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	<channel>
		<title>Jade Forums - All Forums</title>
		<link>http://forums.jadengine.de/</link>
		<description>Jade Forums - http://forums.jadengine.de</description>
		<pubDate>Wed, 10 Mar 2010 10:40:51 +0100</pubDate>
		<generator>MyBB</generator>
		<item>
			<title>Forum closed</title>
			<link>http://forums.jadengine.de/showthread.php?tid=588</link>
			<pubDate>Tue, 27 Oct 2009 09:32:53 +0100</pubDate>
			<guid isPermaLink="false">http://forums.jadengine.de/showthread.php?tid=588</guid>
			<description><![CDATA[Hello,

given that the engine is totally frozen and lately we only get spam bots around, I have taken out most pemissions for "Registered Users" (right now they can only browse and search, but not open new threads or reply to existing ones).

If you are not a bot and you want to post something, PM me or open your post on the spanish side of the boards (you can post in english there).

http://www.stratos-ad.com/forums/index.php?board=38.0

Regards,

Vicente]]></description>
			<content:encoded><![CDATA[Hello,

given that the engine is totally frozen and lately we only get spam bots around, I have taken out most pemissions for "Registered Users" (right now they can only browse and search, but not open new threads or reply to existing ones).

If you are not a bot and you want to post something, PM me or open your post on the spanish side of the boards (you can post in english there).

http://www.stratos-ad.com/forums/index.php?board=38.0

Regards,

Vicente]]></content:encoded>
		</item>
		<item>
			<title>Google Chrome</title>
			<link>http://forums.jadengine.de/showthread.php?tid=584</link>
			<pubDate>Tue, 13 Oct 2009 13:24:26 +0200</pubDate>
			<guid isPermaLink="false">http://forums.jadengine.de/showthread.php?tid=584</guid>
			<description><![CDATA[Hi,
Here some overview of the google chrome,
 Hi,
Here some nice features about the google Chrome,
Google Chrome aims to improve security, speed, and stability. There are extensive differences from its peers in Chrome's minimalistic user interface,which is atypical of modern web browsers.Chrome's strength is its application performance and JavaScript processing speed, both of which were independently verified by multiple websites to be the swiftest amongst the major browsers of its time.However, with the advent of WebKit's Squirrelfish Extreme and Mozilla's TraceMonkey JavaScript engines, Chrome's JavaScript execution performance has been found to be slower.Many of Chrome's unique features had been previously announced by other browser developers, but Google was the first to implement and publicly release them. For example, its most prominent graphical user interface (GUI) innovation, the merging of the address bar and search bar (the Omnibox) was first announced by Mozilla in September 2008 as a planned feature for Firefox.Chrome was assembled from 26 different code libraries from Google and others from third parties such as Netscape.
Thanks for sharing this information.]]></description>
			<content:encoded><![CDATA[Hi,
Here some overview of the google chrome,
 Hi,
Here some nice features about the google Chrome,
Google Chrome aims to improve security, speed, and stability. There are extensive differences from its peers in Chrome's minimalistic user interface,which is atypical of modern web browsers.Chrome's strength is its application performance and JavaScript processing speed, both of which were independently verified by multiple websites to be the swiftest amongst the major browsers of its time.However, with the advent of WebKit's Squirrelfish Extreme and Mozilla's TraceMonkey JavaScript engines, Chrome's JavaScript execution performance has been found to be slower.Many of Chrome's unique features had been previously announced by other browser developers, but Google was the first to implement and publicly release them. For example, its most prominent graphical user interface (GUI) innovation, the merging of the address bar and search bar (the Omnibox) was first announced by Mozilla in September 2008 as a planned feature for Firefox.Chrome was assembled from 26 different code libraries from Google and others from third parties such as Netscape.
Thanks for sharing this information.]]></content:encoded>
		</item>
		<item>
			<title>XBOX 360 features</title>
			<link>http://forums.jadengine.de/showthread.php?tid=582</link>
			<pubDate>Fri, 09 Oct 2009 10:00:24 +0200</pubDate>
			<guid isPermaLink="false">http://forums.jadengine.de/showthread.php?tid=582</guid>
			<description><![CDATA[Hi.
Here some X-box 360 Features
XBOX 360:
+Best for Shooters
+most people online
+cheaper
+most violent games
+frequent game releases
+Halo
-Frequently defective
-Pay to use online
-Poor backwards compatability
-Poor customer service
Thanks for sharing this information.]]></description>
			<content:encoded><![CDATA[Hi.
Here some X-box 360 Features
XBOX 360:
+Best for Shooters
+most people online
+cheaper
+most violent games
+frequent game releases
+Halo
-Frequently defective
-Pay to use online
-Poor backwards compatability
-Poor customer service
Thanks for sharing this information.]]></content:encoded>
		</item>
		<item>
			<title>favourite games in ipdos</title>
			<link>http://forums.jadengine.de/showthread.php?tid=581</link>
			<pubDate>Fri, 09 Oct 2009 06:43:34 +0200</pubDate>
			<guid isPermaLink="false">http://forums.jadengine.de/showthread.php?tid=581</guid>
			<description><![CDATA[Hi,
My favourite games in ipods are,
1) Block Breaker Deluxe
2) Monopoly
3) Real Soccer '09
4) Crystal Defenders
5) Star Trigon
What about yours..
Thanks for sharing this information.]]></description>
			<content:encoded><![CDATA[Hi,
My favourite games in ipods are,
1) Block Breaker Deluxe
2) Monopoly
3) Real Soccer '09
4) Crystal Defenders
5) Star Trigon
What about yours..
Thanks for sharing this information.]]></content:encoded>
		</item>
		<item>
			<title>Problemas con tutoriales jad 1.1</title>
			<link>http://forums.jadengine.de/showthread.php?tid=579</link>
			<pubDate>Thu, 08 Oct 2009 15:54:00 +0200</pubDate>
			<guid isPermaLink="false">http://forums.jadengine.de/showthread.php?tid=579</guid>
			<description><![CDATA[Hola muy buenas
Mi primer post jejejeje.
Tengo un problemilla y es que empecé hacer los tutoriales en vb.net de hecho estoy en el primero, lo tengo todo hecho pero cuando llega al comando backbuffer.Render() me sale nullreferenceexception he mirado los tutos de c# i me van correctamente incluso los he puesto en una estructura de archivos similar i continua fallando os pongo el codigo.


Code:
Imports System.Windows.Forms
'referncias directx 
Imports Microsoft.DirectX
Imports Microsoft.DirectX.Direct3D
'Referencias Jad engine
Imports JadEngine
Imports JadEngine.Scene
Imports JadEngine.Video
Imports JadEngine.Core
Imports JadEngine.Input
'Nota:************************************************************************** ***************************** 
'Cuando sobreescribimos los metodos tenemos que comentar lo que devuelven los
'metodos padre ejemplo de la funcion IniGame tiene return MyBase.IniGame(form); Tenemos
'que devolver el valor que nosotros queramos si no si lo dejamos sin comentar devolveria
'el valor de la funcion padre i daria un error. 
'Esto es para todas las funciones que sobreescribimos
'en este caso.
'******************************************************************************* *****************************
Public Class Tuto01
&nbsp;&nbsp;&nbsp;&nbsp;Inherits JApplication&nbsp;&nbsp; 
&nbsp;&nbsp;&nbsp;&nbsp;'indicamos si la ayuda debe estar visible o no
&nbsp;&nbsp;&nbsp;&nbsp;Dim showHelp As Boolean = True
&nbsp;&nbsp;&nbsp;&nbsp;'El engine llama ha este metodo despues de haber creado el dispositivo
&nbsp;&nbsp;&nbsp;&nbsp;Public Overrides Function InitGame(ByVal form As System.Windows.Forms.Form) As Boolean
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'Return MyBase.InitGame(form)
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;' Crea los objetos de texturas i fuentes
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Jad.AfterCreateDevice()
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'Carga las texturas por defecto, fuentes, sombras...
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Jad.LoadCreateInHouse()

&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'*****************************Aquí iria el codigo para cargar i empezar la aplicación****************&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'Nota importante en jad la distancia se mide en metros.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 

&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;' Creamos JMesh: este objecto contiene toda la informacion acerca de vertices e indices
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'en este ejemplo creamos un cubo de 3 metros de altura,anchura y profundidad.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Dim mallaCubo As JMesh
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;mallaCubo = JMesh.CreateCube(3, 3, 3) 'New JMesh()&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'Ahora utilizamos el objeto JMeshObject que contiene la informacion de las mallas y sus materiales para renderizar
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'No hace falta crear la malla porque ja lo hemos hecho
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Dim cubo As JMeshObject&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cubo = Jad.Scene.MeshObjects.Create("cubo01", false)
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'asodiamos&nbsp;&nbsp;la malla antes creada con el objeto malla
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cubo.Mesh = mallaCubo

&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;' Creamos un array de materiales de un solo elemento.
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;' Es necesario un array porque las mallas pueden necesitar mas de un material o submaterial o subconfiguraciones:
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;' informacion para mas de 1 material.
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Dim material(1) As JMaterial
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;material(0) = New JMaterial("tocho")
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'un material puede estar compuesto por varias capas, de modo que pueda contener diferentes efectos.
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'en este ejemplo nosotros usaremos solamente una capa
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'crear capa
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Dim capa As JMaterialLayer
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;capa = New JMaterialLayer
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'añadimos la capa al material creado
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;material(0).AddLayer(capa)
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'Configuramos la textura difusa. El engine detecta si la textura no existe y la carga.
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'Si existe, solo la referencia.
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'No debemos indicarle la extension del archivo. El engine la buscara las diferentes extensions hasta encontrar la textura.
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'Para buscar texturas el engines entrará en el directorio base/textures, y se movera recursibamente hasta encontrar
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'la textura. Gracias a esto, puedes crear subcarpetas para ordenar las texturas sin necesidad de cambiar el engine.
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;capa.DiffuseMap.Texture = Jad.Video.Textures.Create2D("brick_d", True)
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'ajustamos el material al objetoMalla
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cubo.Material = material

&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'Creamos una omni luz
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Dim luz As JOmniLight
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;luz = CType(Jad.Scene.Lights.Create("lucecita", JLightType.Omni), JOmniLight)
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'ajustamos la posicion de la luz
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;luz.Transform.Position = New Vector3(0, 0, -2.0F)
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'ajustamos intensidad de la luz
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;luz.Multiplier = 1.0F
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'ajustamos tipo de atenuación de la luz
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;luz.Attenuation.Type = JLightAttenuationType.DualRadius
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'ajustamos comienzo de la atenuacion
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;luz.Attenuation.Start = 1.0F
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'ajustamos la distancia donde la luz esta completamenta atenuada
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;luz.Attenuation.End = 2.0F
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'ajustamos color de la luz
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;luz.Color = JColor.Yellow
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'hacemos que la luz afecte al componente difuso del material
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;luz.AffectDiffuse = True
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'hacemos que la luz afecte al componente especular del material
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;luz.AffectSpecular = True
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'quitamos sombras
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;luz.CastShadows = False
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'Ponemos la luz ambiente
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Jad.Scene.Lights.Ambient = New JColor(0.4F, 0.4F, 0.4F)

&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'************************************************************************** **************************

&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;' Cuando esta todo configurado encendemos el engine
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Jad.Begin()
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'Creamos una clase de entrada que controla el teclado i el raton
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Jad.CreateInput()

&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Return True
&nbsp;&nbsp;&nbsp;&nbsp;End Function

&nbsp;&nbsp;&nbsp;&nbsp;'Este metodo se ejecuta cada frame y mira si se ha producido una 
&nbsp;&nbsp;&nbsp;&nbsp;'entrada(En este caso de teclado o raton)i ejecuta la accion en el juego
&nbsp;&nbsp;&nbsp;&nbsp;Public Overrides Function Update() As Boolean
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'Return MyBase.Update()
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'Si la salida no fue creada devolvemos ok
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;If Jad.InputDevices Is Nothing Then
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Return True
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;End If
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;' Salir de la aplicación? Si han apretado la tecla ESC
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;If Jad.Input.Keyboard(Key.Escape).Down Then
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Return False
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;End If
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'ayuda
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;If (Jad.Input.Keyboard(Key.F1).Pressed) Then
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;showHelp = False
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;End If

&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;' Si todo esta correcto no salimos
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Return True
&nbsp;&nbsp;&nbsp;&nbsp;End Function


&nbsp;&nbsp;&nbsp;&nbsp;Public Overrides Sub Render()
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'MyBase.Render()
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'Las vistas estan renderizadas'windows'.El engine crea implicitamente 
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'la vista,le 'subbuffer', por defecto.
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Dim backbuffer As JView = Jad.Video.Views(0)
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'Renderizamos la Jad.Scene usando la camara de escena 
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;backbuffer.Render()


&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;If showHelp Then
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'Obtenemos el acceso a la primera fuente. El engine crea una fuente por defecto
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Dim font As JFont = Jad.Video.Fonts(0)
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;' comienzo de la renderizacion de las fuentes
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Jad.Video.Fonts.Begin()
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;''Escribimos el texto en la primera linea, posicion x=0 i de color amarillo&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;font.RenderLine(Jad.Version + " Apreta ESC para salir", 0, JColor.Yellow)
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'Escribimos texto en la secunda linea, posicion x=0 de color blanco&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;font.RenderLine(Jad.Video.Views.CurrentView.Stats.Fps + " FPS", 0, JColor.White)
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'Final de la renderizacion de las fuentes
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Jad.Video.Fonts.End()
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;End If
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'Mostramos lo que contiene el subbuffer.
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;backbuffer.Present()
&nbsp;&nbsp;&nbsp;&nbsp;End Sub

End Class



saludos y gracias.]]></description>
			<content:encoded><![CDATA[Hola muy buenas
Mi primer post jejejeje.
Tengo un problemilla y es que empecé hacer los tutoriales en vb.net de hecho estoy en el primero, lo tengo todo hecho pero cuando llega al comando backbuffer.Render() me sale nullreferenceexception he mirado los tutos de c# i me van correctamente incluso los he puesto en una estructura de archivos similar i continua fallando os pongo el codigo.


Code:
Imports System.Windows.Forms
'referncias directx 
Imports Microsoft.DirectX
Imports Microsoft.DirectX.Direct3D
'Referencias Jad engine
Imports JadEngine
Imports JadEngine.Scene
Imports JadEngine.Video
Imports JadEngine.Core
Imports JadEngine.Input
'Nota:************************************************************************** ***************************** 
'Cuando sobreescribimos los metodos tenemos que comentar lo que devuelven los
'metodos padre ejemplo de la funcion IniGame tiene return MyBase.IniGame(form); Tenemos
'que devolver el valor que nosotros queramos si no si lo dejamos sin comentar devolveria
'el valor de la funcion padre i daria un error. 
'Esto es para todas las funciones que sobreescribimos
'en este caso.
'******************************************************************************* *****************************
Public Class Tuto01
&nbsp;&nbsp;&nbsp;&nbsp;Inherits JApplication&nbsp;&nbsp; 
&nbsp;&nbsp;&nbsp;&nbsp;'indicamos si la ayuda debe estar visible o no
&nbsp;&nbsp;&nbsp;&nbsp;Dim showHelp As Boolean = True
&nbsp;&nbsp;&nbsp;&nbsp;'El engine llama ha este metodo despues de haber creado el dispositivo
&nbsp;&nbsp;&nbsp;&nbsp;Public Overrides Function InitGame(ByVal form As System.Windows.Forms.Form) As Boolean
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'Return MyBase.InitGame(form)
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;' Crea los objetos de texturas i fuentes
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Jad.AfterCreateDevice()
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'Carga las texturas por defecto, fuentes, sombras...
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Jad.LoadCreateInHouse()

&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'*****************************Aquí iria el codigo para cargar i empezar la aplicación****************&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'Nota importante en jad la distancia se mide en metros.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 

&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;' Creamos JMesh: este objecto contiene toda la informacion acerca de vertices e indices
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'en este ejemplo creamos un cubo de 3 metros de altura,anchura y profundidad.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Dim mallaCubo As JMesh
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;mallaCubo = JMesh.CreateCube(3, 3, 3) 'New JMesh()&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'Ahora utilizamos el objeto JMeshObject que contiene la informacion de las mallas y sus materiales para renderizar
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'No hace falta crear la malla porque ja lo hemos hecho
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Dim cubo As JMeshObject&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cubo = Jad.Scene.MeshObjects.Create("cubo01", false)
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'asodiamos&nbsp;&nbsp;la malla antes creada con el objeto malla
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cubo.Mesh = mallaCubo

&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;' Creamos un array de materiales de un solo elemento.
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;' Es necesario un array porque las mallas pueden necesitar mas de un material o submaterial o subconfiguraciones:
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;' informacion para mas de 1 material.
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Dim material(1) As JMaterial
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;material(0) = New JMaterial("tocho")
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'un material puede estar compuesto por varias capas, de modo que pueda contener diferentes efectos.
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'en este ejemplo nosotros usaremos solamente una capa
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'crear capa
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Dim capa As JMaterialLayer
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;capa = New JMaterialLayer
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'añadimos la capa al material creado
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;material(0).AddLayer(capa)
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'Configuramos la textura difusa. El engine detecta si la textura no existe y la carga.
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'Si existe, solo la referencia.
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'No debemos indicarle la extension del archivo. El engine la buscara las diferentes extensions hasta encontrar la textura.
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'Para buscar texturas el engines entrará en el directorio base/textures, y se movera recursibamente hasta encontrar
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'la textura. Gracias a esto, puedes crear subcarpetas para ordenar las texturas sin necesidad de cambiar el engine.
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;capa.DiffuseMap.Texture = Jad.Video.Textures.Create2D("brick_d", True)
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'ajustamos el material al objetoMalla
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cubo.Material = material

&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'Creamos una omni luz
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Dim luz As JOmniLight
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;luz = CType(Jad.Scene.Lights.Create("lucecita", JLightType.Omni), JOmniLight)
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'ajustamos la posicion de la luz
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;luz.Transform.Position = New Vector3(0, 0, -2.0F)
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'ajustamos intensidad de la luz
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;luz.Multiplier = 1.0F
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'ajustamos tipo de atenuación de la luz
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;luz.Attenuation.Type = JLightAttenuationType.DualRadius
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'ajustamos comienzo de la atenuacion
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;luz.Attenuation.Start = 1.0F
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'ajustamos la distancia donde la luz esta completamenta atenuada
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;luz.Attenuation.End = 2.0F
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'ajustamos color de la luz
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;luz.Color = JColor.Yellow
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'hacemos que la luz afecte al componente difuso del material
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;luz.AffectDiffuse = True
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'hacemos que la luz afecte al componente especular del material
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;luz.AffectSpecular = True
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'quitamos sombras
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;luz.CastShadows = False
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'Ponemos la luz ambiente
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Jad.Scene.Lights.Ambient = New JColor(0.4F, 0.4F, 0.4F)

&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'************************************************************************** **************************

&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;' Cuando esta todo configurado encendemos el engine
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Jad.Begin()
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'Creamos una clase de entrada que controla el teclado i el raton
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Jad.CreateInput()

&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Return True
&nbsp;&nbsp;&nbsp;&nbsp;End Function

&nbsp;&nbsp;&nbsp;&nbsp;'Este metodo se ejecuta cada frame y mira si se ha producido una 
&nbsp;&nbsp;&nbsp;&nbsp;'entrada(En este caso de teclado o raton)i ejecuta la accion en el juego
&nbsp;&nbsp;&nbsp;&nbsp;Public Overrides Function Update() As Boolean
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'Return MyBase.Update()
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'Si la salida no fue creada devolvemos ok
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;If Jad.InputDevices Is Nothing Then
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Return True
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;End If
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;' Salir de la aplicación? Si han apretado la tecla ESC
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;If Jad.Input.Keyboard(Key.Escape).Down Then
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Return False
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;End If
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'ayuda
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;If (Jad.Input.Keyboard(Key.F1).Pressed) Then
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;showHelp = False
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;End If

&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;' Si todo esta correcto no salimos
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Return True
&nbsp;&nbsp;&nbsp;&nbsp;End Function


&nbsp;&nbsp;&nbsp;&nbsp;Public Overrides Sub Render()
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'MyBase.Render()
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'Las vistas estan renderizadas'windows'.El engine crea implicitamente 
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'la vista,le 'subbuffer', por defecto.
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Dim backbuffer As JView = Jad.Video.Views(0)
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'Renderizamos la Jad.Scene usando la camara de escena 
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;backbuffer.Render()


&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;If showHelp Then
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'Obtenemos el acceso a la primera fuente. El engine crea una fuente por defecto
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Dim font As JFont = Jad.Video.Fonts(0)
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;' comienzo de la renderizacion de las fuentes
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Jad.Video.Fonts.Begin()
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;''Escribimos el texto en la primera linea, posicion x=0 i de color amarillo&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;font.RenderLine(Jad.Version + " Apreta ESC para salir", 0, JColor.Yellow)
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'Escribimos texto en la secunda linea, posicion x=0 de color blanco&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;font.RenderLine(Jad.Video.Views.CurrentView.Stats.Fps + " FPS", 0, JColor.White)
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'Final de la renderizacion de las fuentes
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Jad.Video.Fonts.End()
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;End If
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'Mostramos lo que contiene el subbuffer.
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;backbuffer.Present()
&nbsp;&nbsp;&nbsp;&nbsp;End Sub

End Class



saludos y gracias.]]></content:encoded>
		</item>
		<item>
			<title>Introduction to PHP</title>
			<link>http://forums.jadengine.de/showthread.php?tid=578</link>
			<pubDate>Sat, 03 Oct 2009 07:32:19 +0200</pubDate>
			<guid isPermaLink="false">http://forums.jadengine.de/showthread.php?tid=578</guid>
			<description><![CDATA[PHP stands for PHP: Hypertext Preprocessor.. PHP is a server-side scripting language, like ASP... PHP scripts are executed on the server.. PHP supports many databases (MySQL, Informix, Oracle, Sybase, Solid, PostgreSQL, Generic ODBC, etc.).. PHP is an open source software... PHP is free to download and use.. PHP files can contain text, HTML tags and scripts.. PHP files are returned to the browser as plain HTML ...PHP files have a file extension of ".php",".php3", or ".phtml"...PHP runs on different platforms (Windows, Linux, Unix, etc.)...PHP is compatible with almost all servers used today (Apache, IIS, etc.)...PHP is FREE to download  PHP is easy to learn and runs efficiently on the server side...]]></description>
			<content:encoded><![CDATA[PHP stands for PHP: Hypertext Preprocessor.. PHP is a server-side scripting language, like ASP... PHP scripts are executed on the server.. PHP supports many databases (MySQL, Informix, Oracle, Sybase, Solid, PostgreSQL, Generic ODBC, etc.).. PHP is an open source software... PHP is free to download and use.. PHP files can contain text, HTML tags and scripts.. PHP files are returned to the browser as plain HTML ...PHP files have a file extension of ".php",".php3", or ".phtml"...PHP runs on different platforms (Windows, Linux, Unix, etc.)...PHP is compatible with almost all servers used today (Apache, IIS, etc.)...PHP is FREE to download  PHP is easy to learn and runs efficiently on the server side...]]></content:encoded>
		</item>
		<item>
			<title>Skeleton Animation</title>
			<link>http://forums.jadengine.de/showthread.php?tid=576</link>
			<pubDate>Sun, 13 Sep 2009 11:53:22 +0200</pubDate>
			<guid isPermaLink="false">http://forums.jadengine.de/showthread.php?tid=576</guid>
			<description><![CDATA[I just wanted to know where skeleton animation matched into the todo list.

The task seems pretty big as it will reach all the way from handling the skeleton, loading a new fileformat and handling the animation sequences. But it should be possible to split into three seperate parts that can be built and tested one at a time.

Anyway I'd like to volunteer myself to make this feature. I just have a few design questions before I throw myself into the game:

I was thinking about a hierachy like this:

SkeletonState
Holds a list of quaternions used to describe a skeleton state.

SkeletonAnimation
Holds a sequence of SkeletonState for the animation. These could be shared among several SkeletonMeshes that have the same bone structure.

SkeletonMesh
A mesh where each vertex is tied up to weighted skeleton transformation.

SkeletonEntity
Contains a reference to a SkeletonMesh and a SkeletonAnimation, in each update it gets a SkeletonState from the SkeletonAnimation. 

Of course we'd have to implement Execute handlers in the NodeWalkers.

Thoughts, comments?]]></description>
			<content:encoded><![CDATA[I just wanted to know where skeleton animation matched into the todo list.

The task seems pretty big as it will reach all the way from handling the skeleton, loading a new fileformat and handling the animation sequences. But it should be possible to split into three seperate parts that can be built and tested one at a time.

Anyway I'd like to volunteer myself to make this feature. I just have a few design questions before I throw myself into the game:

I was thinking about a hierachy like this:

SkeletonState
Holds a list of quaternions used to describe a skeleton state.

SkeletonAnimation
Holds a sequence of SkeletonState for the animation. These could be shared among several SkeletonMeshes that have the same bone structure.

SkeletonMesh
A mesh where each vertex is tied up to weighted skeleton transformation.

SkeletonEntity
Contains a reference to a SkeletonMesh and a SkeletonAnimation, in each update it gets a SkeletonState from the SkeletonAnimation. 

Of course we'd have to implement Execute handlers in the NodeWalkers.

Thoughts, comments?]]></content:encoded>
		</item>
		<item>
			<title>OpenTK</title>
			<link>http://forums.jadengine.de/showthread.php?tid=575</link>
			<pubDate>Fri, 24 Jul 2009 17:08:11 +0200</pubDate>
			<guid isPermaLink="false">http://forums.jadengine.de/showthread.php?tid=575</guid>
			<description><![CDATA[Maybe you should use OpenTK as a backend for the engine.
What do you think?]]></description>
			<content:encoded><![CDATA[Maybe you should use OpenTK as a backend for the engine.
What do you think?]]></content:encoded>
		</item>
		<item>
			<title>C++ version of jade</title>
			<link>http://forums.jadengine.de/showthread.php?tid=574</link>
			<pubDate>Tue, 30 Jun 2009 20:46:51 +0200</pubDate>
			<guid isPermaLink="false">http://forums.jadengine.de/showthread.php?tid=574</guid>
			<description><![CDATA[hello ,

Is there a C++ version of JadeEngine ?

I have an other question:

Is Prince of persia : the sands of time made with this engine ?

Thanks.]]></description>
			<content:encoded><![CDATA[hello ,

Is there a C++ version of JadeEngine ?

I have an other question:

Is Prince of persia : the sands of time made with this engine ?

Thanks.]]></content:encoded>
		</item>
		<item>
			<title>WPF RenderControl</title>
			<link>http://forums.jadengine.de/showthread.php?tid=573</link>
			<pubDate>Sun, 07 Jun 2009 17:50:37 +0200</pubDate>
			<guid isPermaLink="false">http://forums.jadengine.de/showthread.php?tid=573</guid>
			<description><![CDATA[Hi,

we talked in the chat about my problem that Jade does not work for me with WPF some time ago.
I did some testing and it seems the problem really is the WindowsFormsHost I have to use in order to integrate the RenderControl into my application, as the same code I use works in a native Windows Forms project.
So my question is, could you please add a WPF RenderControl to Jade?
I tried to add this myself, but met some problems, in that Jad.cs:132 rootServiceProvider.Initialize(); now throws a FileNotFoundException.

Here is a svn patch file
http://rapidshare.com/files/241908886/WP...trol.patch

Regards,
Overlord]]></description>
			<content:encoded><![CDATA[Hi,

we talked in the chat about my problem that Jade does not work for me with WPF some time ago.
I did some testing and it seems the problem really is the WindowsFormsHost I have to use in order to integrate the RenderControl into my application, as the same code I use works in a native Windows Forms project.
So my question is, could you please add a WPF RenderControl to Jade?
I tried to add this myself, but met some problems, in that Jad.cs:132 rootServiceProvider.Initialize(); now throws a FileNotFoundException.

Here is a svn patch file
http://rapidshare.com/files/241908886/WP...trol.patch

Regards,
Overlord]]></content:encoded>
		</item>
		<item>
			<title>RenderControl.Window</title>
			<link>http://forums.jadengine.de/showthread.php?tid=572</link>
			<pubDate>Sun, 31 May 2009 20:14:14 +0200</pubDate>
			<guid isPermaLink="false">http://forums.jadengine.de/showthread.php?tid=572</guid>
			<description><![CDATA[Hi,

since there is no chat yet I post my question here:
How can I remove a window from a RenderControl so a new window can be created with Game.CreateWindow(RenderControl, Listener); ?

Regards]]></description>
			<content:encoded><![CDATA[Hi,

since there is no chat yet I post my question here:
How can I remove a window from a RenderControl so a new window can be created with Game.CreateWindow(RenderControl, Listener); ?

Regards]]></content:encoded>
		</item>
		<item>
			<title>Team Status</title>
			<link>http://forums.jadengine.de/showthread.php?tid=571</link>
			<pubDate>Wed, 06 May 2009 09:42:12 +0200</pubDate>
			<guid isPermaLink="false">http://forums.jadengine.de/showthread.php?tid=571</guid>
			<description><![CDATA[Hello, I have finally terminated some milestones in work. I think of getting started again with Jade 2.0.
How about you? Is there any motivation or extra time?

Currently I study the OSG source. I think that is easier making a straight OSG to C# port as the foundation of Jade 2.0.
Any ideas?]]></description>
			<content:encoded><![CDATA[Hello, I have finally terminated some milestones in work. I think of getting started again with Jade 2.0.
How about you? Is there any motivation or extra time?

Currently I study the OSG source. I think that is easier making a straight OSG to C# port as the foundation of Jade 2.0.
Any ideas?]]></content:encoded>
		</item>
		<item>
			<title>Assembla chat not working</title>
			<link>http://forums.jadengine.de/showthread.php?tid=570</link>
			<pubDate>Tue, 10 Mar 2009 16:06:14 +0100</pubDate>
			<guid isPermaLink="false">http://forums.jadengine.de/showthread.php?tid=570</guid>
			<description><![CDATA[The Assembla chat is not working anymore for me, do you guys have the same problem?]]></description>
			<content:encoded><![CDATA[The Assembla chat is not working anymore for me, do you guys have the same problem?]]></content:encoded>
		</item>
		<item>
			<title>Cannot compile JadEngine</title>
			<link>http://forums.jadengine.de/showthread.php?tid=569</link>
			<pubDate>Thu, 26 Feb 2009 10:37:31 +0100</pubDate>
			<guid isPermaLink="false">http://forums.jadengine.de/showthread.php?tid=569</guid>
			<description><![CDATA[Hello everybody,

I'am trying to compile the jadEngine (release 1.1) with visual studio 2008 and  i've got this error:

Code:
Error&nbsp;&nbsp;&nbsp;&nbsp;18&nbsp;&nbsp;&nbsp;&nbsp;The right hand side of a fixed statement assignment may not be a cast expression&nbsp;&nbsp;&nbsp;&nbsp;D:&#92;Documents and Settings&#92;alti&#92;Mes documents&#92;Alti&#92;Tools&#92;JAD&#92;Source&#92;Jad&#92;Video&#92;JVertexIndexBuffer.cs&nbsp;&nbsp;&nbsp;&nbsp;528&nbsp;&nbsp;&nbsp;&nbsp;20&nbsp;&nbsp;&nbsp;&nbsp;JadEngine


Can someone helps me ?

Thx by advance.

Jmix 90]]></description>
			<content:encoded><![CDATA[Hello everybody,

I'am trying to compile the jadEngine (release 1.1) with visual studio 2008 and  i've got this error:

Code:
Error&nbsp;&nbsp;&nbsp;&nbsp;18&nbsp;&nbsp;&nbsp;&nbsp;The right hand side of a fixed statement assignment may not be a cast expression&nbsp;&nbsp;&nbsp;&nbsp;D:&#92;Documents and Settings&#92;alti&#92;Mes documents&#92;Alti&#92;Tools&#92;JAD&#92;Source&#92;Jad&#92;Video&#92;JVertexIndexBuffer.cs&nbsp;&nbsp;&nbsp;&nbsp;528&nbsp;&nbsp;&nbsp;&nbsp;20&nbsp;&nbsp;&nbsp;&nbsp;JadEngine


Can someone helps me ?

Thx by advance.

Jmix 90]]></content:encoded>
		</item>
		<item>
			<title>Overall Design</title>
			<link>http://forums.jadengine.de/showthread.php?tid=567</link>
			<pubDate>Sat, 24 Jan 2009 04:58:16 +0100</pubDate>
			<guid isPermaLink="false">http://forums.jadengine.de/showthread.php?tid=567</guid>
			<description><![CDATA[Hello, I will share some of my ideas I came up these days, I care most on the "Brainstorming" process not specifying anything technical.

Some tasks regarding the design that will be useful to consider.



Propose designs for Jade 2.0 based on user-based aspect.
Stabilize designs with with design patterns and other useful software engineering techniques. 

Consider usage of latest .NET features (like Linq, Attributes, Generics, make room for .NET 4.0) for maximum usage and effectiveness of technology (if it's effective then use this feature, otherwise drop it). - Not valid: Compatibility with Mono is valid.
Parallelism: If not currently a "de-facto" should be considered open for revision.



Following, an approach to what Jade 2.0 will be able to do, I specifically examine the possibilities of Jade as a multipurpose and multifunctional software system.

I guess I am not "overdoing" it with multiple engines and scenegraphs, but just thinking about it won't hurt anyone. ;)

Key goal = Flexible design
It's wise to let the most crucial components of the system "loose" and allow more freedom on how a user can manipulate them.

Main components of the engine

JadeApplication (how Jade will interact externally with it's environment)
JadeEngine (how Jade will initialize the simulation)
JadeGameState (addon: supporting different states by default, preetty useful because it standardize this approach out-of-the-box).
JadeRenderer
JadeListener (audio)
JadePhysics
JadeInput
JadeScenegraph

			

Following: Examination of class dependencies based on real use case scenarios.

N scenegraphs to 1 engine
Peudocode:

Code:
engine.JadeScenegraph.Add(new JadeScenegraph());


N input systems with N input devices to N scenegraphs
Pseudocode:

Code:
JadeEngine engine = new JadeEngine();
JadeScenegraph sceneGraph1 = new JadeScenegraph();
JadeScenegraph sceneGraph2 = new JadeScenegraph();
engine.JadeScenegraph.Add(sceneGraph1);
engine.JadeScenegraph.Add(sceneGraph2);

JadeInputDevice keyboard = new JadeKeyboard();
JadeInputDevice mouse = new JadeMouse();
sceneGraph1.JadeInputDevice.Add(keyboard);
sceneGraph2.JadeInputDevice.Add(mouse);

...... while looping .......
if (sceneGraph1.JadeKeyboard.KeyPress == JadeKeyboard.Keys.A)
System.Console.Writeline("Hello, it's SceneGraph 1: You pressed the A key");

if (sceneGraph2.JadeInputDevice.Get(mouse).ButtonPress == JadeMouse.Buttons.Left)
System.Console.Writeline("Hello, it's SceneGraph 2: You pressed the left mouse button");
...............................


N Render systems per N engines
Pseudocode:

Code:
JadeRenderer renderer1 = new JadeRenderer(800, 600, JadeRenderer.Devices.OpenGL);
JadeRenderer renderer2 = new JadeRenderer(JadeRenderer.Devices.JadeDirectX11);

JadeEngine engine = new JadeEngine();
engine.JadeRenderer.Add(renderer1);
engine.JadeRenderer.Add(renderer2);
engine.JadeRenderer.SetActive(renderer1);


That's all for now, many other ideas will come next. Thank you for your time.[/code]

P.S. Here is a nice and modern engine design (needs changes though), in comparison to OGRE 's general (and old) design.
http://markparuzel.com/other/uml.jpg
http://www.ogre3d.org/docs/manual/manual_4.html#SEC4
Next, Jade 2.0 UML diagrams will follow, that will exactly specify the engine design.
The UML modeling software tool will be used will be preferrably StarUML (I found that is the most feature-rich and of course open source)
http://staruml.sourceforge.net/en/about.php

Edit: Post updated, text is much more clear to understand now.
Edit 2: Post updated with use case scenarios.
Edit 3: Added engine UML designs]]></description>
			<content:encoded><![CDATA[Hello, I will share some of my ideas I came up these days, I care most on the "Brainstorming" process not specifying anything technical.

Some tasks regarding the design that will be useful to consider.



Propose designs for Jade 2.0 based on user-based aspect.
Stabilize designs with with design patterns and other useful software engineering techniques. 

Consider usage of latest .NET features (like Linq, Attributes, Generics, make room for .NET 4.0) for maximum usage and effectiveness of technology (if it's effective then use this feature, otherwise drop it). - Not valid: Compatibility with Mono is valid.
Parallelism: If not currently a "de-facto" should be considered open for revision.



Following, an approach to what Jade 2.0 will be able to do, I specifically examine the possibilities of Jade as a multipurpose and multifunctional software system.

I guess I am not "overdoing" it with multiple engines and scenegraphs, but just thinking about it won't hurt anyone. ;)

Key goal = Flexible design
It's wise to let the most crucial components of the system "loose" and allow more freedom on how a user can manipulate them.

Main components of the engine

JadeApplication (how Jade will interact externally with it's environment)
JadeEngine (how Jade will initialize the simulation)
JadeGameState (addon: supporting different states by default, preetty useful because it standardize this approach out-of-the-box).
JadeRenderer
JadeListener (audio)
JadePhysics
JadeInput
JadeScenegraph

			

Following: Examination of class dependencies based on real use case scenarios.

N scenegraphs to 1 engine
Peudocode:

Code:
engine.JadeScenegraph.Add(new JadeScenegraph());


N input systems with N input devices to N scenegraphs
Pseudocode:

Code:
JadeEngine engine = new JadeEngine();
JadeScenegraph sceneGraph1 = new JadeScenegraph();
JadeScenegraph sceneGraph2 = new JadeScenegraph();
engine.JadeScenegraph.Add(sceneGraph1);
engine.JadeScenegraph.Add(sceneGraph2);

JadeInputDevice keyboard = new JadeKeyboard();
JadeInputDevice mouse = new JadeMouse();
sceneGraph1.JadeInputDevice.Add(keyboard);
sceneGraph2.JadeInputDevice.Add(mouse);

...... while looping .......
if (sceneGraph1.JadeKeyboard.KeyPress == JadeKeyboard.Keys.A)
System.Console.Writeline("Hello, it's SceneGraph 1: You pressed the A key");

if (sceneGraph2.JadeInputDevice.Get(mouse).ButtonPress == JadeMouse.Buttons.Left)
System.Console.Writeline("Hello, it's SceneGraph 2: You pressed the left mouse button");
...............................


N Render systems per N engines
Pseudocode:

Code:
JadeRenderer renderer1 = new JadeRenderer(800, 600, JadeRenderer.Devices.OpenGL);
JadeRenderer renderer2 = new JadeRenderer(JadeRenderer.Devices.JadeDirectX11);

JadeEngine engine = new JadeEngine();
engine.JadeRenderer.Add(renderer1);
engine.JadeRenderer.Add(renderer2);
engine.JadeRenderer.SetActive(renderer1);


That's all for now, many other ideas will come next. Thank you for your time.[/code]

P.S. Here is a nice and modern engine design (needs changes though), in comparison to OGRE 's general (and old) design.
http://markparuzel.com/other/uml.jpg
http://www.ogre3d.org/docs/manual/manual_4.html#SEC4
Next, Jade 2.0 UML diagrams will follow, that will exactly specify the engine design.
The UML modeling software tool will be used will be preferrably StarUML (I found that is the most feature-rich and of course open source)
http://staruml.sourceforge.net/en/about.php

Edit: Post updated, text is much more clear to understand now.
Edit 2: Post updated with use case scenarios.
Edit 3: Added engine UML designs]]></content:encoded>
		</item>
		<item>
			<title>Back</title>
			<link>http://forums.jadengine.de/showthread.php?tid=566</link>
			<pubDate>Thu, 08 Jan 2009 22:20:35 +0100</pubDate>
			<guid isPermaLink="false">http://forums.jadengine.de/showthread.php?tid=566</guid>
			<description><![CDATA[Hi folks!

After 3 months of pain-in-the-neck work and 3 weeks of recovery, I'm finally back. I hope you had a good start into 2009!

I'm currently updating the tickets on the Assembla.com site so that you can have an overview of the current development and what plans I have for the 1.2 branch, but please understand that I will never ever again do any guesses or even assumptions on when or what or why something will be finished or not and how.
I've said I'd do something until there and then once too often, so I won't trouble you and me with this again. 
Btw, if you want to change this situation, consider paying me so that I can drop my current job and have enough time and energy to work all day on Jade, or, if that's not an option for you, at least consider helping me out with coding, that would be a start. 
Nah, don't take me serious here, I'm just a little bit frustrated about my current situation, but I'm already looking into a solution for this with my girlfriend, maybe something like making a baby and staying at home for maternity leave - that's a joke if you start wondering right now.

Please leave any thoughts here, even if you think that all this doesn't make any sense at all.

Cheers

Heiko]]></description>
			<content:encoded><![CDATA[Hi folks!

After 3 months of pain-in-the-neck work and 3 weeks of recovery, I'm finally back. I hope you had a good start into 2009!

I'm currently updating the tickets on the Assembla.com site so that you can have an overview of the current development and what plans I have for the 1.2 branch, but please understand that I will never ever again do any guesses or even assumptions on when or what or why something will be finished or not and how.
I've said I'd do something until there and then once too often, so I won't trouble you and me with this again. 
Btw, if you want to change this situation, consider paying me so that I can drop my current job and have enough time and energy to work all day on Jade, or, if that's not an option for you, at least consider helping me out with coding, that would be a start. 
Nah, don't take me serious here, I'm just a little bit frustrated about my current situation, but I'm already looking into a solution for this with my girlfriend, maybe something like making a baby and staying at home for maternity leave - that's a joke if you start wondering right now.

Please leave any thoughts here, even if you think that all this doesn't make any sense at all.

Cheers

Heiko]]></content:encoded>
		</item>
		<item>
			<title>Merry Christmas and a good start in 2009!</title>
			<link>http://forums.jadengine.de/showthread.php?tid=565</link>
			<pubDate>Wed, 24 Dec 2008 12:52:17 +0100</pubDate>
			<guid isPermaLink="false">http://forums.jadengine.de/showthread.php?tid=565</guid>
			<description><![CDATA[Hey folks!

Just want to wish you, your families and friends a Merry Christmas and a good start into the new year! I hope that you'll have a good time and that, if not all, at least some of your wishes come true and that you have the energy and time to realize your plans.

Regards

Heiko]]></description>
			<content:encoded><![CDATA[Hey folks!

Just want to wish you, your families and friends a Merry Christmas and a good start into the new year! I hope that you'll have a good time and that, if not all, at least some of your wishes come true and that you have the energy and time to realize your plans.

Regards

Heiko]]></content:encoded>
		</item>
		<item>
			<title>JSpotLight bug</title>
			<link>http://forums.jadengine.de/showthread.php?tid=563</link>
			<pubDate>Wed, 15 Oct 2008 11:35:05 +0200</pubDate>
			<guid isPermaLink="false">http://forums.jadengine.de/showthread.php?tid=563</guid>
			<description><![CDATA[Hello, every example tutorial that uses JSpotLights have this error:

Quote:Exception System.TypeInitializationException was thrown in debuggee:
The type initializer for 'JadEngine.Scene.JBaseLight' threw an exception.

.ctor()
Create()
InitGame() - c:\Documents and Settings\pointerHP\Desktop\r1.1\Tutorials\Graphics\ParallaxOcclusionMapping.cs:165,4
Start()
Main() - c:\Documents and Settings\pointerHP\Desktop\r1.1\Tutorials\JMain.cs:230,4


Line of code:
light = (JSpotLight) Jad.Scene.Lights.Create("light", JLightType.Spot);

Note: This happens only project Release, on Debug mode works nice.

Thanks.]]></description>
			<content:encoded><![CDATA[Hello, every example tutorial that uses JSpotLights have this error:

Quote:Exception System.TypeInitializationException was thrown in debuggee:
The type initializer for 'JadEngine.Scene.JBaseLight' threw an exception.

.ctor()
Create()
InitGame() - c:\Documents and Settings\pointerHP\Desktop\r1.1\Tutorials\Graphics\ParallaxOcclusionMapping.cs:165,4
Start()
Main() - c:\Documents and Settings\pointerHP\Desktop\r1.1\Tutorials\JMain.cs:230,4


Line of code:
light = (JSpotLight) Jad.Scene.Lights.Create("light", JLightType.Spot);

Note: This happens only project Release, on Debug mode works nice.

Thanks.]]></content:encoded>
		</item>
		<item>
			<title>Getting around</title>
			<link>http://forums.jadengine.de/showthread.php?tid=562</link>
			<pubDate>Wed, 15 Oct 2008 10:56:02 +0200</pubDate>
			<guid isPermaLink="false">http://forums.jadengine.de/showthread.php?tid=562</guid>
			<description><![CDATA[Hi guys, since the last time I registered on this forum (couple of months back) I gained some experience with C#. I tried to develop games in raw DirectX and OpenGL but it was too time consuming for a hobbyist game developer like me.

I tried many game engines and I prefer Jade better than anything else. I can compare it to the scale of XNA and even JMonkeyEngine (analogically in Java as a serious project) and I see that is a nicely implemented project with many capabilities.

I would be interested to know more about Jade's development status, goals, directions, Information about volunteer developers, e.t.c. you know, just getting around with Jade.;)]]></description>
			<content:encoded><![CDATA[Hi guys, since the last time I registered on this forum (couple of months back) I gained some experience with C#. I tried to develop games in raw DirectX and OpenGL but it was too time consuming for a hobbyist game developer like me.

I tried many game engines and I prefer Jade better than anything else. I can compare it to the scale of XNA and even JMonkeyEngine (analogically in Java as a serious project) and I see that is a nicely implemented project with many capabilities.

I would be interested to know more about Jade's development status, goals, directions, Information about volunteer developers, e.t.c. you know, just getting around with Jade.;)]]></content:encoded>
		</item>
		<item>
			<title>Website Proposal</title>
			<link>http://forums.jadengine.de/showthread.php?tid=561</link>
			<pubDate>Wed, 15 Oct 2008 10:39:02 +0200</pubDate>
			<guid isPermaLink="false">http://forums.jadengine.de/showthread.php?tid=561</guid>
			<description><![CDATA[Hello, why not you make this address the initial webpage of http://www.jadengine.com? I think is more impressive. :)

http://www.assembla.com/spaces/show/jadengine]]></description>
			<content:encoded><![CDATA[Hello, why not you make this address the initial webpage of http://www.jadengine.com? I think is more impressive. :)

http://www.assembla.com/spaces/show/jadengine]]></content:encoded>
		</item>
	</channel>
</rss>