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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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