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![]() A frozen lands...
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![]() Dusty hills...
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![]() Grassy canyon ...
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Beware the enemies!
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MagicWoods is coded entirely
in Java3D (and Java, of course:)). Java3D is Sun's extension of plain Java and
contains mathematical and other objects needed for 3D graphic programming. It
lies on top of OpenGL (or DirectX).
Why Java3D? Don't worry, I will not answer that one with Why not? Instead,
I'll just say that Java was my first programming language and that was natural
decision. By now, I didn't regret it (or I just don't know of better :)) I
started MagicWoods for learning purposes and for fun. Now it is growing and
project needs designers. So, I'm glad that my friend decided to help me, at
least with 3D modeling, textures, sounds and music. We'll see what will come out
of that...
Some basic features:
Building a terrain mesh out from height map (grayscale image). I work with
TriangleArrayMesh object because it is the fastest rendered object by OpenGL.
Terrain Following. Player is attached with camera and can take a walk in my
virtual world. Terrain following is implemented for proper motion. Also, you
can't climb to a mountain if it's to steep.
Spells. Spell class for spell support. I added two spells for now.
HUD. Head Up Display for static objects (images - health, mana, endurance,
messages change during the gameplay).
Navigation. Game-like navigation - orbiting with mouse and moving through the
world by W,A,S,D keys. Hit SHIFT to run, SPACE for whiteFireSpell, mouse1 for
blueFireSpell.
Day and night. I added a night and day cycle in MagicWoods. You see moving
clouds by day and stars by night. Have to upgrade my background node with
skydome. For now, it is just a sphere, java3d primitive.
Trees, grass, flowers. These are not yet optimised using minimapping. In near
future I will add more realistic looking trees, not just cylynders and spheres
that are properly textured...
If you fire a spell and it hit the tree, you'll crash the tree it! So, I
implemented full interaction with nature elements around you. Also, if tree
falls on you or your enemy, it will damage you.
Obstacles and collision detection. Tree is obstacle, collision is checked
against all variety of particles.
Lightening effects. Terrain has generated normals, so as any object, what means
firing a whiteBall spell, for example, could be really fascinating, especially
at night...
Texturing and Multitexturing support. I added this just recently.
Simple Particle system. For now, only for smoke effects. Need to be upgraded.
Simple SOUND system. 3D sound yet has to be implemented.
An 3D enemy (models of werewolf and skeleton) with two spells
attack. He is always oriented towards player.