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Topics - Kernle 32DLL

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1
Support / Question about Object3D.calcMinDistance
« on: April 24, 2011, 02:24:33 am »
Hi there,

Just a quick question. Has the org vector in Object3D.calcMinDistance to be world of local space? I dont have any suited environment to test this out right now.

Oh, and just out of curiosity... What stands the AABB for in the Object3D.XXXIntersectsAABB functions for?

So long,
Kernle

2
Support / Collisions
« on: April 21, 2011, 02:00:28 am »
Hi there,

Short question, how to check for collisions in jPCT-AE? I only found Sphere/Ellipsoid to Polygon checking. Is there any chance of Polygon to Polygon checking, e.g. simple mesh intersecting routines, or in worst case, a simple Box to Polygon method? Didn't find any, and Sphere/Ellipsoid to Polygon checking could get a bit tricky with my game approach.

So long,
Kernle

3
Support / How to work with lights? (setDiscardDistance?)
« on: April 03, 2011, 07:23:44 pm »
Hi,

Yet another problem I need to get solved: How to work with Lights in jPCT-AE? Judging from the docs, it seems there are only "point" lights, e.g. a light pointing into all directions. Any chance to create a spot light, that lights only a certain direction?

Another thing that I need to learn how to use is the function setDiscardDistance for a Light object. I thought that it would set the max. distance where the light could shine, but when regardless to which value I set it, this "distance" seems incredible small, so it seems like there is nearly no illumination at all :/ As a side note, the doc mentiones a value in the Config calls, which does not exist (Config.discardDistance).

Any toughts?

So long,
Kernle

4
Support / Strange rotation behavior?
« on: April 01, 2011, 09:57:56 pm »
Hi,

I recently stumnled across something very very strange. I started to load meshes via the Loader class, but the loaded meshes were loaded/rendered turned 180. So I thought "oh well, lets turn them 180 back then". That led to something a lot more weird. It seemd like, the object was moving its rotation center while beeing rotated, or was wrong all along. In the modelling program, the model is build around the exact center of the mesh, so I would have tought it would rotate around that as well. Anyhow, the result can be seen as the attached pictures.

The way i rotate my object is as follows:

Code: [Select]
mWorldObject.clearRotation();
mWorldObject.rotateY((float)Math.toRadians(180.0f));

The problem can be caused by a constant rotation with 1 without the clearRotation call as well, so it's not that.

Any ideas?

So long,
Kernle

Edit: Oh, that photo of the modelling program is outdated. Think of everything beeing rotatet 90, so that the front of the submarine is pointing to the right.

[attachment deleted by admin]

5
Support / Force Camera Rotation
« on: March 28, 2011, 11:05:32 pm »
Hi,

Is there a way I may have overlooked to "forcerotate" a camera? What I mean is essentially forcing a certain rotation opon the camera, instead rotation it piece by piece via rotateX/Y/Z. I was able to "emulate" that behavior with an Object3D, but the first method is missing for the camera object, so it wont work this way:

Code: [Select]
mWorldObject.clearRotation();
mWorldObject.rotateY((float)Math.toRadians(mWorldRotationY));

So, any toughts, or did I overlook something?

So long,
Kernle

6
Support / Is jPCT-AE the right engine for me?
« on: March 27, 2011, 06:41:13 pm »
Hi there,

I'm developing android apps for around a year now, and developing games in general for around 6 1/2 years now. With a ton of private projects to choose from, I thought it would be an excellent time to port my private projects to android. The essential problem is: Most of them are 3D games. I searched several weeks for existing android 3D-Engines (since, even after all that time, I don’t have the knowledge to write a 3D engine my own), and the only useful thing I found was jPCT-AE.

I don't want to use one of those "script-engine" things, like Unity, jMonkeyengine, or Monkey, since I don’t trust them, for being performance wasters (additionally to 2 of them being expensive). Alternatives for jPCT-AE were all either outdated, or not in any useful state.

So, the essential question is: Is jPCT-AE the right choice for me? The games I want to port are written mostly for DirectX 7 and 9, and some for OpenGL. So nothing fancy here.

Any thoughts on that matter would be highly appreciated.

So long,
Kernle

PS: A picture example of a game I want to port is attached to this post.
PPS: One short question that came to my mind: Does jPCT-AE fall under the same licence as jPCT?

[attachment deleted by admin]

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