Ardor3D

Ardor3D

Postby mrmcq2u » 18 Feb 2010, 21:50

So there is this new open source 3d games engine being developed for awhile now as the successor to jme and I thought maybe people would like to know about it.
Version 06 adds procedural lod terrain generation as seen in the youtube video here. http://www.youtube.com/watch?v=bkXFkxrYtLY

you can find the engine info on http://ardor3d.com/content/ or look below for details on the latest release

Nov 21, 2009 at 02:31 PM
Ardor3D's development team is proud to announce the 0.6 release of their API. This new release features several new major features such as CPU and GPU based skinning, "MegaTexture" support, procedural terrain and image generation, an Ardor3D based user-interface system, improved automatic resource cleanup and much more.

What's new:

* New CPU/GPU capable skeletal skinning framework.
* TextureClipMap (Megatexture) for use in Terrain or other geometry texturing.
* Ardor3D based UI System
* Completely rewritten Collada Importer - now much more functional and no longer requires JiBX.
* 3D Math functions (noise, fbm, etc.) and utilities for visualizing these as procedural textures or height-maps.
* BloomRenderPass, allowing simple addition of a "bloom" effect.
* Much improved, automatic resource cleanup - now handles detection of GPU referenced items being gc'd and automatically removes them from the card for you.
* Basic support for applets in place.


API Improvements / Changes:

* Terrain system now supports non-wrapping terrain, terrain transformations, improved fog, user definable height ranges and user initiated height-map updates.
* Water use "Oblique near frustum clipping" instead of OpenGL clip-planes to enable clipping on objects with shaders and has the ability to blur reflections.
* Terrain and Water now work a lot nicer together (see TerrainWaterExample)
* FBO texture rendering now supports multi-sample.
* Curve-based transform controllers for smooth character/camera control.
* ResourceLocator system now uses an extensible ResourceSource interface for finding resources.
* Transparency render type hint added allowing control over one and two pass transparency rendering from within the Scene itself.
* Game task queues now ref'd by Object instead of RenderContext allowing for custom or cross context queues.
* AwtCanvas is now split into jogl and lwjgl versions to disconnect ardor3d-awt from an lwjgl dependency.
* Shadow system now supports directional lights and casting shadows through alpha test enabled textures.
* Shadow system now respects Mesh flag "castsShadows"
* Older shadow systems have now been dropped in favor of our PSSM implementation.
* Texture's "blendColor" field renamed to "constantColor" to more accurately reflect use.
* Added image loader for Ardor3D binary format (.abi)
* Added ability to update the face of an existing cube map texture via the renderer.
* Support added to the Renderer for setting scissor area.
* Now supports compilation on OpenSolaris
* Now supports Solaris SWT in maven config
* Lots of javadoc and comments added.
* Lots of other small API tweaks and cleanup.


Bugs Addressed:

* Fixed bug in AWT that prevented grabbed from working properly.
* Bounding transforms now correctly apply non-rotational matrices properly from the Transform class.
* Fixed full screen mode issues happening on some Linux distros.
* Fixed bug in Transform.getGLApplyMatrix where matrix was missing a "1" at 3, 3
* Fixed bug in Texture state texGen application where wrong mode might be set.
* Fixed bug in Triangle class where point A was returned for getB and getC.
* and more... lots more.

Last Updated ( Nov 23, 2009 at 12:48 PM )
Welcome to Ardor3D
Written by Joshua Slack
Jan 02, 2009 at 11:00 PM

Welcome to Ardor3D, a Java based 3D engine brought to you by Joshua "Renanse" Slack and Rikard "MrCoder" Herlitz (formerly developers of the jMonkeyEngine.) Ardor3D began life as a fork of jME with the goal of making a more professionally oriented engine with a community based on accepted open source principles. Ardor3D is licensed under the opensource "libpng/zlib license", a license used by other popular game middle-ware such as the Bullet physics engine (see License link for full text.)
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Re: Ardor3D

Postby qubodup » 18 Feb 2010, 22:36

I must compliment the video, good voice and perfect pace of information.

Is 'being used for rendering in 3d games' a primary aim of ardor3d?
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Re: Ardor3D

Postby mrmcq2u » 19 Feb 2010, 10:50

Yup..
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Re: Ardor3D

Postby charlie » 15 Jan 2011, 03:20

Scourge2 is currently being developed using Ardor3D:
https://bitbucket.org/uzudil/scourge2
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Re: Ardor3D

Postby gouessej » 06 Aug 2014, 15:48

Renanse abandoned Ardor3D in March 2014. JogAmp's Ardor3D Continuation is still actively maintained.
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Re: Ardor3D

Postby gouessej » 23 Nov 2014, 13:11

Hi

I've just published JogAmp's Ardor3D Continuation user's guide here. Enjoy :D
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