Version 3.1.0
admin // May 6, 2012 4:08:26 AMThe latest release of dyn4j adds a number of new features. See the features page for more details or the release notes. It also contains a number of important bug fixes. On the other hand, the API has been changed slightly and may break code written against older versions.
The Sandbox app has also seen some changes. Many bug fixes along with the features in dyn4j have been added. In addition, the threading issue on some platforms has been resolved by using the Newt-AWT bridge offered by JOGL. This makes the app far more efficient at handling input. The Sandbox includes precompiled tests along with the declarative (xml) tests. This allows the deprecation of the TestBed application. The Sandbox will take its place as the sole testing application.
When running the Sandbox application you may be asked to accept a certificate from me (I just self signed the JARs). The certificates will expire six months from today.
Both applications require Java 1.6+.
Awesome! Just as last year @twbompo ported my PC 4k entry for...
// May 3, 2012 11:35:56 PM
Awesome! Just as last year @twbompo ported my PC 4k entry for Revision 2012 ?Hartverdrahtet? to WebGL (using libgdx). Nice Job! The port is available here. It?s always encouraging to see that it actually pays off opensourcing ur stuff :)
As the fragment main and post-processing shaders of my Revision...
// Apr 29, 2012 4:45:22 PMAs the fragment main and post-processing shaders of my Revision 2012 PC 4k entry port were processed or better ?obfusicated? with the shader minifier tool to meet the size restriction of <=4096 bytes, it became nearly impossible to understand or make any sense of the GLSL code. So here is the ?unminified? version with additional comments I used during development (as good as it gets):?main.fs post.fs
As promised before, here?s the direct 1:1 JOGL2 port of my PC 4k...
// Apr 29, 2012 4:33:36 PMAs promised before, here?s the direct 1:1 JOGL2 port of my PC 4k intro competition entry for Revision 2012. Sure it got a little bigger while porting but the shader and control code remained more or less untouched.?
The intro renders a fullscreen billboard using a single fragment shader. The shader basically encapsulates a?sphere-tracing based raymarcher for a single fractal formula with camera handling. Additionally a second post-processing shader is applied to the render output from the raymarching shader. Post effects are god-rays, tv-lines and noise to make the overall look more interesting and less ?sterile?. The different intro parts are all parameter and camera position variations of the same fractal.?Anyway, code as always on Github:?GL3_Hartverdrahtet_Port.java?and the corresponding main+postprocessing shaders: main.fs post.fs
Jogl/JogAmp Status Update ..
Sven // Apr 19, 2012 9:26:50 PMLast weeks the new video streaming feature GLMediaPlayer
was added for Android and machines w/ Libav/FFmpeg pre-installed.
We produced a presentation video showcasing JogAmp’s objectives:
Jogl/JogAmp on the Web, Desktop and Mobile 2012
RC6 is now underway, I still have to add some supplied patches and walk through the buglist though.
However, this time I have to complete this task until tomorrow regardless whether I could complete the bug walk or not.
Cheers, Sven
Back from Revision 2012 :) It was a blast to say the least....
// Apr 15, 2012 2:07:06 PM
Back from Revision 2012 :) It was a blast to say the least. I?ve met so many interesting people from all over?Europe, I?m still flashed by all those overwhelming impressions. Definitly coming back there next year. As on last?years Revision I had again prepared an entry for the PC 4k (executable size has to be <=4096 bytes) called??Hartverdrahtet?. Nearly took me two month to prepare. Technically speaking it?s more or less an enhanced version?of what I?ve already done last year, but this time the shader does not only use up every ALU peformance ur GPU has?to offer but also goes quite heavy on the texture units to render some nice post-effects (e.g. god-rays). I guess?the crowd really liked what I did in 4k, so I eventually placed 1st (take a look at the voting slices). Placing?first also got me a little bit attention press wise, thus heise.de and 4players.de mentioned the production?(sorry, german only). My buddy tokra with whom I was awarded the ?Newcomer Award? last year, also released stg for?the VIC20 called ?VIC can again? (a new interlaced graphics mode). After Revision I took the liberty of doing some?chillout for a couple of days, but stay tuned as I?m currently working on a JOGL port of ?Hartverdrahtet? ?
Spam incoming :) ? another nine fractal bitmap orbit...
// Apr 1, 2012 7:10:22 PM
Spam incoming :) ? another nine fractal bitmap orbit trapping variations: #1, #2, #3, #4, #5, #6, #7, #8 and #9. Enjoy!
GPU Vertex and Fragment shader introduction.
xerxes // Mar 23, 2012 1:15:56 PMI have posted a small JogAmp JOGL OpenGL ES 2.0 Vertex and Fragment shader introduction at: https://github.com/xranby/jogl/blob/master/src/test/com/jogamp/opengl/test/junit/jogl/demos/es2/RawGL2ES2demo.java#L54 The nice thing about this introduction are that it will run unmodified on both Desktop OpenGL GL2 systems and Mobile OpenGL ES2 systems. It uses the GL2ES2 GLProfile that use the common subset of OpenGL calls found in both desktop GL2 and mobile ES2.
wget http://jogamp.org/deployment/jogamp-test/archive/jogamp-all-platforms.7z 7z x jogamp-all-platforms.7z cd jogamp-all-platforms wget https://raw.github.com/xranby/jogl/master/src/test/com/jogamp/opengl/test/junit/jogl/demos/es2/RawGL2ES2demo.java javac -cp jar/jogl.all.jar:jar/gluegen-rt.jar RawGL2ES2demo.java java -cp jar/jogl.all.jar:jar/gluegen-rt.jar:. RawGL2ES2demo
As I can?t get my fingers off these flare bitmaps, here is...
// Mar 10, 2012 5:38:10 PMAs I can?t get my fingers off these flare bitmaps, here is yet another one in the series ?
And here we go with another one in the series ?
// Mar 10, 2012 5:34:56 PMAnd here we go with another one in the series ?



