jPCT
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)
- Overview
- User Reviews
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).
- Screenshots
- Videos
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? | Additional information |
|---|---|---|---|
| Proprietary | Free | No | |
What title?
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!
Last edited Dec 28, 2011 at 13:11
