It's a skeletal animation workshop, with realistic physics.

    It's like a virtual Erector set.

    It's sort of like a box of Lego widgets.

    It could be a really cheesy CAD program.

    Mostly, it's something fun to play with.

    You can use it to create robots that walk.

    (if they fall down, you can call them kinetic sculptures)


31 January 2004 / Build 163 / v1.6b
Same code as before, but now the installer includes a couple of MSVC libraries that might come in handy.
06 November 2003 / Build 158 / v1.6
Barring any bug reports, I'm calling this version 1.6. The 'motion source' behavior nodes now support keyboards (up/down or left/right cursor keys) which a few people have requested. Now you can have critter control without a joystick.
22 October 2003 / Build 157 / v1.6 RC3
I'm sorry about the last build, it had a major bug. If you have any .jm3 files that cause Juice to crash when you try to load them, open them with notepad.exe and look at the end of the first line of text.

It probably ends with ="2""> but it should end with ="2">

The new build fixes the mangle-on-save problem, and if it does encounter a mangled file it won't crash. It won't give an error message either, but I'll get to that later.

13 October 2003 / Build 156 / v1.6 RC2
Fixed two bugs, polished a bit of code, and made a few minor changes to build with Visual Studio .Net 2003. Any ".jm3" files you might have created with 1.6 betas and release candidates must be tweaked with a text editor - replace the first line of the file with the following:
<JuiceFile FileVersion="1" SerializationVersion="2"> 

Otherwise, they won't open properly with this or any future builds. My bad.

16 August 2003 / Build 152 / v1.6 RC1
Fixed a crash bug in the new file load/save code. Also fixed minor but very old bugs in the terrain code and in the 'cage' drawing code. Now the rendered terrain matches the 'physical' terrain perfectly, and the grid on the floor lines up perfectly with 1x1x1 cubes.
14 August 2003 / Build 150 / v1.6 beta
Like 147, but more stable. Fixed some bugs in copy/paste for network behaviors and a couple other little things. Built a new critter too.
18 June 2003 / Build 147 / v1.6 alpha
This new build adds a new file format, in which the model is stored with a different set of physics constants for each supported physics library. It's not as stable as I'd like, so save early and save often.
24 May 2003 / Build 139
The iterative solver has been made deterministic, and the 'cage' is now drawn only in design mode. Both of these make things like this a bit easier to create and a bit more enjoyable to watch.
24 May 2003 / Build 138
New build is up, with the iterative solver and working-but-probably-not-perfect terrain support. The installation page now has links to both the most recent version and the most stable version. This one is probably more recent than stable. :-)
22 May 2003
The installer for build 136 is broken, as is support for boxes falling on terrain. Please use build 120 until I get those problems taken care of.
24 April 2003 / Build 136
Added support for David Whittaker's iterative solver for ODE.

The messageboard is offline, and has been for an awfully long time, and probably will be for another long time, while I figure out what to do with/about the server it runs on. Apache and I are not getting along very well.

8 Oct 2002
I just finished setting up a message board for Juice.
26 Sep 2002
Added a new page with some of the kind things people have said about Juice.
31 Aug 2002 / Build 120 / v1.5
Added two new behavior node classes: Limit and Absolute Value. Have a look at the SimpleHex model to see how they might be useful. SimpleHex is pretty cool, by the way... check out the movie.
28 Aug 2002 / Build 118
Fixed a major problem in the previous release. If you were getting error messageboxes with something about "wglMakeCurrent" and an invalid handle, that's fixed now.
14 Aug 2002 / Build 116
No new features, just a couple more minor bug fixes. I'm starting to sense a pattern here: nice weather = not much coding.
1 July 2002 / Build 114
No new features, just a couple more minor bug fixes.
15 June 2002 / Build 113
No new features, just a couple of minor bug fixes.
16 May 2002 / Build 110
This build adds shadows on the terrain, like this. That's the last item in the 1.5 feature set.
16 May 2002 / Build 109 (still beta, but I'm starting to feel good about it again)
This fixes a couple of bugs that I introduced the last time I fixed a couple of bugs.
15 May 2002 / Build 108 (beta quality)
Just some minor bugfixes and polishing. Try loading the car and driving around on the terrain... There's a lot of combinations of terrain scaling and gravity and friction and suspension that make for fun driving.

Also, there's a new page of pictures just for grins.

14 May 2002 / Build 107 (alpha quality)
I may have fixed the file-loading problem with this build, but I cannot test it myself. Since it has always worked on my machine, I need your help... If you've had trouble loading files with previous builds, please try this one and let me know if it solves the problem for you.

This build also adds support for terrain. I think it's pretty stable, but it couldn't hurt to so save early and save often if you're going to use the terrain feature, just to be sure. There are still some issues with the terrain support, particularly when it comes to texturing the terrain, but certain people who shall remain nameless have been clamoring for this feature, so here it is.

Build 96 is still on the file server just in case. If 107 doesn't work for you, please try that one and accept my apologies. :-)

13 May 2002
Juice now has its own mailing list, thanks to the good people at www.freelists.org. If you're using Juice, please sign up.
7 May 2002
Some users are reporting that Juice doesn't load models files at all on their systems. There seems to be some sort of problem loading the Microsoft SAX stuff. I'm looking into it.
6 May 2002 / Build 96
Bug fixes. One minor, one not so minor.
1 May 2002
I called Lego to see if they would be interested in distributing Juice under their own name, but they say they don't accept ideas from outside the company. Bummer.

Contact me if you are interested in publishing Juice. Let's make a deal.

30 April 2002 / Build 94
Major bug fix: It took a long time for me to notice that joint orientation only worked correctly in 90 degree increments. Strange, that. Now it works correctly for all angles.
26 April 2002 / Build 93
Minor bug fix: the model file now includes the gravity setting.
25 April 2002 / Build 92 / v1.4
This build adds ball joints, so now the Segway rider can lean into the turns. I thought that would take longer than it did. :-)
25 April 2002 / Build 91 / v1.3
It turns out that the underlying physics library doesn't know how to collide cylinders and boxes. So, if you want to do monster truck rally simulations (there is a video of this, check the Movies section), you need to use spherical tires. So, I added support for spherical solid objects. The new Setup.msi includes models of a car, a 6-wheeled thing that's fun for driving over other things, and (get this...) a model of the Segway personal transporter, which balances itself, steers, and is driven by shifting the rider's weight forward and backward. All controlled via joystick of course. It doesn't steer very well at speed, but I think I'll be able to address that in v1.4.
24 April 2002 / Build 90
I thought this would take longer than it did... This build adds cylindrical solid objects (wheels!) and motor nodes that can be made to control velocity (zoom!) rather than position. So now you can make stuff that rolls as well as stuff that walks.
24 April 2002 / Build 89 / v1.2
Clipboard support for network objects is now complete. Clipboard actions throughout the app have changed slightly to cure some quirks. Pay attention to what's highlighted before you paste.
23 April 2002 / Build 88
This build adds partial clipboard support for the behavior network objects, two new node types, group-selection and group-dragging of nodes. The 'generate' features are working again, and there are some minor bug fixes. Things are looking good for stable release around the end of the week. Build 67 is still available in the meantime.
19 April 2002 / Build 85
Bugfixes. I knew I should have waited a bit longer before making a new release.
18 April 2002 / Build 84
This build adds a new means of specifying your creature's behavior. See the Network Behavior help page for more information. This needs some polishing (the "generate" functions are temporarily broken), and it probably needs some debugging too, but I couldn't resist uploading it anyhow. Directed graphs are cool.

The previous build (#67) is still on the download server just in case. There have also been extensive changes under the hood, so the old .jpm file format is no longer supported. This will not change. Use Build 67 to update all of your models to the new .jm format before you install Build 84 or later.

22 March 2002
Created a forum for troubleshooting, feature requests, idea sharing, and so on. [Note: the old forum is gone, long live the new forum.]
23 February 2002 / Build 67 / v1.1
I noticed that the ERP and CFM physics parameters were not getting reset when new models are loaded, nor was the 'speed' slider being set to reflect the speed of the newly loaded model. That's all fixed in this build. This build also uses a slightly different file format and a ".jm" extension, so the old ".jpm" files will need to be opened via the "File | Import" menu item.
11 February 2002 / Build 65 / v1.0
This build adds 'feedback' as a motion source. You can now give your creatures a sense of balance. Also fixed a bug with joint stops. All of the features I wanted to ship are now implemented, and the significant bugs are very few and very far between. There's still a bit of polishing to do, but that's about it.
31 January 2002 / Build 63 / v0.9.2
This build adds "generate manypede." I can't have more than 4 segments before the simulation slows to less than real time on my development box (1.4ghz Athlon, GeForce 3). I was kinda hoping to create centipedes and millipedes, but I s'pose that will have to wait until quantum computing technology reaches the desktop.



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Last updated Apr 1

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