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Mercator chart projection

January 9, 2012 in Spotlight

Hello, my name is Benjamin Jakobus and I have been working on a navigation and mercator chart projection module for jME (based on my FYP under the supervision of Cormac Gebruers and Dr. Sabin Tabirca). The module works within the context of the Clarke spheroid of 1880 which has an equatorial radius of 6,378,249.145 meters, a polar radius of 6,356,514.870 meters and an inverse flattening of 293.465 meters. The projection module itself has an accuracy of up to 6 meters.

Now that the documentation is finally complete (thanks to Ian Mayo from PlanetMayo Ltd for funding this article), we’d love to have some more monkeys try it out.

jMonkeyEngine 3 Beginner’s Guide coming early 2012 – Preview online

December 19, 2011 in Site & Project

A while back we announced a successful deal made with Packt Publishing, entrusting our very own Ruth Kusterer @zathras to author “jMonkeyEngine 3 Beginner’s Guide”. For the past year Ruth has been hard at work, masterfully balancing a tight schedule of wiki updates and chapter deadlines. Consider for a second how much jMonkeyEngine 3 has changed and improved over the course of this year, and you’ll have an idea of the moving target she’s had to deal with. Hopefully by the time the book is released, it will be referring to a jMonkeyEngine 3 gone stable.

While you wait, and as a means to help you decide whether you should buy this book, please go visit book.jmonkeyengine.com for an early preview of the book’s contents! We’ll preview a new chapter roughly every day until all 13 are online.

Is it on your wishlist? Whatever the answer, we’d appreciate your honest input.

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by androlo

New grass system ready for testing.

December 2, 2011 in Feature

Introduction

Hello, my name is Andreas and I have been working on a paged grass & tree system for jME applications. The lib is based on another lib named  Paged Geometry, originally written for the Ogre3D SDK.

The system is designed for making tree and grass loading and rendering more efficient. The loading is optimized by dividing the geometry into blocks (pages). The paging engine then loads/unloads those blocks based on their distance from the camera. The rendering is optimized mostly through geometry-batching and a system of multiple detail-levels (reduces the visual quality of distant geometry).

The trees still needs a lot more work but the grass system is now ready for a test run, so I’ve chosen to release the grass only (rather then waiting for all of it to be finished).

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