Friday, June 08, 2012

Steady progress has been made, here is a new screen shot:


The name tag in the screen shot is the original JMonkey scene graph name tag, any modules that require a JMonkey node now have a scene root that will follow the avatar.

Tuesday, June 05, 2012

First screen shot with a Wonderland client using the latest Avatars from the google code repository


The avatar's render component holds an IMI scene graph and is rendered by an MTGame render technique that is custom for that scene graph.

The name tag is rendered with Java2D fonts and turned into an OpenGL texture. The quad with that textures is set on an IMI scene graph node and attached to the character's scene graph.

The environment (ground, arches, trees etc) is using a render component that holds a JMonkey scene graph - same as before.

In this build the avatar can't move and a few things are disabled, more to come...

Quick asset changes review

Heads:


All heads have been replaced, there are now four male and four female base heads.


Added models:

Male_Torso_TwoButtonSuitJacketWithShirt
Male_Torso_Hoodie
Male_Legs_SuitPants
Male_Legs_Khakis
Male_Feet_Round_Boots

Removed models:

Male_Hair_BaldingShape
Female_Torso_T_Shirt
Male_Jacket_Suit
Male_Torso_Suit_Shirt
Male_Torso_Meso
Male_Legs_Slacks
Male_Legs_Meso
Male_Feet_Cowboy_Boots

Friday, June 01, 2012

Merging the code

To merge the MTGame and JMonkey projects I had to do a diff on each modified file and carefully step through the code... MTGame now holds an improvement to the rendering framework - the improvement is to provide an alternate scene graph path to the JMonkey scene graph. This is enabled by providing a RenderTechnique that can calculate bounds, flatten world space transforms, perform culling etc on the same scene graph that is used by the Avatar Animation System. The IMI scene graph nodes use matrices to represent their local and word transforms instead of breaking it down into separate components.
Removed unused assets from avatarbaseart and put the new assets in...
I had to add EngineCore.jar to the common WL jars (where mtgame.jar is) because when the MTGame renderer encounters a RenderComponentIMI it will use the common class loader to find the IMI scene graph render technique that resides in EngineCore.
Last week I already replaced avatars.jar with the new one at modules/world/avatarbase/lib and modified the files that were required for the avatarbase module to compile with it.

The MTGame and JMonkey versions that are used by WL are now merged with the versions that were used by IMI. The avatarbase module is referencing the avatars project from the google code repository and I can run a WL server and client, log in and walk around the default garden arches environment. The avatar is not visible yet :), I'll keep posting my progress.