calculations in software, or that the FSAA process is done in software. The few images I saw were a lot better looking than those earlier, but what about the speed?
Thursday September 8. 2005
I have now implemented a client/server interface which allows a user to remotely control parts of the visualization. This functionality uses a simple protocol based on Java streams. As I have tried to make it so that as little data as possible are transferred on each update, the delay between an action on one computer and the update on the other one are almost non-exsistant. The controlled object is the crane now placed a little to the right of the truck.
Wednesday September 7. 2005
I successfully added a skybox to the 3D world. What is a skybox, you ask? A skybox is a giant box covering all the other objects in the game world. Inside of this box are some textures which will give the user the illusion of an endless game world. I found some simple textures made for skyboxes which fit perfectly into the scenario of this simulation. This really made an impact on the visual quality of the application.
As you can see from this screenshot, some new models were also added. If you see near the top of this image, you can see the horizon, which is a part of the skybox image.
Tuesday September 6. 2005
We are finally getting somewhere on this project. I have included some 3D models into the application. These models were made by Torbjørn at
WOW Medialab, one of the other participants in this project. We had some initial problems in importing the models into Java3D. Out of the package this library doesn't support too many formats, and we ended up using OBJ files, a primitive file format for 3D objects. The biggest problem were to give the objects some actual color, as the original material files that was created with these models gave us a dark, grey world. This was only a export issue from Maya.
Monday September 5. 2005
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