Ardor 3D Demos
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Most of the demos give you control over the camera. Controls include: |
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| A simple example showing a textured and lit box spinning. |
| Example showing how to combine the terrain and water systems. Requires GLSL support. |
| Illustrates loading several animations from Collada and arranging them in a controllable blend tree. |
| Demonstration of a GLSL effect titled 'To The Road Of Ribbon' by TX95 (2008). Requires GLSL and a high end card. Note: if this demo runs slow on your machine, try a lower resolution. |
| Illustrates the GeneratedImageFactory class and math.functions package, which allow for procedural creation of textures. |
| A display of intrinsic shapes (e.g. Box, Cone, Torus). |
| The famous BubbleMark UI test, recreated using quads. |
| The famous BubbleMark UI test, recreated using Ardor3D UI components. |
| A demonstration of finding and retrieving collisions between two nodes. |
| A demonstration on how to determine if collisions exist between two nodes. |
| A simple example showing bloom. |
Geometry Clipmap Terrain System

| Example showing the Geometry Clipmap Terrain system. Requires GLSL support. |
| Example showing the parallel split shadow mapping technique. Requires GLSL support. |
| Example showing a particle system using the particle SwarmInfluence. |
| A demonstration of the ParticleSystem and TextureState classes; which controls an emitter's properties (e.g. size, color) change over time. |
| Example showing geometry and texture clipmapping using Functions as a data source. Requires GLSL support. |
| A demonstration of the ProjectedGrid class; used to efficiently determine which vertices's in a terrain to draw. |
| A demonstration of the WaterNode and ProjectedGrid classes; which handles rendering of water effects with a projected grid. |
| A demonstration of the QuadImposterNode class; which sets the texture level of detail for a Node. |
| A simple example showing use of shaders inside of RTT. |
| Example showing terrain, normalmaps and shadows. Requires GLSL support. |
| A demonstration of the CurveInterpolationController class; which will move/translate a Node each epoch through a set of 3D coordinates (via spline). |
| A demonstration of the WaterNode class; which handles rendering of a water effect on all of it's children. |
| A demonstration of the DefaultColorInterpolationController class; which updates the default colour each epoch by interpolating between the given colours. |
| A demonstration of the LinearVector3 InterpolationController class; which will move a Node through a set of 3D coordinates (via linear interpolation). |
| A demonstration of the QuaternionInterpolationController class; which will rotate a Node each epoch by interpolating between the given quaternions. |
| A demonstration of antialising on a Line object. |
| Illustrates loading a model from Collada. If the model also contains an animation, the animation is played as well. |
| Illustrates loading a model from Collada and procedurally animating its joints. |
| A demonstration of the BinaryImporter and BinaryExporter classes; which can export/import a Node to/from a data stream. |
| A demonstration of combining the skeletal animation classes with OpenGL Shading Language. |
| Simplest example of loading a collada model. |
| Simplest example of loading a Wavefront OBJ model. |
| Illustrates the BillboardNode class; which defines a node that always orients towards the camera. |
| Illustrates the ClipState class; which specifies a plane to test for clipping of a Node. |
| An example showing use of MeshCombiner to weld together a bunch of boxes into a single mesh. |
| Illustrates two techniques for creating a triangle strip (i.e. series of connected triangles). |
| A demonstration of procedurally updating a texture. |
| Illustrates the DataMode class, which describe how we prefer data to be sent to the card. |
| Very simple example showing use of a Texture3D texture. |
| Illustrates the TextureProjector class, which projects a two-dimensional texture onto a three-dimensional surface. |
| A demonstration of the MathUtils.matrixLookAt function, which constructs a rotation matrix used to orient a source position to a given target position. |
| Illustrates creating a display list from two sets (i.e. original set and copied set) of Nodes. |
| Illustrates creating a display list of intrinsic shapes (e.g. Box, Cone, Torus). |
| A demonstration of the SwitchNode class; used to control which Node to actively display from a set of Nodes. |
| Illustrates the MandelbrotFunction3D class, which allow for procedural creation of the famous Mandelbrot set. |
| A demonstration of randomly placed spheres being illuminated by numerous PointLight sources. |
| A demonstration using MaterialState to set lighting equation parameters. |
| Illustrates mesh with several primitives (i.e. strip, quad, triangle). |
| Illustrates the CopyLogic and SceneCopier classes, which allow for the efficient copying and sharing of mesh data. |
| Borrows from the BoxExample to illustrate using PassNode to do simple multi-texturing. |
| A demonstration of displaying numerous Point in three-dimensions. |
| Illustrates the Render Queue, which controls how Nodes are drawn when overlapping occurs. |
| Illustrates the TextureRenderer class; which renders a scene to a buffer and copying it to a texture. |
| Simple example showing differences between GeoSphere and Sphere and their various texture mappings. |
| Illustrates the StereoCamera class, which allows for your stereo viewing pleasures. |
| Shows interpolated textures using texture combine. |
| Illustrates how to modify text properties (e.g. font, color, alignment) and display on a canvas. |
| Illustrates how to display and move GUI primitatives (e.g. RadioButton, Lable, TabbedPane) on a canvas. |
| Illustrates how to display GUI primitatives (e.g. RadioButton, Lable, TabbedPane) on a canvas. |
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