Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - cyberkilla

Pages: [1] 2 3 ... 28
1
Feedback / Re: Learn 3D Concepts! Tutorials!
« on: October 02, 2012, 10:40:44 pm »
My goodness, it has been a long time.

It's nice to see things are still moving in the right direction here.

It's fortuitous that I was reminded of these forums today via a thread reply email, as I've been meaning to drop by for a few weeks now.

No interesting 3D projects to report; recently though, I've been looking into Android game development. I even bought a Nexus 7 for testing purposes, so perhaps I'll be lurking around a little more in future.

The number of projects using jpct now is very impressive, Egon ;)

2
Support / Re: How to make a HUD?
« on: August 25, 2008, 02:32:53 pm »
How would you put a FengGUI onto the jpct window?

I believe that they have documentation on their website.

3
Support / Re: Any Way to Speed Up an Animation?
« on: August 25, 2008, 02:31:35 pm »
Where is the advanceAnimation method?  I've been using the animate(float index, int seq)  method for my animations, which u can speed up or slow down depending on the value of the float index.

He's talking about the experimental skeletal animation classes I made.

4
Projects / Re: Finally...
« on: August 22, 2008, 02:47:03 pm »
Tsk! Does no-one know what snorks are? What do they teach in schools nowadays? *mutter, mumble*

Created by the wonderful Finnish authoress Tove Jansson in 1946: http://www.geocities.com/lindashippert/moomin/moominnf.html#extended

(game looks good BTW :))

Wow, I remember those:) The cartoons were on in the mornings before I went to school, years ago:)

5
Support / Re: Any Way to Speed Up an Animation?
« on: August 21, 2008, 01:08:28 pm »
Egon, sorry. I assumed the Animation instance returned by the SkeletalObject wouldn't be null. Evidently, I assumed wrong and I understand what you meant by the animate(index) now. Cyber's SkeletalAnimation can only be advanced (as far as I could tell) by the advanceAnimation() method, which is really slow. There's no way to re-scale the animation as a whole. Anyway, thanks for the attention yet again.

There is a reason for this, I believe.

The animation is done at the exact pace that it was exported in.
If waving your model's hand takes 5 seconds when you animated it, it will take that long in JPCT.

The more you call advanceAnimation(), the more the interstitial positions are calculated. If you draw at 3 frames per second, it will still take 5 seconds to move the hand, but it will not be as smooth and granular than if you update it at 25 frames per second.
See what I mean?

Now, I'm sure it's possible to speed it up, but why? Just export it at the speed you intended it to be at, and you'll not have this issue:)

6
Support / Re: Skeletal API
« on: August 20, 2008, 04:20:27 pm »
Mizuki's a she. I'll send the models to you if you want me to. By the way, to be clear, it's not that the call to setCurrentAnimation(int) doesn't work. It's that the model doesn't move in any but the very last animation.

Sorry, I didn't know:)

I really feel like I'm letting you all down by not sorting out these problems immediately.


The thing is, I'm in the middle of my driving lessons, working, and planning a holiday. I also haven't been actively developing it for a few few months now and I'm not well acquainted with it. I do need to finish it at some point, because I need it for my own projects.
At the minute, however, it's hours of work that I don't have the time to do ???

7
News / Re: jPCT goes Android
« on: August 19, 2008, 09:46:31 pm »
No, i paused this port. It was just too slow to be of use. Maybe it will be better on actual hardware, but if the emulator reflects hardware performance, it's just not worth it ATM... :'(

I would have thought that it would be installed on phones with various types of hardware. Is this not the case?

8
Support / Re: Skeletal API
« on: August 19, 2008, 09:41:46 pm »
And Cyber, Mizuki is making multiple-animation models, and the only animation that ever works is the very last one. In a two-animation model, skeleton.setCurrentAnimation(0) doesn't work, but (1) does. In a four-, (0), (1), and (2) don't work, but (3) does. You get the idea.

That is strange, perhaps I should ask him for an example model to test it.

9
Support / Re: Skeletal API
« on: August 18, 2008, 08:42:08 pm »
JoaoGabrielm and Cyber, I think you both missed the part where Egon said he had included that very example in the distribution package.

Cyber, Mizuki is being kind enough to model me a character that works great with your API. One problem:the first animation frame is always screwed up (from then on it works great). And a suggestion: could you make it so that we could rotate the joints manually (the very benefit of having a skeleton attached)?

This should be possible to implement with relative ease.
I'll have to take a look at the source. I might hasten my return to my 3D Project.

10
Support / Re: Cyberkilla, In Case You'll Ever Read This
« on: August 14, 2008, 04:39:08 pm »
Looks like a simple problem. I suspect it is because it hasn't found the xml element.

And, that might be because the model is not using triangles only - I am pretty sure I had to convert my models to triangles before exporting - this may be a part of the OgreXML format, or a limitation I imposed accidentally.

Hopefully, this is all that is wrong. Have you tried this already?

11
Support / Re: Egon, What About Your Own Skeletal Extension?
« on: August 14, 2008, 04:36:27 pm »
I wrote the basics of this SkeletalAPI a few years ago.

The OgreXML format was a little hard to understand at the time(couldn't find specs for it), so I installed Blender and exported several models through it's OgreXML exporter.

I'm terribly sorry that I can't recall how it works. I will open it up at some point and clean up the API.
I'll make a nice simple example for it, and a document the source code more thoroughly.
I can't promise anything, but I would like to see it working in other projects or at least make it easier for someone to make advancements to it - preferably keeping it out in the open for everyone to benefit from.

I intend to return to it when I continue work on my 3D project, but I'll be honest with you, I don't know when that will be:)


The xml exported by blender was very simple - I remember having to convert everything to triangles, and there might have been a few other options I used on the exporter. The other 3D modellers tend to use more complex parts of the format - parts that I did not think about because I was just excited that the bones were pivoting!:)

12
Support / Re: Skeletal API
« on: August 14, 2008, 04:26:10 pm »
Hello again!

I'm sorry I've been away for so long. I'm running a start-up business based around my other game and it's taking up all of my time.

I still have intentions to work on a 3d version, so I will have to return at some point.

I took that link off-line accidentally when I changed hosts.
I will try to find it for you today, from a backup drive.

It has been months since I last looked at the source code, so I have forgotten how it works for the most part;)

If you have any questions I will make sure I reply to them through this thread.

13
Feedback / Re: Bump
« on: May 21, 2008, 11:53:05 pm »
That's good to hear. As you can see, your project is still on the projects page... ;D
Thank you ;)

14
Feedback / Bump
« on: May 17, 2008, 03:10:54 pm »
Hello again;)

I just thought I should point out that I'm still hanging around.
I have been so busy at work that I've not been able to finish my 3d projects.

I do intend to return in a few month. This message is just to ensure you don't think I've given up and start deleting my project threads:)

15
News / Re: New version of...myself!
« on: May 17, 2008, 03:07:48 pm »
Congratulations!;)

Pages: [1] 2 3 ... 28