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I'm looking for something rather specific here. It'd be great if it already exists, if not I don't mind piecing together what's needed.
Essentially: I want to show a 3D human body model on the screen, and in code, be able to manipulate joints to create custom animations; nothing too facny though. Just something along the lines of leftElbowJoint.rotate(57) would be perfect.
Any recommended code and/or starting points?
If you want to use 3D objects in your Application or Wallpapers. Take a look at RajaWali Library which is based on OpenGL ES 2.0/3.0. Download the library and Demo App where he use good 3D Animations on Blender objects. Like Crawling , Hand moving. One of his Animation Example is here.
I'm not sure how advanced your programming experience is. But here are a couple of options how you could achieve this:
1) Start from scratch. Have a look at the OpenGL ES library for Android. You would code the basis of your application.
2) Have a look at a 3d library build on top of OpenGL ES, that will should reduce the amount of coding need. You would be getting the basis for your application.
3) Have a look at unity. Animating 3d objects can be done with ease.
The 3d object human you could either make yourself with an app like Blender or download from a website like.
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I am currently trying to learn about lighting with GLSL using LWJGL, more specifically I would like to learn how to create different kinds of lights for both per vertex and per pixel. However the closest I have got in finding a tutorial with everything I want to know has been here. The only problem is that it doesn't really specify how I would be able implement this properly. I wondered if anyone else knew of any tutorials specific to LWJGL which would have things such as directional lights, point lights etc.
Finding an OpenGL tutorial for LWJGL specifically is almost impossible. At least I haven't found one yet. However, since LWJGL is almost a direct port of all the OpenGL methods anyways, most OpenGL tutorials will do. You just have to be able to convert the C OpenGL code to Java LWJGL code. It becomes trivial after a while.
And on that note, I've found this OpenGL tutorial really helpful. It has a lot of sample code too.
http://www.opengl-tutorial.org/
It also has a section on basic lighting similar to the tutorial you linked. This tutorial has a bunch of sample GLSL code though that you can hack around with.
http://www.opengl-tutorial.org/beginners-tutorials/tutorial-8-basic-shading/
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I read that they both are based in OpenGL ES 2 and both have Box2D physics.
I'm pretty new into Android game development, but somewhat experienced with game development (C++ and C#/XNA). I also have experience with Unity and Construct2.
So, I'm trying to find a great game engine to use to develop 2D games.
Do you guys have any recommendations or anything? I'm willing to purchase books and whatnot.
The difference is that LibGDX is a cross-platform framework.
You can basically write code just once and then deploy it with nearly no changes to desktop, Android, iOS, and even the browser via GWT/HTML 5. This is really convenient and will make debugging and developing in total a lot faster.
For more discussions like this see the following questions (make sure to read all answers and comments, since this is mostly an opinion based topic here).
https://stackoverflow.com/questions/7669268/andengine-vs-libgdx?rq=1
Switching from AndEngine to libgdx - what to know?
https://gamedev.stackexchange.com/questions/43332/difference-between-libgdx-and-andengine
I am quite experienced with LibGDX and can definetely say it is a great framework with a really helpful and active community.
This question is not what SO is made for. Just to let you know, i think it will soon be closed.
Anyways: This 2 are 2 different engines. I am using Libgdx and have never used AndEngine. But i have read some discussions, so i list some of the differences:
AndEngine lets you start faster, Libgdx needs some setup and experience (IMHO)
Libgdx supports crossplatforming, meaning you can develop 99% on desktop and when you finished you can add a few codelines and it runs on Android to.
Libgdx is a bit more flexible and powerful, which is positiv and negativ (to flexible is overkill)
Libgdx has most times a better performance as much as i know.
Both have a 2D scenegraph and other possibilities to (low level ways)
Source: AndEngine vs Libgdx, the developer talk both about their engine.
Well AndEngineis a native library for Android platform.But LibGDX is a cross platform gaming library which can support all platforms.If you want to support your game to many platforms than use lidgdx.If you are targeting only for android then AndEngine is good Solutions.Both have to code in Java only.
If you are good at C++, i recommend you to go for Cocos2dX which is also a Cross platform gaming library supporting all platforms.check this link for cocos2dX
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I have a very simple scenario: given are bare 3d points and I need to connect all these points and draw a surface. And for this case I need a very basic and really pure Java library without any dependencies.
Do you know such a library?
Do you know (or test) Java 3D API ?
Useful link : Java 3D API or Java net link
There is also another library : jmathplot (to draw diagram or others) --> it's easier than java 3d API.
It's two diferent philosophy. With the first you have to "draw point by point", with the second (jmathplot) you can use predefined elements and mathematical functions.
I think Java Surface Plot might be what you're looking for.
http://javasurfaceplot.sourceforge.net/
In order to communicate with the hardware just about any Java 3d library is going to have some dependencies.
You might try this:
http://www.mediafire.com/download/8ui3uwduw17bnx9/OpenGL.rar
There is a video tutorial set available for it. Just drawing a surface shouldn't be a problem.
http://www.youtube.com/watch?v=V1EvbHFtjCE
If you really want to get into Java 3D I would just search around for as much info on the various competing libraries and pick one for what you want to do with it.
edit:
The surface library fron other answer looks promising. I also found https://jogamp.org/jogl/www/ the JOGL or The Java API for OpenGL.
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There are loads of great word and tag clouds available, the most prominent being wordle.net. But I am looking to display something akin to what some folks did for a twitter replay of the 2010 world cup, just not using flash. I'm not too familiar with R, but it seems to be the best tool for generating some statistical decay of font size over time. Is there a Java API (or combination of APIs) that might make this capability easier from the start?
I'm not aware of a good R package for that. There are some functions, like cloud in the snippets package, and maybe other functions, but nothing compared to http://wordle.net, http://tagcrowd.com/, or Many Eyes. Drew Conway has done some nice stuff with tm + ggplot2; I also played with it a while ago, but this was more of to play with 3D tag cloud (with rgl) than wordle.
In Python or Processing, there are some ongoing projects detailed on this related question. To my knowledge, Tagxedo looks great but it has no API and it relies on Silverlight.
Pierre Lindenbaum also has some Java code, see his blog post Playing with the Wordle algorithm: a tag cloud of Mesh Terms.
It's not great, but there is an open-source project (alas, in PHP) that does word clouds over time. The example uses presidential speeches.
http://chir.ag/projects/preztags/
Here is one that I created in Java as part of a larger project for deriving information from unstructured data : https://github.com/regunathb/Sift. The "tagcloud" project has all the required classes for generating a tag cloud and writing it to multiple putput image formats.
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Recently I've been getting into Minecraft, which is a 3D game made in Java. I've made a few 2D java games, without any external libraries or IDE's or anything.
What I'm looking for, is just some libraries. Not anything with a GUI, just libraries. Rendering *.obj files would be nice, antialiasing not a requirement.
JMonkeyEngine is the best Java 3D engine I know of.
Have you looked at the Lightweight Java Game Library yet? It sounds like what you're looking for.
If you just want a thin library abstracting the low level aspects, maybe have a look at LibGDX.
If you want an high level API or a real scenegraph, rather look at JogAmp's Ardor3D Continuation, JMonkeyEngine, 3DzzD, Xith3D, Java3D, ...