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Author Topic: kjAPI and Truevision 3D  (Read 14976 times)
AlexL
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Posts: 7


« on: November 15, 2004, 06:24:55 PM »

Engine Name: kjAPI
Engine URL: http://www.kjapi.com/
---
I have spent quite some time using both the kjAPI and Truevision 3D engines. Both of which work quite well and are easy to program within. kjAPI has the following features, many of which I have seen in the Truevision Beta engine Smiley I have yet to be able to use the Truevision Beta, so all I have to go off of is the current engine when compairing the two :?

Quote



    * Multi platform design (Win32, XBOX, linux(soon))

    * Few external dependencies (zlib and fmod only)

    * File system (Standard, Compressed (read/write), user defined...)

    * Fast data loading from files

    * Inputs (Keyboard, Mouse, Joystick)(DirectInput, Win32, XBOX)

    * Maths (Vector, Matrices, Quaternions, Planes, Sphere, AABB...)

    * Types (Arrays, Linked Lists, Hybrid HashTable, Stack, String templates...)

    * Debug tools (Error management, Logs, Console, Asserts...)

    * Timers (Accurate timers, Hierarchical profiler...)

    * Resources manager abstraction

    * Properties set abstraction

 kjGraphics
   headline

    * Renderer abstraction (OpenGL, DirectX 8.1(XBOX), DirectX 9)

    * Full screen or windowed display (easy integration with MFC, GTK, WIN32...)

    * Vertex / Pixel Shaders support (for all renderers)

    * Fixed pipeline used as a special pixel shader asm

    * Fast immediate mode available for all renderers

    * Hardware geometry occlusion

    * Image loading, saving and manipulation (JPEG, BMP, TGA, DDS format)

    * Textures
      _ 2D, 3D, Cube map, render targets,
      _ software and hardware mipmap generation,
      _ DXTC support...

    * Geometry wrapper
      _ low level to high level access of geometry
      _ multi material meshes,
      _ skinning,
      _ morphing,
      _ customizable materials...

    * Picking system

    * Hierarchical graph management

    * Powerful animation system (key framed, physics ruled, procedural, customizable...)

    * Camera management (customizable, RTS style...)

    * Bitmaped font rendering (texture or mesh rendering)

 kjFX
   headline

    * Multi pass rendering
      _ 3 levels of quality vs speed (Standard, Bump Mapped, Offset Bump Mapped)
      _ Real time and static lighting support
      _ Stencil shadows with attenuation (Carmack reverse and common technique)
      _ Future support for shading LOD (level of detail)

    * Particles system

    * Post rendering effects

 kjAudio
   headline

    * Sound manager using FMOD

 kjPhysics
   headline

    * In-house stable and fast physics engine

    * Physical World management for faster run time execution

    * Rigid and Soft bodies (Ropes, Cloth, Rag dolls(coming soon)...)

    * Colliders (Box, Sphere, Cylinder, Capsule, Plane, Heightmap...)

    * Easy integration with animation system

 kjNature
   headline

    * Terrain rendering

    * Optimized Trees and Forest rendering

    * Grass rendering

    * Sky rendering (real time true colored)

 kjWorld
   headline

    * Entity management

    * Scene management
      _ Grid scenes
      _ Portals scenes

 kjAI
   headline

    * Agent navigation

    * Emotion engine

    * scripting systems wrapper
      _ LUA base scripting system
      _ in-house scripting language (Work in progress)

 kjNetwork
   headline

    * TCP/IP client / server

    * UDP(Work in progress)

 Tools
   headline

    * 3DS studio MAX exporter
      _ 3dsmax 4,5 and 6 support
      _ Hierarchy (Meshes, Lights, Dummies...)
      _ Nodes animations,
      _ Static geometry,
      _ Morphed geometry,
      _ Skinned geometry,
      _ Materials,
      _ User defined params,
      _ Integrated in-engine preview

    * Model Editor
      _ Visualization
      _ Object attributes tweaking
      _ Material and shader edit
      _ Animation parameters edit

    * Scene editor
      _ Terrain editing and painting
      _ Entities editing
      _ Indoor & Outdoor support

    * Ease to develop tools (MFC, WIN32, GTK, Qt ...)
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Regards,
  Alexander Loren

Specs: P4 2.6Ghz, 512Mb DDR SD Ram, GeForce FX5200 128MB, DX9c
OTS Software
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Posts: 12


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« Reply #1 on: November 15, 2004, 06:44:07 PM »

Looks pretty cool, but I don't see any link on their site to download it or buy it.  What does it cost and can you try it first?
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LAO88
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Posts: 321


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« Reply #2 on: November 15, 2004, 06:52:15 PM »

Quote
Looks pretty cool, but I don't see any link on their site to download it or buy it. What does it cost and can you try it first?


yeah i was asking that too
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AlexL
Community Member
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Posts: 7


« Reply #3 on: November 15, 2004, 07:02:03 PM »

Quote

Hi,

Thank you for your interest in kjAPI.
kjAPI is in Beta for the moment. Before being released to public, we considered each demand individualy.
So mail us at infos@kjapi.com explaining your project or why you want to use the kjAPI and we will answer you as soon as possible Smiley

Regards

kjAPI team


That is a quote from the kjAPI forums, hope this helps with some of the problems on where to locate the engine Cheesy
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Regards,
  Alexander Loren

Specs: P4 2.6Ghz, 512Mb DDR SD Ram, GeForce FX5200 128MB, DX9c
OTS Software
Community Member
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Posts: 12


WWW
« Reply #4 on: November 15, 2004, 07:02:52 PM »

Looks like it is still in beta and they are taking requests only.  Sounds like general release is early 2005 or so.

I don't see where it supports any languages but C++ (6 and .NET).

Please correct me if I am wrong.

Here's a forum link:

http://www.kjapi.com/Forum/viewforum.php?f=10
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nitro
Community Member
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Posts: 159


« Reply #5 on: November 17, 2004, 05:59:55 PM »

well i like a lot TV3D and when i see kjAPI :
 i see the same things , except that it has already some great things turned to game
development ,
yeah i know TV3D is not only targetted for game !

here are the things it has , and i find top :
-unlimited shader lights : TV3D will do that with the new light management !
-trees optimization and also grass system : but if you do a indoor only game : that
 is useless : but very great and TV3D don't have that in official package  (only made by users) !
- worl editor
-tree editor
-official tools painting for landscape in pacakage

that's all : well not a lot more things compared to tV3D !

and it is not as accomplished as TV3D : go to its forum :
-Shaders not FX or HLSL supported for the moment but comes perhaps,
and their system shader seems to not be very open also for models format inclusion
(for the moment) !
-collision system just in it's beginnings for what i've read and percepted !

and TV3D is not finished in it's 6.5 also !!

and the price , mor ethan TV3D ?
and possible ty use .net for programming ?
as easy as TV3D ?

well i someone only focused on game making and not demos, military or
insdustry applications , that's why this other engine
is interesting for me !

(that seems too new and perhaps not as stable as TV3D Smiley and not with great forums and people here  Smiley héhhééé !)

but i'm mind open , i like TV3D and some other engines (Irrlicht, ... but not Torque : sorry
!) and if one new arrives i hope to try it and decide if it is good t ouse or no !
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nitro
Community Member
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Posts: 159


« Reply #6 on: November 17, 2004, 06:02:46 PM »

and it is in their site title : 3D Game Engine :
i suppose they not target industry and military , space or other domains !
but for game it seems cool !

i think it's C++ !
if that is C++ :
 i  let it down very very very quickly !
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nitro
Community Member
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Posts: 159


« Reply #7 on: November 17, 2004, 06:11:22 PM »

it's really game targetted !

and in it's section project there are some top commercial quality games(mmorpg included) already and very well advanced (caus of game specialisation of engine and tools !) !

http://www.lonewolf-online.com/
go to screenshots : that is incredible looking good !
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GoodVillain
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Posts: 1631


« Reply #8 on: November 17, 2004, 10:06:37 PM »

A friend of mine is testing the engine. It is very good from what I seen him do with it. But hes a very talented developer also.
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nitro
Community Member
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Posts: 159


« Reply #9 on: November 18, 2004, 06:08:45 AM »

OK , i think it will need C++ , they talk about MFC,Win32 in their features at the end !
i don't like C++ and they say it's easy to use ?
if it is easy no need to be very talentued ?
cypher engine is another well written and accessible with C++ :
i've seen lines of codes in their public  topics !

but for kjAPI i don't know !
their forum is on from 2003 if you look at their forum it is empty now at end 2004 !!
their engine has a lot in progress like i've seen , it is not finished at all !
their physic engine is just in the beginnings and i 'm curious to know what they use or if it is custom : a physic engine is not easy to write by themselves and
if it is it will be a lot of debugging form users Sad !

but yes the grass system, tree system, editors and some others things make it
game oriented and cool !

and it's compatible XBOX : for me no interest ,but this means the price perhaps will not be targetted like some engine to all people or indie developpers !

well i keep an eye on it to see evolution, price, and perhaps test it and see the weakness points : caus it hasn't a public or demo version to show that their features works and
what is the performance FPS with a good demo and to show
their engine is not buggy !!
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nitro
Community Member
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Posts: 159


« Reply #10 on: November 18, 2004, 05:39:31 PM »

yes it's C++ !
and they said it will be free for non commercial use : we will see that the day it will be available !

in physic section they said they have clothes physics : thats right :

go to download section of the link below to see the video of a RPG game made with the engine in motion :
great wtaer shader and movement , and cool physic of clothes on the cap of
a fighter during the fight !

http://www.lonewolf-online.com/
(download sction for movie)

amazing video !
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jeckle
Community Member
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Posts: 2


« Reply #11 on: November 19, 2004, 05:01:34 PM »

Hi all,

My name is Jeckle, member of the kjAPI team.
Concerning licensing terms, kjAPI will be and will stay free for all non-commercial projects.
Concerning HLSL/FX, we are currently integrating Cg and cgFx in kjAPI allowing a common high level langage support for opengl and directx.
We are working on collision system and physics to improve them.
The current main target is to first releasing the level editor tool.
A tool to edit huge worlds, plugin based to be adaptive for each project.

Hope we answer to your questions about our engine. If you have more questions just email us to infos@kjapi.com.

Jeckle - kjAPI Team
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OTS Software
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Posts: 12


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« Reply #12 on: November 19, 2004, 05:20:39 PM »

What languages does it currently support, and do you plan to add support for other languages (VB for example)?
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jeckle
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Posts: 2


« Reply #13 on: November 19, 2004, 07:01:00 PM »

It's C++. We don't plan for the moment to support VB or kind.

Jeckle - kjAPI Team
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nitro
Community Member
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Posts: 159


« Reply #14 on: November 20, 2004, 11:37:09 AM »

Cool !
and an official level editor will be great ,
i've seen the other tools they are also great like
the rest.
with that i think game 3D creation will be fast for users.
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