Author Topic: aptal karga (foolish crow)  (Read 72265 times)

Offline raft

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aptal karga (foolish crow)
« on: March 24, 2005, 01:59:36 am »
in shortest terms, karga is a 3d chat system. it can also be called a simple virtual reality enviroment

similar to multiplayer games, users can move around in 3d places, see and talk to each other, change their appearance, interact with the enviroment and each other (like dancing and kissing)

hopefully, in the future there will be much game elements like puzzles, vehicles, usable items, team based games etc.

www.aptalkarga.com

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since it still has a long way to complete 3d chat, i somehow changed my direction and updated the site accordingly. i assumed 3d artists would jump onto chat project but this was not the case unfortunately  :shock:

i prepared a demo for web to move user in a 3d model as first person. its almost nothing more than the fps sample but a 'render when necessary' version of it to make it web and cpu friendly. as always its the jpct what creates the magic

i find it a quite cool application for architects. well this is my idea, time will show if people will find it alike

the model is from (unfortunately) an anonymous artist at www.3dcafe.com

wish me luck, i wanna neither to sell my bike nor be a slave again 8)
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edit: added karga definition for newcomers

Offline EgonOlsen

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aptal karga (foolish crow)
« Reply #1 on: March 29, 2005, 07:29:26 pm »
In case you haven't noticed yet: I've added a link to your page to the projects page.

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aptal karga (foolish crow)
« Reply #2 on: March 29, 2005, 11:26:25 pm »
proud to see that  :lol:

Offline raft

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aptal karga (foolish crow)
« Reply #3 on: April 29, 2005, 06:11:45 am »
hi there,

i've removed the node groups since they only make things complicated. now there are only regions and nodes where each node is mapped to a jpct world. i've also added node switching mechanism and 3rd person view. not that smooth but will do the job for a start. to tell the truth it really challanged me

a scene from karga, with my primitive animation. houses from turbosquid. not that bad i guess 8)

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Offline raft

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aptal karga (foolish crow)
« Reply #4 on: May 06, 2005, 01:55:54 am »
i've added a balloon implementation by creating textures on the fly, but it's almost useless. they arent readable  :roll: i should look for a different way :?:



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Offline rolz

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Baloon popups with text
« Reply #5 on: May 06, 2005, 11:19:24 am »
Try blitting text instead of showing billboarded objects. This should lokk far more readable
Regards,
Andrei

Offline raft

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aptal karga (foolish crow)
« Reply #6 on: May 06, 2005, 01:38:42 pm »
hey rolz,

yeap, i will go after that approach but it has its own difficulties like scaling text for perspective and deciding if it is visible or not
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Offline raft

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aptal karga (foolish crow)
« Reply #7 on: May 07, 2005, 07:19:19 pm »
blitted version. still has problems but seems much better i guess



text lines are labels and the tail is a border indeed. god save the swing ;-)
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barış

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hi
« Reply #8 on: June 23, 2005, 01:13:10 am »
selam ben de jpct engine ile bi süre uuraştım ve üç boyutlu programlama üzerinde hatrı sayılır bi tecrübem var.Ve senin projen gibi bi proje yapmanın hayalini kudum fakat birtakım nedenlerden ötürü start veremedim. istersen tanışalım görüşelim. baris_avsar@hotmail.com dan maille ulaşabilirsin. Bu arada tebrik etmeyi unuttum kusura bakma:) NICE JOB FELLA GO AHEAD :) başarılar. Sorry for not usin' english

Offline raft

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aptal karga (foolish crow)
« Reply #9 on: July 06, 2005, 04:27:26 pm »
hello,

it has been a lot since my last post, missed me ? :P

* ported client to java web start, added full screen support
* added registration (can be reached via the 'personal' link)
* changed the animation structure to use a series of 3ds files instead of md2
* added first texture based dressing implementation

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3d model, texture and texture mapping of current avatars are extremely ugly but demonstrates the idea. obviously i have no talent in 3d arts :roll:

Offline raft

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aptal karga (foolish crow)
« Reply #10 on: July 14, 2005, 03:19:24 am »
hi,

i generalized texture based dressing, this will allow virtually any dressing combination without code change.

i also added support for mesh based accessories like hair, sun glasses etc. these have neither mesh nor skeletal animation. their translations and rotations for key frames are stored in text files via max script and then used in jpct

below is a simplified configuration file for avatars. thx to jibx and generics for converting such an xml tree to java objects in a pure type safe manner
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<avatar scale="0.3" >
        <animation name="walk" frames="6" cycles="1" loopStart="1" loopEnd="5" />                                                                                                                                            
        <skin-group name="skin-color" drawOrder="0" noneAllowed="false" default="light">
                <skin name="light" file="skin/light.png" thumbNail="skin/light_thumb.png" />
                <skin name="dark" file="skin/dark.png" thumbNail="skin/dark_thumb.png" />
        </skin-group>
                                                                                                                                             
        <skin-group name="panths" drawOrder="1" noneAllowed="false" default="one" >
                <skin name="one" file="panth/one.png" thumbNail="panth/one_thumb.png" />
                <skin name="two" file="panth/two.png" thumbNail="panth/two_thumb.png" />
        </skin-group>
                                                                                                                                             
        <accessory-group name="hair" noneAllowed="true" default="marul" >
                <accessory name="marul" dir="marul" defaultTexture="blonde" thumbNail="marul_thumb.png" >
                        <texture name="blonde" file="blonde.png" />
                        <texture name="black" file="black.png" />
                </accessory>
        </accessory-group>
                                                                                                                                             
        <accessory-group name="earing" noneAllowed="true" >
                <accessory name="ring" dir="ring"  defaultTexture="silver" thumbNail="ring_thumb.png" >
                        <texture name="silver" file="silver.png" />
                        <texture name="gold" file="gold.png" />
                </accessory>
        </accessory-group>
</avatar>


avatar panel.


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those semi-transparent panels are addictive. they are sure performance killers but i cant leave them  :P

Offline Remo

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aptal karga (foolish crow)
« Reply #11 on: July 14, 2005, 08:13:18 am »
That looks nice. Keep up the good work man :).

Offline raft

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aptal karga (foolish crow)
« Reply #12 on: July 14, 2005, 06:17:01 pm »
Quote from: "Remo"
That looks nice. Keep up the good work man :).

thx.  :D
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Offline raft

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aptal karga (foolish crow)
« Reply #13 on: July 23, 2005, 05:34:21 am »
* switched to active rendering
* after some tests, it is obvious animation loop performs better than a timer. switching part by part
* added a simple sky box
* dressing and accessories now persist among sessions (for registered users only)
* made an avatar tool for potensial 3d artists. this will help seeing all his/her work on avatar in a single place

i've also made some performance tests with AWTGLRenderer. for small worlds it is far more faster than software renderer, but as the world gets bigger the difference gets smaller. strange

    better with a sunny day. summer came to karga :wink:

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Offline EgonOlsen

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aptal karga (foolish crow)
« Reply #14 on: July 23, 2005, 02:34:21 pm »
Quote from: "raft"
i've also made some performance tests with AWTGLRenderer. for small worlds it is far more faster than software renderer, but as the world gets bigger the difference gets smaller. strange
Because the processing overhead increases. Are you using octrees? And if you are using the AWTGLRenderer, make sure to enable Config.glVertexArrays is possible. It takes much load off from the command queue of the renderer.