What ways are there of drawing 3D trees using Java and OpenGL? - java

I know how to draw basic objects using JOGL or LWJGL to connect to OpenGL. What I would like is something that can generate some kind of geometry for trees, similar to what SpeedTree is famous for. Obviously I don't expect the same quality as SpeedTree.
I want the trees to not look repetitive. Speed is not a concern, I do not expect to need more than 100 trees on screen at one time.
Are there free tree-drawing libraries available in Java? Or sample code or demos?
Is there anything in other languages which I could port or learn from?

http://arbaro.sourceforge.net/
http://www.propro.ru/go/Wshop/povtree/povtree.html
Non java: http://www.aust-manufaktur.de/austt.html

There are thousands of methods. A better question would define 'best' in a more confined way. Are we talking 'best' as in speed of drawing (suitable for thousands or millions of trees)? Best as in best-looking? etc.

2D or 3D?
In 2D, a common way is to use L-systems.
I also tried an OO approach, defining objects for trunk, branches, leaves, all extending an abstract class and implementing a Genotype interface (to vary the kind of trees).
Not sure if it is efficient (lot of objects created, particularly if I animate the tree) but interesting to do.

Here are a couple resources that may be helpful:
gamedev thread on the subject - contains some useful advice/suggestions
ngPlant - an open-source procedural plant generation tool. It is not written in Java, but you may be able to find ideas in its algorithms.

If you are using eclipse/SWT, try Draw 2D.

If you're serious about getting good-looking, fast trees, there's a commercial C++ library SpeedTree. Lots of big-time games use it (e.g., GTA, Elder Scrolls).

A combination of OpenSceneGraph and SpeedTree has worked for me.

I know of two libraries that enable the usage of OpenGl with java.
LWJGL (Light Weight Java Gaming Library), which imo is the better one due to its simplicity and its similarity to using opengl with c/c++.
JOGL If you want to mix swing components with opengl this may be the better choice, I've never used it but several years ago it was known to be pretty buggy, I don't know if its matured since then.
As for drawing trees, there are many ways to do so like the other poster said, you might want to be more specific.
edit: I guess I misunderstood the question a bit, oh well : / You can load in a 3d model of a tree and display that.

http://www.codeplex.com/LTrees has some source code on that. it's c++ though.

Related

Too many actors in LibGDX?

I'm programming my first game in LibGDX and part of the gameplay has a mixing logic between elements (similar to Doodle God or Little Alchemy). By reading and watching guides, I've attempted to design this logic using LibGDX classes Stage, Actor (for the elements) and Group(for organising elements), but then I realised I would need an actor for each element. Since I intend to have over 150 of them, creating a java class for each one really doesn't feel optimal. Neither do I know an efficient way to store all the logic so I can look for combinations with a single call (I don't want to write a million if statements in a method).
I would like to know if there's a simple and elegant way for doing that. Thanks in advance!
P.S.: The only differences between elements are their textures, the groups they go into and the elements they combine with.
There is indeed a pattern that is currently well used for doing what you expect. It's called entity-component-system (or ECS).
It requires a shift in thinking how to develop games, but it's worth it, especially for its modularity and reusability.
Wikipedia has a much detailed article about it.
And it's a good thing that libgdx has Ashley, their ECS implementation.
If you can, reuse Actors maybe?
If we talk about logic.
You can group logics and write a function for every group.
Don't use ifs, use switch and enums.
Maybe if you tell us more then we can come with something innovative.

Approach to learning algorithms using a specific language

So for the summer I decided that I may as well start learning algorithms before school starts. I've been told that the class is fairly fast paced, and that algorithms isn't something you should take lightly (I have a tendency to do this with all the course work during the semester lol).
The book we're going to use is this Algorithms (4th Edition).
Anyway, this is my problem.
I'm almost third way through the book, but I just realized what I was doing. For example, I would read and re-read the sections I don't quite understand. Then if I feel confident enough, I would try to reproduce the same algorithm in java from my head. But by doing this, my code looks almost exactly like the ones in the book..in java.
I can't say I'm just memorizing code after code--I do understand the concepts and they help me code these algorithms--but I feel like I'll only be able to implement these algorithms in java. I should note that I only know java at the moment.
tldr: I'm learning algorithms as if I'm learning to play the guitar--repetition after repetition. But by doing so I feel like I'm being more fixated that I'll only able to implement these in java. How exactly would you learn algorithms if the book you're using is language-specific?
Thanks in advance.
Don't Confuse Yourself
You're studying Java, so write them in Java. Especially if Java is your first language. Don't confuse yourself for now, as you are trying to learn 2 things at once: how to progam in Java, and how to progam. You're learning both a new language and a way of thinking. Don't do too much but adding another language to the sauce for now.
Diversify
Later on, or if you feel confident enough that you can take on another language simultaneously, then it would obviously be beneficial to learn another one and try to replicate the algorithms without looking at the book.
Reproduce and Extend
What we could recommend you is to look for derivates of the algorithms. Known variants, that have been documented, and where you could just read the description of the variant so you can try to implement it from the "base" version, without needing to read the book.
For instance, if your book introduced you to a linked list, you should be able to come up with the algorithm for a doubly-linked list or a circular linked list without reading more than a description of the desired outcome. Or there's something about the original concepts that you clearly misunderstood.
Try First, Read-On Later
I'd recommend you actually even try to implement the algorithms described in your book before they show them to you. The point of seeing Sedgewick's algorithm is to see a canonical implementation, which is considered a standard blueprint. If you just read the section leading up to the implementation (which hopefully is displayed first), then just sit down with the book, and try to figure out how you could do that. If you can't do that at all, then you're too far ahead in your book and should backtrack and start again from scratch.
Thing about algorithms, they're essentially language-agnostic. There's really nothing stopping you from doing Sedgewick's examples in C, Python or some other language.
If you really don't know any other languages, concentrate on Java. Sure, its a bit repetitious, but those bits will stick in your head in a good way and come test time, you'll be glad for the information.
You're in an interesting position right now, since the kind of thinking required to write programs is very different from normal thinking. Add to that the fact you're learning a whole new language with a different syntax, punctuation and the like. Practice really does make perfect, since there are many bits and pieces to remember.
Oh, if you want practice with algorithms, try out project euler, code kata and other challenge sites. These little challenges can help you familiarize yourself with the language as well as get comfortable with the type of thinking required.
First, congrats on taking your first steps on learning how to code. I would say that you are already ahead of your peers by starting to look ahead during the summer.
As far as your fears on only being able to implement algorithms in Java, you have already demonstrated that it will not be a problem for you. It sounds like you are passionate enough to get started early so you should have no problem implementing a solution in multiple languages. Additionally most of the languages with C/C++ (Java and C# to name a few) like syntax will be similar enough that you will be able to translate your knowledge seamlessly.
The best advice that I can give is to CODE, CODE, CODE!! Don't just read about the algorithms actually implement them.
You don't say how well you know the mathematics behind the algorithms. That will be key in determining your facility with the code.
Sedgewick's books are very good. I'd feel free to pick some and check out other books as well, like "Numerical Recipes" and "Numerical Methods That Work". See if another point of view can clarify for you.
If you don't feel like you're getting enough out of copying Java, see if you can translate them into another language, maybe Python or purely functional alternative. If you can do that, you'll know you've got it.
I would either try to learn another language to verify that you can actually port it to another language (javascript would be my vote because it is simple and useful on the front and backend) or write the algorithms out in pseudocode since that is more language agnostic. Most languages will have the code look pretty similar. The only thing to be very careful about is when you are relying on some aspect of the language (such as generics or iterators in java) which you may not be able to use in another language and that could leave a gap in your understanding.
Another way to verify that you actually understand the algorithm is to make slight changes in the problem and make sure that you can adjust the algorithm to still work. For example if it is a sorting algorithm then try to sort by several different attributes rather than just one, if it is a graph algorithm make the graph a digraph and see how things should change.
I'm learning algorithms as if I'm learning to play the
guitar--repetition after repetition.
Then you are not learning algorithms. You are learning repetition. Two different things. The usage of a programming language by an algorithms book is a secondary factor. It is just a vehicle of instruction, an implementation detail.
What you should be focusing is on understanding the structure, logic and mathematical characteristics of an algorithm (and possibly the data structure(s) associated with it.)
That's what your focus should be.
But by doing so I feel like I'm being more fixated that I'll only able
to implement these in java.
But that is because you are focusing on just how the algorithm is being coded (in Java in this particular case.) You are focusing on an implementation detail.
When you learn to drive, you don't focus on how you learn to drive a Honda Civic or a Nissan Maxima. You learn the essence of what driving is, the rules of thumbs, the necessary precautions and the laws governing driving a vehicle.
Same with learning algorithms. You don't learn "Algorithms in Java" no more than "Algorithms in Haskell". You learn Algorithms first and foremost, the vehicle (sans very specialized cases) is secondary.
You should be focusing on what the algorithm does, how and why. Questions like "how/why does it work?" and most importantly *"what are the performance characteristics?", those are the things you should be focusing on.
Every good algorithms book (Sedgewick's included) carry that message. That's what you should focus on. How you get to that re-focusing, that's a function of one's personal learning strategies.
How exactly would you learn algorithms if the book you're using is language-specific?
By not focusing on the language. Focus on the structure, focus on the data structures involved, the invariants, pre-conditions and post-conditions. Understand asymptotic behavior described in Big-O (or Big-Omicron), Little-O/Little-Omicron and Omega notations.
You are learning algorithms, not programming in Java via coding algorithms.
If you can't do this mental leap, it means you do not have sufficient practice or abstract analysis. It is not an insult, but an observation and an advice. Coding, the usage of a programming language is typically secondary to the mathematical analysis of computing, the focus of Computer Science (of which Algorithms is a part thereof.)
NOTE I've done Java for over 10 years, and though I like it for work, I strongly believe it is a poor tool for learning programming or CS topics.
One is better served by learning Algorithms with either A) a procedural, systems-level programming language like C or Ada, or a high-level pseudo-assembler simulator, or B) a functional language like Lisp or Haskell.
Object-Oriented features in pure/pseudo-pure OO languages simply get in the way.
Algorithms are mathematical structures with a nature descriptive of the how (operationally) and/or the what (mathematically). The former is perfectly suited for procedural programming, the later for functional programming.

General Purpose Decision Tree Algorithm Code Implementations

Are there any well-designed, general purpose decision tree implementations for iPhone or Java? I know with LINQ it would be quite trivial, but with Objective C and Java, it would be much more complex.
Basically, I want to drill down a set of objects based off any number of qualifications or attributes in my apps.
You could try Weka. The API is somewhat obtuse and makes simple things complicated, but it's a very good machine learning library and it even comes with a GUI front end if you want to play around with the classes interactively before writing code that uses them programmatically.

Why doesn't the Java Collections API include a Graph implementation?

I’m currently learning the Java Collections API and feel I have a good understanding of the basics, but I’ve never understood why this standard API doesn’t include a Graph implementation. The three base classes are easily understandable (List, Set, and Map) and all their implementations in the API are mostly straightforward and consistent.
Considering how often graphs come up as a potential way to model a given problem, this just doesn’t make sense to me (it’s possible it does exist in the API and I’m not looking in the right place of course). Steve Yegge suggests in one of his blog posts that a programmer should consider graphs first when attacking a problem, and if the problem domain doesn’t fit naturally into this data structure, only then consider the alternative structures.
My first guess is that there is no universal way to represent graphs, or that their interfaces may not be generic enough for an API implementation to be useful? But if you strip down a graph to its basic components (vertices and a set of edges that connect some or all of the vertices) and consider the ways that graphs are commonly constructed (methods like addVertex(v) and insertEdge(v1, v2)) it seems that a generic Graph implementation would be possible and useful.
Thanks for helping me understand this better.
Note that some special graphs are included in the Collection Framework, notably linked lists and trees.
This also points to a possible reason why no general Graph implementation is present: as graphs can have so many different forms and flavours with wildly different characteristics, a general Graph might not turn out to be very useful.
Also, at least in my practice so far, I haven't felt the need for graphs most of the time. Some domains surely do need them, but many simply don't. (Out of more than a dozen projects in various domains I have been involved in so far, I recount two which actually needed graphs.) So I guess there was no really big pressure from the Java community in general to have a Graph in the Collection Framework. It contains only the basic stuff, which is needed "almost always", by "almost everyone". And one of its strengths is indeed its (relative) simplicity and clarity, which, I believe, its designers see as an asset to be preserved.

A good 2d engine for Java?

Does anyone knows a good 2D engine for Java with sprites, animations and collisions handling?
JGame is probably what you're looking for.
You might also want to check out this question ( https://stackoverflow.com/questions/293079/java-2d-game-frameworks ) that has a list of Engines out there and a bit of feedback on some of them. Hope it's helpful.
Slick2D seems to be a pretty solid choice.
It's widely used and it is based on OpenGL (via LWJGL) so you can get some pretty good performance if you need it.
Greenfoot, from the makers of BlueJ, would be a good choice if it is your first time with game-development in Java. It is not even an easy-to-learn API, but also comes with a development-environment with fully integrated Greenfoot surface.
The game-environment is the greenfoot.World while every element in the game is a greenfoot.Actor instance. The Actor class provides a method for true bitmap-intersection (greeenfoot.Actor.intersects()).
jGame
Arianne
Tangent: You'd be better off branching away from Java. The game development industry is C++/Python heavy, with C# in third.

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