jPCT

Engine default

Website:
http://www.jpct.net/

Developer:
Helge Ralf Foerster

Launched:
Not specified

Status:
Active

Supported Platforms:
Not specified

Languages Written In:
Java

Languages Supported:
Java

Graphics APIs:
OpenGL, Software Renderer

Rating:
  (1 review)

Editor:
None (be one!)

jPCT is a 3D engine API for JAVA. It requires JAVA 1.1 or higher and can be used to write applets and applications. Some people are even using it on a server for off-screen rendering. It supports software rendering as well as hardware rendering via OpenGL (Java 1.4+ required for this feature).

Supported Features

General

  • Object-Oriented Design
  • Support for Swing/AWT integration (benefits from multi core/cpu setups)
  • support for fullscreen, native OpenGL window
  • Fixed-function
  • Render-to-Texture
  • 32 bit high accuracy W-Buffer featuring OptiZ
  • Support wireframe rendering
  • Sub-pixel, sub-texel accuracy and texel-filtering
  • supports RGB-scaling
  • Supports software renderer
  • Environment Mapping
  • Billboarding
  • Motion Blur
  • Fog spherical environment mapping

Lighting

  • Lightmapping
  • Ambient, diffuse and specular lighting
  • Vertex lighting with an unlimited number of light sources

Shadows

  • Shadow Mapping 24 bit RGB perspective correct Gouraud-shading

Texturing

  • Basic
  • Multi-texturing
  • Bumpmapping Perspective correct texture-mapping with 16 pixel scanline-subdivision

Meshes

  • Mesh Loading loads 3DS, OBJ, MD2, ASC and XML files

Scene Management

  • General
  • Portals
  • Octrees support for octrees and portal rendering

Animation

  • Keyframe Animation
  • Skeletal Animation
  • keyframe animations (taken from a MD2-file or self defined)
  • skeletal animations (via Cyberkilla’s skeletal API extension)

Physics

  • Collision Detection collision detection (ray-polygon, sphere-polygon and ellipsoid-polygon)

Licensing

License Name Price in $US Source Code Included?
Proprietary Free No

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0 of 0 people found the following review helpful

What title?

  by 00000000000000000000000000000000 woeuwa Mar 22, 2005 at 18:24

I like JPCT. It's following a hybrid software/hardware rendering approach and it does so quite well. It may not have all the current features like pixel shaders but at least it has what's needed to get the job done. You don't have to care about picking, normal calculation, collision detection, model loading etc. It's all there, works fine and most important: It's drop dead easy to use! What requires much yadayada in other engines is one line of code in this one. Well done!

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Last edited Dec 28, 2011 at 13:11

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