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JPCT

(http://www.jpct.net)

jPCT is a solution for browser based games and applications as well as for OpenGL accelerated ones. It offers a software (Java 1.1 compatible, will work even on the MS-VM) and a hardware renderer (Java 1.4 or higher required). It integrates nicely into Swing/AWT but may also render into a native OpenGL window.

Engine features

  • loads 3DS, MD2, ASC and XML files
  • support for octrees and portal rendering
  • keyframe animations (taken from a MD2-file or self defined)
  • vertex lighting with an unlimited number of light sources
  • ambient, diffuse and specular lighting
  • build-in primitives like cones, cubes, spheres...
  • spherical environment mapping
  • collision detection (ray-polygon, sphere-polygon and ellipsoid-polygon)
  • rotation interpolation and alignment for better camera control
  • generates vertex and face normals automatically
  • geometry based picking
  • transparency effects
  • billboarding

Features of the hardware renderer (Java 1.4 or higher required)

  • single pass multi texturing using up to 4 texture stages (if hardware supports it)
  • multi pass texturing using an unlimited number of texture layers
  • advanced fog and transparency settings
  • uses triangle strips and vertex arrays
  • support for Swing/AWT integration
  • support for fullscreen, native OpenGL window
  • supports RGB-scaling
  • uses the LWJGL

Features of the software renderer (Java 1.1 or higher required)

  • fast perspective correct texture-mapping with scanline subdivision
  • 32 bit W-Buffering
  • 2x and 1.5x oversampling and 0.5x undersampling
  • texel filtering (faked bilinear 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

Have a look at jPCT website for the details

-- Main.egonolsen - 24 Feb 2006

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