| 20071124 | | Working on the CashKarp integrator, which is part of the RungeKutta family of integrators.
I have unittest applying it to a KinematicsState. Error estimation is the critical point and still needs some work. |
| 20071123 | | First attempts with poRTIco, a free
HLA RTI. Maybe it is possible to create a HeadQuarter-HLA
gateway opening the simulation world to FlyingGuns. |
| 20070923 | | Blog about dynamics framework. |
| 200707 | | Working on a framework for true physics. See projects/sandbox/dynamics |
| 200701 | | Great honor: FG author Joerg was elected as a founding member for the NetBeans Dreamteam |
| 200612 | | A new abstraction of the static 3D world makes some good progress. |
| 20061005 | | Deployed version 0.3b3, tagged with FLYINGGUNS_0_3B3. (web hitcount: 37500) |
| 20061005 | | Integration of the GenesisFX particle system.
Created some clouds and used a combination of GenesisFX Smoke+Flames effect for damaged planes. Very easy, looks good! |
| 200610 | | First kind of working samples of a new abstraction of the 3D world also covering all Java3D relates classes. |
| 20050918 | | A new set of downloads is available. |
| 20050913 | | We have a Wiki now. |
| 20050217 | | java.net publishes an article about FlyingGuns. |
| 20040921 | | FlyingGuns is mentioned on JavaLobby.org. |
| 200409 | | New, sophisticated build system based on ANT checked into cvs. |
| 200408 | | Works with the new open source release of Java3D. |
| 200407 | | 2nd price at the 2004 Java[tm] Technology Game Contest.
See the award winning contest entry here! |
| 200407 | | A 3D model of a Spad airplane was sponsored by the Battlefield 1918 team. |
| 20040113 | | FlyingGuns is part of a SourceForge project now. |
| 20031117 | | Gone public! Thanks to Marko Giertolla for providing a plane model! |
| 200306 | | Presented FlyingGuns at JavaOne as Sun featured speaker.
Please read my personal resume. |
| 20030529 | | Radar, 3D sound and better enemies. |
| 20030515 | | New smoke with fire, shooting AI and slightly more suitable terrain. |
| 20030429 | | Introduced HeadQuarters 'property' subsystem. Used to model damage on
the net. Now you can shoot down network enemies! |
| 200303 | | Faster picking against terrain, provided normals to terrain for light,
rubberband camera, time smoothing, tested some options for smoke, client side smoothing for the network stuff.
Allows to attach camera to all vehicles with key [c], set back to players
vehicle with [C] and toggle two camera positions with [v]. |
| 20030217 | | First version with basic multiplayer. No client side smoothing so far!!! |
| 20030106 | | Supports several fullscreen modes with DirectX and OpenGL. |
| 20030101 | | Improved flight model, performance, feeling. Simple HUD data. |
| 20021228 | | More sound feedback, improved particles. Cleaner code. |
| 20021227 | | New surrounding application, lots of cleanups concerning game creation and destroyal. |
| 20021223 | | Changed alot. There are opponents around and you can shoot them with the [space] key.
It is now based on the HARDCODE HeadQuarter framework and basically acts as an distributed environment. |
| 20020816 | | Added 10000 trees and a rough collision with the ground. |