Im interested in working on JavaFX for the first time. I have a project i am working on, in which i dont have a lot of time to complete. I was wondering if javaFX would be a great platform to animate and make a 3x3 rubik's cube game? With all the mouse movements and rotations, Without having to work out alot of linear Algebra.
Jelinek provides public domain sample algorithms and source code for creating a Rubik's cube in Swing/AWT. You could start with that and try converting it to JavaFX, possibly using a Canvas as the drawing surface.
The 3D capabilities in JavaFX 2.2 are quite limited. There are some samples you could look at in the Ensemble application to give you an idea of what it is capable of. There is a tutorial on the Ensemble 3D xylophone which should help provide much of the basic knowledge required to build your application.
Java 8 will have a much more comprehensive 3D feature set. Such an application would likely be much easier to implement in Java 8 than the current JavaFX 2.2 release. Java 8 is not due for final release until September 2013, but you can download a preview version of Java 8. The preview version does not currently fully implement all of the planned 3D features for Java 8, but does implement significantly more than the JavaFX 2.2 release, especially around concepts like 3D transformations, normal calculations, vector logic, etc which would be required for the implementation.
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I'm developing applications to display very large lidar/sonar datasets (millions of points). QML/Qt seems an attractive platform, since in theory one can quickly define the UI with QML, and implement the "back-end" with high-performance C++. The QtDataVisualization package also seems very useful, especially the Surface3D and Surface3DSeries components for my application. But the provided examples either demonstrate a pure QML approach - which is impractical for my application, with millions of points - or a pure C++ ("widget") approach - which loses the benefit of quickly designing the UI with QML and is locked to a desktop computing platform.
Can someone point to a working example showing how to set QML Surface3DSeries data from C++? This seems theoretically possible from the documentation, but I have been unable to do it, and none of the provided examples demonstrate it. Is this even possible, or is Qml/Qt "broken" in this regard?
Thanks,
Tom
It is possible, but not officially supported and not documented.
I have an application written in in Java 3D. As Java 3D is now virtually dead I am thinking about converting the code to JavaFX (JavaFX 8 supports 3D objects).
The question is whether it is relatively simple to convert Java 3D code to Java FX code?
Are there straightforward counterparts of Java 3D methods in JavaFX or would it be more like a total redesign of the code?
Here is a little list of packages used in the Java 3D code:
javax.media.j3d.Alpha;
javax.media.j3d.Appearance;
javax.media.j3d.Behavior;
javax.media.j3d.BoundingSphere;
javax.media.j3d.BranchGroup;
javax.media.j3d.Canvas3D;
javax.media.j3d.GeometryArray;
javax.media.j3d.LineArray;
javax.media.j3d.PointLight;
javax.media.j3d.Shape3D;
javax.media.j3d.Switch;
javax.media.j3d.Transform3D;
javax.media.j3d.TransformGroup;
javax.media.j3d.WakeupOnElapsedFrames;
javax.media.j3d.WakeupOnElapsedTime;
javax.vecmath.Matrix4f;
javax.vecmath.Vector3d;
javax.vecmath.Vector3f;
Java 3D isn't dead, you're completely wrong as you can see here. There is a wide choice of scenegraph APIs more capable than JavaFX 3D API which is particularly poor in my humble opinion.
I don't know what gouessej is saying about Java 3D not being dead, there will not be feature development for Java3D going forward.
However he/she is correct that the base JavaFX 3D API is very lacking in features.
If you want to port your application to JavaFX 3D, you will have to rewrite the rendering portions to match the new JavaFX API. From the list that you provided only PointLight and Shape3D have DIRECT counterparts. Alpha transparency is an undocumented unsupported feature as of 8u40 that will get compiled into the official build for Java 9. The F(X)yz team has a demo of it working just fine but we had to recompile the platform from sources ;-).
You are not alone though, there is now free open source third party support via F(X)yz: (shameless plug....)
http://www.fxyz3d.org
i'm developing a strategic 2D game in JavaFX 2 and i need some basic physic and path finding for my game.
Would you plz give some tips and useful link to implement this 2.
tanx
Some people have integrated Box2D+JavaFX using a Java port of the Box2D physics engine.
Michael Henrichs created a JavaFX library for Inverse Kinematics.
Anton Epple created a small game framework for JavaFX which includes path finding for objects displayed within a tile engine.
The best place to and get tips and discuss these topics is probably the java-gaming.org forums
Is there a 3D polygon in JavaFX (similar to QuadArray in Java3D)?
If there isn't what is the simplest way to create one? Creating two triangles?
If there is no simple way than should I use 3rd party 3D library? But that would beat the idea of using JavaFX in the first place.
I would like the abbility to switch between faces, wire-mode and verts-only-mode.
3D in JavaFX 2.x is pretty limited.
You can create a 3D polygon by creating a 2D polygon and performing a transform on it.
There are some 3D samples in the Ensemble application which demonstrate how to do this (with source code). There is a simple cube sample here.
With JavaFX 2.x, you could implement switches between face view, wireframe view and vertex only view with little difficulty. Other things like complex lighting, effects, mesh loading, realistic shading etc, would be more difficult and would be better implemented in JavaFX 8.
JavaFX 8 will have a much more robust and useful 3D implementation. You should evaluate the capabilities of the current JavaFX 3D demos in Ensemble as well as the proposed JavaFX 8 3D feature set against your requirements and other 3D libraries such as lwjgl to determine what will best fit your needs. Note, JavaFX 8 is not scheduled for final release until September 2013. Over time the proposed JavaFX 8 3D features will be added to the Java 8 pre-release.
I did create a simple 3D software renderer for a JavaFX ImageView which I might open source if interested - it renders bitmaps onto an ImageView though - not directly to the JavaFX scene graph primitives. A similar thing, but using a hardware renderer via the Java3D API was created by Interactive Mesh. Unlike JavaFX 8, it has the advantage of being available today.
Interoperability between JavaFX 2 and the main sets of Java bindings for low level 3D APIs (JogAmp and its main competitor quoted by jewelsea) is already partially implemented. When it is ready, you will be able to use the very latest version of Java3D (1.6.0, the instructions to install it are here) or any scenegraph supporting JOGL 2.0 including Ardor3D, JMonkeyEngine 3, Xith3D, ... There are already some applications mixing JOGL 2 and JavaFX in the same window but not in the same panel, for example Energy3D.
Experimental 3D shapes in JavaFX 2 are available in the jfx3D project at google code, also see my blog at designjk.
Jim Kay [jimbo8]
https://wikis.oracle.com/display/OpenJDK/3D+Features
JavaFX 8 includes a full 3D library. I currently am working with it, but it can be buggy + it's not even fully ready for dev's yet, or even close for the general release.
I'm seeking a dynamically updatable, "real-time" map visualization toolkit that would support the following concept:
A user-controlled pilot's eye view flying above a landscape where the topography is
dynamically changing (hills rising and falling, slip/sliding around, valleys opening and
filling) in real-time. (Currently just a color-coded landscape surface would be acceptable, although the eventual goal is to overlay terrain/map imagery.)
Another process is dynamically updating the landscape topography data
as our fearless flyer passes over it.
There's lots of 3D visualization "explorers" out there, but they all seem to either be limited to a static data set, or require that the dynamic evolution of the data visualizations all be calculated in advance and then strung together as an animation. And flight simulators of course all pretty much assume that the topography doesn't change while in flight.
Technical wishlist:
Linux
C API preferred, but open to C++ or Java (or Ada :-)
Free/Open source preferred, but will consider proprietary
Performance: Well, I'll try to work with whatever it's got
If C++ is ok, and you don't require something too high level, I'd HIGHLY recommend OpenSceneGraph for a project like this. I used it on a project several years ago to display various forms of geospatial data on a globe (vector coastline data, sat imagery, etc).
Do keep in mind you're not limited to writing your entire solution in C++ :)
Our 3D visualization app combined our C++/OSG 3D library for graphics, a Java front-end for the GUI, and some old fortran code for the serious number crunching :O