jPCT 3D
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Latest comments
by Lincoln Hughes
4 hours ago

Nice, yeah could be a good exercise to try out :) Thanks guys

by Max Disipiio
4 hours ago

Nice Article, Thanks so much for the info!.

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jPCT 3D
Content
Tools
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jPCT with its easy to learn API offers you all the features you need to write a cool looking 3D game, simulation or business application in Java for the desktop (Windows, Linux, Mac OS X, Solaris x86 ...) in a short time. There is no need for an extra library for collision detection or a seperate GUI package to replace Swing/AWT.

The basic features

  • loads 3DS, OBJ, MD2, ASC and XML files
  • support for octrees and portal rendering
  • keyframe animations (taken from a MD2-file or self defined)
  • skeletal animations via raft’s Bones API
  • vertex lighting with an unlimited number of light sources
  • ambient, diffuse and specular lighting
  • build-in primitives like cones, cubes, spheres…
  • spherical environment mapping
  • render to texture
  • framebuffer post processing (includes a bloom/pseudo-HDR-implementation)
  • collision detection (ray-polygon, sphere-polygon and ellipsoid-polygon)
  • rotation interpolation and alignment for better camera control
  • generates vertex, face normals and tangent vectors automatically
  • geometry based picking
  • transparency effects
  • billboarding
  • lens flares
  • multi core support

The hardware renderer’s features

  • single pass multi texturing using up to 4 texture stages
  • multi pass texturing using an unlimited number of texture layers
  • object compiler for better performance
  • shader support via GLSL
  • advanced fog and transparency settings
  • uses triangle strips, vertex arrays, VBO and FBO
  • support for Swing/AWT integration
  • support for fullscreen, native OpenGL window
  • supports RGB-scaling
  • projective textures
  • shadow mapping
  • uses the LWJGL
  • option to use JOGL instead of LWJGL
  • can be combined with FengGUI

The software renderer’s features

  • fast perspective correct texture-mapping with 16 pixel scanline subdivision
  • 32 bit W-Buffering
  • 2x and 1.5x oversampling and 0.5x undersampling
  • texel 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
  • supports alpha channels
  • per polygon mip mapping

 

Questions
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