ArdorCraft API

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Re: ArdorCraft API

Postby micz » Wed Jun 15, 2011 7:46 am

I have problem running ArdorCraft Exaples. I am using NetBeans. I get exception: java.lang.NullPointerException: baseDir can not be null.
Code: Select all
2011-06-15 15:44:49 com.ardorcraft.base.ArdorBaseApplication init
INFO: Display Vendor: NVIDIA Corporation
2011-06-15 15:44:49 com.ardorcraft.base.ArdorBaseApplication init
INFO: Display Renderer: GeForce GTX 460/PCI/SSE2
2011-06-15 15:44:49 com.ardorcraft.base.ArdorBaseApplication init
INFO: Display Version: 4.1.0
2011-06-15 15:44:49 com.ardorcraft.base.ArdorBaseApplication init
INFO: Shading Language Version: 4.10 NVIDIA via Cg compiler
Throwable caught in MainThread - exiting
java.lang.NullPointerException: baseDir can not be null.
   at com.ardor3d.util.resource.SimpleResourceLocator.<init>(SimpleResourceLocator.java:42)
   at com.ardor3d.util.resource.SimpleResourceLocator.<init>(SimpleResourceLocator.java:67)
   at com.ardorcraft.base.ArdorBaseApplication.init(ArdorBaseApplication.java:198)
   at com.ardor3d.framework.FrameHandler.init(FrameHandler.java:178)
   at com.ardorcraft.base.ArdorBaseApplication.run(ArdorBaseApplication.java:157)
   at java.lang.Thread.run(Thread.java:662)
BUILD SUCCESSFUL (total time: 2 seconds)
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Re: ArdorCraft API

Postby MrCoder » Wed Jun 15, 2011 12:33 pm

Are you sure the resources folder (top level folder) is also mapped as a source folder (making sure those resources get placed with the compiled code)?
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Re: ArdorCraft API

Postby micz » Wed Jun 15, 2011 3:38 pm

You are right, it works ok now :).Thanks for help :).
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Re: ArdorCraft API

Postby MrCoder » Tue Aug 30, 2011 9:40 am

Updates to this project. ArdorCraft API

Totally rewritten to support asynchronous client/server loading of the world and multiplayer, and pretty much everything is now configurable.
Some examples of new things:
- Define your own block mesh producers or hook in a regular Ardor3D mesh. Makes it easy to add any new type of block shape.
- Define your own terrain generators
- Define your own block types with custom texture tiles, set if they are collidable, pickable and how much light they let through
- Block types can be set to emit light
- Day/night global light
- Pathfinding
- Terrain generator 2D viewer, for fast testing
- Minecraft map to ardorcraft map converter
- No shaders or high requirements
- Lots more (see features)

The examples in the API that you can build on yourself, are also testable through webstart: Examples!
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Re: ArdorCraft API

Postby jfelrod1960 » Tue Aug 30, 2011 9:55 am

I'm getting a security concern when executing your game.

ArdorCraft API Example (RealGame)
Block potentially unsafe components from being run? (recommended)
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Re: ArdorCraft API

Postby MrCoder » Tue Aug 30, 2011 10:26 am

Sorry, did a mistake when signing the jars. try again now!
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Re: ArdorCraft API

Postby jfelrod1960 » Tue Aug 30, 2011 10:58 am

Worked great! Now if I only knew how to play. :)
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Re: ArdorCraft API

Postby MrCoder » Tue Aug 30, 2011 11:01 am

Haha. Well, thats not the game i'm working on, it's only one of the examples in the API that you can play with to learn how to make your own block game.
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Re: ArdorCraft API

Postby MrCoder » Thu Sep 01, 2011 12:54 pm

Now implemented smooth and fast day/night cycling without need of updating chunks. Colors of daylight, nightlight, cavelight and torchlight are also user configurable. So the days can be bright yellow, nights dark blue from the moon, and torches warm red, for example. (or even change depending on weather) :)

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Re: ArdorCraft API

Postby sorcerer » Thu Nov 10, 2011 1:08 pm

Nice work. I'm still following this time to time, since the beginning already one year ago ! My own (now closed source) cube project has moved from xna to csharp/directx11 with a new team and engine, and is currently in slow motion ( battelfield3 , skyrim, old jobs, new jobs ... )

I'm in if you want to test the ardorcraft api mutliplayer !
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