The Forester (394 posts)

  • Profile picture of androlo androlo329p said 5 months, 3 weeks ago:

    This is the official thread for The Forester.

    News 2012-05-15

    I have to fix problems with sorting and transparency. No ETA on this (don’t know the extent of this yet), but I need it to work asap so I’ll work fast.

    News 2012-04-22

    The devs has said Forester may be included as a part of the jME release, provided that the API is streamlined with the rest of the engine. I have begun working on this.

    This will include (among other things) the possibility to add grass and trees through the editor, and configure grass/treeloaders through its property window.

    There’s no ETA for the new version yet. The lib will be updated and work as normal until the changes.

    A few notes to current users:

    You don’t need to worry about the parameters etc., you’ll still be using the same parameters in the new lib, it’s just an API change. The different parameters (grass height/width, densitymap offsets etc.) will still be working the same way. You don’t “loose” anything by using the current version (or checking out the demos), is what I’m trying to say.

    The roadmap will change some. This now has priority over everything else (tho serialization kind of takes care of itself when integrating). The stuff in the roadmap will of course be dealt with, and pretty much in the same order as planned, but it’ll not be “roadmap to 2.0″ any longer.

    What is the forester?

    It is a library designed for rendering vegetation, such as grass, bushes and trees.

    How do i get it?

    The downloads can be found here: http://code.google.com/p/the-forester-jme/

    How do I use it?

    Check the project page for info. There’s a downloadable demo project with lots of comments in it. There is also a tutorial available here.

    What about tree impostors?

    A tree impostor system is being made. Parts of it (such as the impostor texture rendering) is already in place, as well as the impostor quad mesh generator and the shaders. It will take some more time to make it look good (2012-04-22).

  • Profile picture of androlo androlo329p said 5 months, 3 weeks ago:

    Changelog:

    Log for the latest versions can be found in the netbeans module info.

  • Profile picture of Empire Phoenix Empire Phoenix160p said 5 months, 3 weeks ago:

    Cool, were can i grab the source code for it? (Since I want to try use it with eclipse)

  • Profile picture of mifth mifth132p said 5 months, 3 weeks ago:

    http://code.google.com/p/jmonkeyplatform-contributions/source/browse/trunk/TheForester?spec=svn440&r=440#TheForester

    Thanks a lot man!!!
    Can we use a texture mask for the grass density?

    Also i would like to ask about animation: is it GPU or CPU? How much animation costs for fps?

  • Profile picture of normen normen1291p said 5 months, 3 weeks ago:

    Heres the jar: http://code.google.com/p/jmonkeyplatform-contributions/source/browse/#svn%2Ftrunk%2FTheForester%2Frelease%2Flibs%253Fstate%253Dclosed

  • Profile picture of androlo androlo329p said 5 months, 3 weeks ago:

    Beat me too it heh. I’ll link to it in the main post as well.

  • Profile picture of Empire Phoenix Empire Phoenix160p said 5 months, 3 weeks ago:

    Hm no, in the jar is only the class files and the JMP Netbeans stuff, but neither source nor the j3m files mentioned in the tutorial :/

  • Profile picture of androlo androlo329p said 5 months, 3 weeks ago:

    weird, ill rebuild it then.

  • Profile picture of normen normen1291p said 5 months, 3 weeks ago:

    @androlo: Each time you commit changes to your plugin the added svn revision is upped, you don’t need to up the plugin version manually if you have set “append implementation version automatically” and set the implementation version to “0″ in the plugin properties.

  • Profile picture of androlo androlo329p said 5 months, 3 weeks ago:

    Ok it should work now. And btw, there are no .j3m files in there. You’re supposed to create those yourself from the material definitions. Those are in the Resources folder. Check out the “materials” portion of the tutorial.

    There can still be bugs tho, please bare with me for some time.

  • Profile picture of androlo androlo329p said 5 months, 3 weeks ago:

    @normen
    Ok. I had some problems comitting the module when it had not been updated (only the library is ever updated). Svn didn’t think the module had actually changed, its why i messed with the versions. Gonna look at it again.

  • Profile picture of androlo androlo329p said 5 months, 3 weeks ago:

    @mifth said:

    http://code.google.com/p/jmonkeyplatform-contributions/source/browse/trunk/TheForester?spec=svn440&r=440#TheForester

    Thanks a lot man!!!
    Can we use a texture mask for the grass density?

    Also i would like to ask about animation: is it GPU or CPU? How much animation costs for fps?

    You can use any texture for grass density, but I’m gonna have to update the tutorial on how to use the grass grid. I’ll do that while keeping an eye on this thread.

    And about the maps.. I just changed the entire image system. Took a bunch of stuff from the ImageBasedHeightMap (attributed the code of course), so that most image-types would be supported. It reads the image and saves density data in a float array etc, just like the heightmaps. Its still a work in progress, but hopefully it will be replaced completely by the heightmap stuff.

    The animation code is in the shader. The shaders are in the “Resource” folder so you can look at it if you want. It not very expensive, just a sine function and some multiplication and addition.

    EDIT: Here it is:

    pos.xz += 0.1*m_Wind*inTexCoord.y*inTexCoord.y*sin(g_Time + pos.x * m_SwayFrequency);
    

    m_wind is a vec2, sway frequency is just a value that can be used to change the offset. Hmm but i have messed it up some. The frequency should be multiplied with time as well. Have to change that.

  • Profile picture of normen normen1291p said 5 months, 3 weeks ago:

    @androlo said:
    Svn didn’t think the module had actually changed, its why i messed with the versions. Gonna look at it again.

    It checks the root folder of the project for the latest change in svn, so in this case its the whole trunk/TheForester folder, including the release/ folders contents.

  • Profile picture of mifth mifth132p said 5 months, 3 weeks ago:

    VERY NICE!! Thanks again!

  • Profile picture of androlo androlo329p said 5 months, 3 weeks ago:

    If anyone actually get this to run, please let me know.