This is an interpreter for the Copper Programming Language, a high-level function-object language, intended for ease of use, avoidance of memory errors, and readability. To this end, it has a simple syntax and stack-frame-based + ownership-model memory management. Consequently, this virtual machine does not employ garbage collection.
You can learn more about it one the blog.
The source code is hosted on Github.
Virtually-unlimited-branch tree data structure. You can access its braches and leafs in the same way as a multi-dimensional array. It saves irrTreeElements and any class inheriting from them. Requires irrlicht engine for the internal array class.
Storage for XML. Requires irr Tree.
Structure for loading XML from file and saving it in an XML tree. Requires irr XML Tree.
System for loading irrlicht GUI elements using irr XML storage. It can also load CSS-style files that use the deserialization features of GUI elements to load their attributes so you can use it much like HTML+CSS for Irrlicht.
Code base for this project is old but should still work with the latest version of Irrlicht (currently 1.8).
A special GUI control for handling multiple windows that can be dragged from side to side and automatically resized. Also creates a panel (like the task bar) where windows can be stored. Includes buttons for the windows.
A 2D graph for drawing math functions. It allows you to plot individual points (with optional shapes) with the ability to place them such that you have 1-point-per-pixel along either axis. Points can be plotted with Cartessian or polar values. Colors can be set and axis values can be shown. The graph also has an auto-resize to fit all of the points on screen.
I created a tutorial for those interested in adding to JWildfire: tutorialTemplate.java And I've created a small, but somewhat outdated tutorial for setting up development for JWF in Netbeans. You'll need to do alittle tweaking to get it to work now because JWF development has moved very quickly. On the bright side, some of the bugs in JWF I wrote about in the tut have been fixed.
The following are lists of "variations" (that create the shapes for fractal flames) that I have either created myself or transcribed to Java from the code of other software (usually C). If you find a variation you would like in JWF, do post a request on the official forum and I may pick up the duty.Transcribed:
Here for reference and historic purposes. It performs point-cloud-fractal-flame-to-Povray scene conversions. This no longer works with the latest version of JWildfire, but it gives newcomers an idea of how the program's pipeline could be modded. It's slow and ineffective, and if you want a mesh, you should use the built-in 3D modeller.
Pictures are available in the gallery.