   Simple 3D game
  Hi We are a group with 5 members and we would like to make a (very) simple 3D game. Only oen of us has tried to make a game before but that was in 2D. Does anyone know were to find a tutorial that uses java -> joGl? making the first triangles and square are no problem but when it comes to the making of the physics engine we do not know where to start. the game we are planning making is just moving a ball around in a squared world.   
  If you want to use JOGL, this is basically OpenGL programming. So any OpenGL tutorials will get you started (e.g. NeHe has excellent tutorials). Since you're using Java, you can't use the tutorial source code (which is in Cpp) directly, but it shouldn't be hard to figure out what methods you are supposed to call. Concerning the development of a physics engine. I would read some of the articles here on gamedev. Developing a physics engine is mostly about programming some math functions (which in itself has nothing to do with JOGL). Try starting with a simple gravity example, e.g. a ball dropping on the floor and bouncing back up again. Once you've read some basic physics theory, this should be relatively straightforward.   ;  On my website you'll find step-by-step instructions on how to create a FPS game using OpenGL and C++.  You could watch the video's and convert them to Java if you wanted to.   ;Quote:Original post by SenjuDahrIf you want to use JOGL, this is basically OpenGL programming. So any OpenGL tutorials will get you started (e.g. NeHe has excellent tutorials). Since you're using Java, you can't use the tutorial source code (which is in Cpp) directly, but it shouldn't be hard to figure out what methods you are supposed to call. Concerning the development of a physics engine. I would read some of the articles here on gamedev. Developing a physics engine is mostly about programming some math functions (which in itself has nothing to do with JOGL). Try starting with a simple gravity example, e.g. a ball dropping on the floor and bouncing back up again. Once you've read some basic physics theory, this should be relatively straightforward.I was going to use NeHe's tutorials until I found out they were 9 to 13 years old. If you are gungho about learning how 3d was done during the days of nintendo 64 it might be good otherwise I don't think you should bother with them. Of course it doesn't help that its the top of the google results and there's no indication that they've stopped working on them unless you carefully read the fine print so undoubtedly many are still using it. They should sticky whether NeHe's opengl stuff is useful or not I see people constantly recommending them and others constantly saying they are garbage.   ;  You could also try the redbook ofcourse, but then people will also complain that that is no good either. I think it could still be useful to cover some of NeHe's tutorials, while they might be outdated, it doesn't hurt to learn where OpenGL came from and why some of the constructs used 5 to 10 years ago are now no longer used or deprecated.Maybe a good way to learn OpenGL is to start by rendering a simple scene in immediate mode (which is going to be removed in future versions). This is the simplest way of rendering a scene. You'll notice soon enough that performance isn't quite that good if you put everything between glBegin() and glEnd(). That's when you start learning about vertex arrays and vertex buffer objects, which is the way to go nowadays. Once you get past that, you'll probably wonna add extra effects and stuff, which will bring you to shaders (GLSL).That's more or less how I progressed through OpenGL, mostly using the Redbook.   