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Messages - Raven

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Projects / Raven's projects
« on: December 08, 2005, 12:05:04 am »
Oh, and...nice brain...

Thank you  :lol:


How it that done and why? It should be quite transparent for the server if a browser is reading the files or an applet is. However, how about putting the files in the applet's jar and load them from there.

Thanks for the hint. I tried that, no luck -- same error.

I have no idea why it happens, but my best guess is my providers security issues, here's the error I get:

Loading Texture...slices/0.png access denied ( slices/0.png read)

   at java.lang.SecurityManager.checkPermission(
   at java.lang.SecurityManager.checkRead(
   at sun.awt.SunToolkit.getImageFromHash(
   at sun.awt.SunToolkit.getImage(
   at com.threed.jpct.Texture.loadTexture(Unknown Source)
   at com.threed.jpct.Texture.<init>(Unknown Source)
   at BrainVision3.loadSlices(
   at BrainVision3.init(

Projects / Raven's projects
« on: December 07, 2005, 11:25:29 pm »
Phew. Just finished my finals at the university for last semester, had some time to come up and breathe (i.e. make a small applet).

After spending so much time programming a heavy-duty fps framework, I decided to try something less demanding out. But as always, things take more work than you expect.

The plot: Show MRI (magnetic resonance images) scans of my brain (yes, my brain) in a 3D applet.

I pulled it off quite nicely I think, however there are some problems I was hoping you guys could give me some advice on.

1) The scans are placed on a thin slice as a texture, the slices (object3D's) are then made transparent(0), however -- it's still very hard to see "inside" the brain without moving the slices further apart.

Can anyone think of a way to make this look better?

In the actual applet you can swirl the scans around using the arrow buttons, but unfortunately my service provider doesn't allow applets to read files (textures) from the server itself. So I only have images to show.

Here are the screenshots:

What do you think?

Projects / Technopolies
« on: December 04, 2005, 06:36:38 pm »
Looks awesome!


Support / OutOfMemoryError
« on: November 25, 2005, 08:59:51 pm »
Cool screens!
Is that Michael Jackson there in the middle?  :lol:

Just kidding. What's your project about?

Support / OutOfMemoryError
« on: November 25, 2005, 08:53:56 pm »
Oh, wait.
Actually, I might have something you could test.

Is the size of the texture itself a number in the power of two?
I seem to recall reading that the OpenGL renderer can behave irradically if the textures aren't sized properly.

Such as 256x256 or 1024x1024.

-Hrafn "Raven"

Support / OutOfMemoryError
« on: November 25, 2005, 08:49:00 pm »
Sorry, you got me there.
I still haven't figured out how to use textures (except when specifically assigned to an object, like with md2 models and such). I also haven't quite learned the difference between Soft/Hardware rendering, so this question is like the mother of all questions to me :lol:

Support / OutOfMemoryError
« on: November 25, 2005, 07:18:39 pm »
Hey Uija.

Yeah, there is a config of max polygons visible.
Try the following with a few different settings:

Config.maxPolysVisible = <numberofpolys>;

According to the JavaDocs, the default is 4096.
There's also a far / near setting somehwere (how far into the horizon is rendered), but it sounds more like you need to set the maxPolys.

EDIT: Btw, screenshots are always fun to look at :)

-Hrafn "Raven"

Projects / Imperio - Galaxy-wide strategy
« on: November 24, 2005, 08:57:26 pm »
Would be difficult to draw characters on that billboarded quad? Something like using the Java API to draw the characters on an image and then applying the image as a texture on the billboarded quad would be the right approach?

Hi meinfilter.

Actually, I've been wondering about the same thing. I've pondered as far as using char ASCII values and having a texture with characters at corresponding 'cutout' points similar to the jPCT FPS demo's frames-per-second blitting. Seems tedious, however.

Can anyone point out a better, general way of blitting Strings?

Projects / Technopolies
« on: November 23, 2005, 07:58:01 pm »
Yeah, it get's stuck 'Starting application...'.

However I just upgraded java5 to the latest release and I'm going to try it again as soon as the gamesfactory starts responding again.

EDIT: Hrmpf. Still no luck. just gets forvever stuck while starting the app. Hopefully it's just something wrong with my mac, and not all macs.


News / New logo!
« on: November 23, 2005, 04:12:25 pm »
Thanks for compliments.

Regarding resolution/downloadable versions, jpeg often does look better, especially if someone wants to make the logo larger (e.g. in a splash-screen) than the actual gif here on the forums and main webpage.

Unfortunately I didn't produce this one with vector graphics. But Helge does have a high-rez version which should be sufficient for t-shirt printing.

Looks cool on the startup screen ;)

Projects / Technopolies
« on: November 22, 2005, 10:24:00 pm »
Ach. Still no luck with loading, tried yesterday and again today.

Projects / Raven's projects
« on: November 22, 2005, 09:55:17 pm »
Great, thanks guys.

Man, java interfaces can be confusing. Just "finished" working out the framework for operable objects, animated objects and trigger objects -- while multiple inheritance is a necessity, it sure is quite messy sometimes.

Next I'll try out the game timing.

Projects / Technopolies
« on: November 20, 2005, 10:52:22 pm »
Hey rolz.
Comments past due: Your game looks awesome. I can only hope to maintaining your resilience when it comes to developing a game by myself. How's recruitment going? any online interest from ppl that'd like to help?

On the bad side: I'm running Mac OS 10.4 (Tiger) with Java 1.5.1 recently installed - yet running the jnlp file results in it getting stuck while "Starting application..".

The loading bar just continually blinks c.a. 98%, then 0% again.
Is this a known bug?

Projects / MMORPG based on the year 2402...
« on: November 20, 2005, 12:51:34 am »
Hello ... erh, War of the Zeth.  :wink:

You seem to be as ambitious as I am. Sounds like quite a mission, I wish you the best of luck with it and look forward to seeing it take off.

-Hrafn "Raven".

Projects / Raven's projects
« on: November 17, 2005, 11:39:37 pm »
Thanks a lot for your reply guys.

Helge, your mainloop made me breathe easier.. means I know what I need to to actually implement what I'm thinking of without reading up on a lot of stuff ;)

EDIT: Also, after your posts I promise not to thread my app at all ;)

Due to my state of newbieness to the matter of fps' and ticks, I'm still digesting what you were talking about regarding it. But if I understand correctly, you're basically normalizing game animations and events by checking how fast the application is running?

So for example, this would keep gameplay basically the same for everyone regardless of their CPU  speed provided that their CPU's aren't slower than X?

raft: Feel free to fill my thread thoughts, it helps :)

-Hrafn "Raven"

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