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Welcome to jPCT - a free 3D engine for Java and Android
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jPCT offers you all the features you need to write a cool looking 3D game or application in Java for the desktop (Windows, Linux, Mac OSX ...) or for Android in a short time. There is no need for an extra library for collision detection or a seperate GUI package to replace Swing/AWT.
Android version
Looking for the Android version? Get it from the jPCT-AE page
Engine features
loads 3DS, OBJ, MD2, ASC and XML files
support for octrees and portal rendering
keyframe animations (taken from a MD2-file or self defined)
skeletal animations (via Cyberkilla's skeletal API extension or raft's Bones API)
vertex lighting with an unlimited number of light sources
ambient, diffuse and specular lighting
build-in primitives like cones, cubes, spheres...
spherical environment mapping
render to texture
framebuffer post processing (includes a bloom/pseudo-HDR-implementation)
collision detection (ray-polygon, sphere-polygon and ellipsoid-polygon)
rotation interpolation and alignment for better camera control
generates vertex and face normals automatically
geometry based picking
transparency effects
billboarding
lens flares
multi core support
Features of the hardware renderer (Java 1.4 or higher required)
single pass multi texturing using up to 4 texture stages (if hardware supports it)
multi pass texturing using an unlimited number of texture layers
option to compile objects for better performance
supports shaders via GLSL
advanced fog and transparency settings
uses triangle strips and vertex arrays
support for Swing/AWT integration
support for fullscreen, native OpenGL window
supports RGB-scaling
projective textures
shadow mapping
uses the LWJGL
option to use JOGL instead of LWJGL
can be combined with FengGUI
Features of the software renderer (Java 1.1 or higher required)
fast perspective correct texture-mapping with scanline subdivision
32 bit W-Buffering
2x and 1.5x oversampling and 0.5x undersampling
texel filtering (faked bilinear filtering)
environmental mapped bump mapping
sub-pixel, sub-texel and sub-color accuracy
span-based hidden surface removal algorithm
supports RGB-scaling and overbright lighting
per polygon mip mapping
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