My netbeans compiler stopped working like three or four weeks ago, I was too lazy to fix it + I was getting sick of Java, and some of it's flaws. Anyway, I'll probably fix it sometime next week and take a look at it.
So I started JevaEngine II, the name is pretty betraying, it's actually written in C++ this time around. So for the past three weeks I've been building a foundation for my sequel of JevaEngine, JevaEngine II.
I used the Ogre3D render engine(It's pretty powerful, multi-platform, works with OpenGl and DirectX + w\e other rendersystem you design for it) and PhysX as my physics engine.
So the idea is, I'm going to make a single-player game with a good story, and if you want, you can fight other players online in 4V4 duals, play story-mode together, etc. That's the goal of JevaEngine II. The idea is to have it back in the medieval ages, with magic and shiz. It's a broad description, but I have it all in my head, soh.
Anehway: May not be much to you hardcore gamers who play games written by 10 thousand people and 60 thousand animators, but this is a lot of work for a single person, so here is some demos of JevaEngine, the first is a character walking around on the platform(note though, that this isn't technically the player, it's just me making it look the the player by using the cGameObject class I wrote, I haven't finished cGamePlayer, and have a couple more things that need to be done before I write it), the second just demonstrating basic collision + gravity.
O'yea, and currently I only have box collision implemented, but with a couple of changes in cPhysicsManager I can get collision models to be a little more descriptive. AND If you see any twitches, it's because Fraps laggs the negro out of my computer, and I have the cUpdateManager written to perform catch-up loops.
I didn't model\animate the robot, I did do the platform in MilkShape though