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Messages - Raven

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Feedback / New web layout
« on: November 02, 2005, 08:37:24 pm »
I like the new website's layout. It's a lot easier on the eyes and much more fun to navigate in.


Projects / Raven's projects
« on: November 01, 2005, 11:15:34 pm »
Hello everyone.

For the past week I've been experimenting with jPCT (very happy with it, actually, I'm very amazed that there aren't more people using it! Why is that??). I wanted to share with you some of my concerns regarding a system architecture for an FP(S) platform (I'd like it to be more than just a shooter (hence the parenthesis).

My end-goal is to create a first-person game, but since I haven't quite decided the game's nature/theme I'd like to begin with creating a general platform for it (that I could perhapse release under GPL for others to experiment with).

Currently I'm wondering about the following things:

1. Levels
My current architecture introduces levels as classes, for each level there is a class with the same name. The level class would store vital information like the players starting position in that level, lighting positions, etc... However, the problem is that that's a lot of information to hand sort, object positions, decorations, etc..

A partial solution to this problem would be having a certain type of signal in the level designs as pointers for a "LevelManager" which would place objects.

For example: a sphere with the texture named "PlayerPos" is actually a pointer for where the Player Starting Position should be. Levelmanager would read these pointers, and use their position to automatically instantiate and place the right types of objects, etc.. (then delete them from the world)

Theoretically, this would be possible with jPCT, yes?

2. Segmented character/player bodies

Multi-part humanoids. For an FPS game, it'd be really nice to have arms, torso, head and feet all separate objects capable of being damaged independently. However that would pose many problems: Animations for each part would have to be animated seperately and initiated at the same time when something happens to the humanoid. So it would be very hard to animate these parts independantly from eachother while the end result is supposed to act as a whole.

Can anyone think of a good way to implement a segmented-body ? There's also the question of computation, will segmented humanoids be too much for jPCT to handle?

I also noticed in another thread that Egon/Helge has been questioned before about skeletal-character physics like Half-Life uses. At the time there was no plan to implement that kind of feature. That hasn't by any chance changed, has it?  :)

3. Saving

My current thoughts on saving are by simply making the Level class, Stats class (Contains historical info about the gameplay) and Player class serializable. When continued you would simply load the classes.

Sounds a bit brute to me, but that's all I can think of.


Thanks for reading.
Hope you're having as much fun as I am.

   - Raven

Support / Unsatisfied Link Error when swiching rendering modes.
« on: November 01, 2005, 01:35:41 am »
Oh, wow!
That worked! Thanks!
Actually I should have figured that the dll's were windows files  :oops:

Now my framerate is *alot* higher.


Support / Unsatisfied Link Error when swiching rendering modes.
« on: November 01, 2005, 01:16:12 am »
Sorry if I'm being a bother about this, but  tried both with no luck.

Code: [Select]

java -Djava.library.path=/Users/raven/Dev/3D/JPCT/jpctapi/lib/lwjgl-0.97/ -cp .:/Users/raven/Dev/3D/JPCT/jpctapi/lib/lwjgl-0.97/lwjgl.jar:/Users/raven/Dev/3D/JPCT/jpctapi/lib/jpct/jpct.jar JPCTDemo

Same problem. Are the native libs not the ones stored in the lwjgl folder? the .dll's?

Thank you for your patience.

Support / Unsatisfied Link Error when swiching rendering modes.
« on: October 31, 2005, 11:00:06 pm »
Hello all again.
Since the new library spawned some issues on switching renderers in the demos, I thought it was a good time to ask for help regarding my issue.

It's when I press 'x' in the FPS demo (try to switch between rendering modes) that I get this error:
Code: [Select]

Java version is: 1.4.2_09
-> support for BufferedImage
-> using BufferedImage
Software renderer (legacy mode) initialized
Software renderer disposed
Software renderer (OpenGL mode) initialized
108-123 -> using splitted buffer access!
Adding Lightsource: 0
Exception in thread "main" java.lang.UnsatisfiedLinkError: no lwjgl in java.library.path
        at java.lang.ClassLoader.loadLibrary(
        at java.lang.Runtime.loadLibrary0(
        at java.lang.System.loadLibrary(
        at org.lwjgl.Sys.<clinit>(
        at org.lwjgl.opengl.Display.<clinit>(
        at com.threed.jpct.GLRenderer.init(Unknown Source)
        at com.threed.jpct.FrameBuffer.enableRenderer(Unknown Source)
        at com.threed.jpct.FrameBuffer.enableRenderer(Unknown Source)
        at JPCTDemo.switchOptions(
        at JPCTDemo.gameLoop(
        at JPCTDemo.<init>(
        at JPCTDemo.main(

I did a search for this error on the forum, but found nothing except something regarding WebStart which I really made no sense of.

My run command specifies the path to the lwjgl library, so I don't get it>

java -mx700m -cp .:/Users/raven/Dev/3D/JPCT/jpctapi/lib/lwjgl-0.97/lwjgl.jar:/Users/raven/Dev/3D/JPCT/jpctapi/lib/jpct/jpct.jar JPCTDemo

I'm running on OS X 10.4.
Any ideas?


Support / Question: Models, lighting, and more.
« on: October 30, 2005, 11:28:58 pm »
Some people buy cars... I bought my masculine G5.  :D
But here have this... eh... arrow thingy:  :arrow:
Happy birthday!

Thanks for the compliments and interest!
I'll be posting progress soon enough I hope.

Support / Re: Question: Models, lighting, and more.
« on: October 30, 2005, 02:46:28 am »
Quote from: "EgonOlsen"
No, directional lighting is not possible with standard vertex lighting, which is what jPCT is using. There's no way to let other objects block the light either. jPCT is following OpenGL's specs when it comes to lighting.
For a spotlight, it may be possible to fake it by using a transparent object als light cone, but i'm not sure how good that will look...maybe not too good... :wink:

Ach. That sucks. Well. I guess I'll try using a transparent object to begin with. Thanks for the tip :)


Support / Re: Question: Models, lighting, and more.
« on: October 29, 2005, 01:13:07 am »
Quote from: "EgonOlsen"

Quote from: "Raven"

3. Can objects emit light? For example, could I create a Flashlight object?

In Paradroidz, the Player-instance includes a light that moves with the player (i.e. i'm setting it's position to the player's one). So no, Object3D can't emit light, but you can move the lights so that it looks like that.

This is great, I've implemented this solution and it works fine. However, I'm wondering if there is a way to make the light one-directional? I can't find any documentation on that, so I guess not. In that case, is the simplest solution to position the lightsource inside a hollow cylinder object? Or would the light shine through that cylinder?


Support / Gratitude
« on: October 28, 2005, 07:18:15 pm »
Oh man, there were two demons -- the global one not initialized  :oops:

Thanks Egon, your explanation for the sequence and index really helped out too. Everything works perfectly now  :D

Well. Back to coding then.


Projects / Just started...
« on: October 28, 2005, 06:37:24 pm »
Well. I've recently started looking at jPCT, and it's by far the best and user-friendliest engine I've found for 3D games.

I'm currently experimenting, seeing it's limits, but I plan on making a game over the next few months. Most likely bringing some other people in to help as well.

So, to answer in a short manner: I'm using the forums.

Support / Thanks and More problems....
« on: October 28, 2005, 05:34:43 pm »
Thanks a lot for a quick and good response! The camera fly-through solution is great.

Also thanks for the MD2's!
I'd actually found a package containing some md2's, but the more the merrier.

I've been trying to load an animation from an MD2 object, but alas, no luck. I followed the instructions I found in a topic named "Loading animation from a md2 file" here on the board. But it seems that no matter what I do I always end up with a nullpointer exception.

How do I know the index and sequence numbers?
I can view the animations through a 3D editor, but I can't find any sort of numbering. Here's the code I use to load:

Code: [Select]

Object3D demon=Loader.loadMD2("md2/demon.md2", 0.3f);
TextureManager.getInstance().addTexture("myTexture", new Texture("md2/ql6.jpg"));
demon.translate(800, -120, -480);;

And here's the code for the mainWhileLoop:

Code: [Select]
float anim = 0f;
demon.animate(anim, 1);
      if (anim>1) {
      } else {

Here's the error:

Code: [Select]

Exception in thread "main" java.lang.NullPointerException
        at JPCTDemo.gameLoop(
        at JPCTDemo.<init>(
        at JPCTDemo.main(

For reference, here's the loading part of the MD2 file:

Code: [Select]

Loading file md2/demon.md2
File md2/demon.md2 loaded...32540 bytes
Magic number: 844121161
Version: 8
Skin width: 256
Skin height: 256
Frame size: 1120
Number of skins: 1
Number of Vertices: 270
Number of Texture coordinates: 210
Number of triangles: 488
Number of GL-commands: 2508
Number of Frames: 14
Reading Texture coordinates...
Reading polygonal data...
Reading keyframes...
Coverting MD2-format into jPCT-format...
Processing: pigstand...
Processing: pigwalk...
Processing: pigpain...
Processing: pigbite...

Am I supposed to be able to identify sequence/index numbers from this?

It seems to identify the animations like "stand", "walk", etc.. For a later feature, it would be great to be simply able to call Object.Animate("Walk"); or something of the sort.

But to sum up: Can't play animations of MD2 files, nullpointer error prevents it. Completely clueless of how to figure out index and sequence numbers.


Support / Question: Models, lighting, and more.
« on: October 28, 2005, 02:13:04 pm »
Firstly, I'd like to say that jPCT is awesome.
In only the two days I've been experimenting with the examples, I've been able to create a humanoid character in the FPSdemo capable of moving around and being "shot", as well as making the weapon fire projectiles. I love working with this engine. Thank you for creating it.

However, I have a few questions, mostly due to my inexperience with 3D.

1. I've been playing around with loading various 3ds models. After realizing that objects must be merged, everything works great except that with complex models everything slows *extremely* down when I look at them. Even down to 2FPS in worst cases. This can hardly be due to processing power since I'm running a 2x2.5ghz 64bit powermac with 2GBRAM.

- So what am I doing wrong? (I load the models the same way as the levels are loaded in the FPS demo).

2. Regarding levels in the FPSdemo. How is the playerPosition originally calculated, as well as the lighting? I understand that the level is a 3DS model, but can you figure out a position for the player/lights while you're in a 3D Editor somehow? Or will you have to 'guess' the position after you load it into jPCT?

I'm wondering what the best way would be for me manage this. There's also the question of object placement: Figuring out where to place objects like "Healthpacks" for example.

3. Can objects emit light? For example, could I create a Flashlight object?

I noticed some really cool lighting effects in Paradroidz where the player seems to emit red light.

4. I still haven't been able to try object animations; I don't know yet how to animate 3D and I can't find any md2 files -- does anyone know where I can find an example MD2 file to test animation?

5. Just for interests sake: You can have more than once instances of a camera, right? Would it be possible to project the input of one camera to an object in game? An example of the usage: 'Security' cameras placed in a map can be viewed by the player on Monitor Objects?

There'll probably be more questions later, but thanks in advance.

Support / Resolved...
« on: October 28, 2005, 01:05:45 pm »
Oh. I just figured the problem out.

It was the carModel that needed to be initialized before merging it with 'ob'.

carmodel = new Object3D(maxVert);

Thanks anyway.


Support / Same problem
« on: October 28, 2005, 12:50:06 pm »
I'm wondering, how exactly did you initialize the model?
I just started trying jPCT and I'm having this exact problem -- models don't fully load and if I try your loop up there it results in Null merging.

How exactly did you solve this problem?


Support / JPCT on MacOS X - Beginner help
« on: October 26, 2005, 08:16:06 pm »
Actually, to intrigue you (I gather you are the main developer of jPCT?), I'm a student at Reykjavik University and I was hoping to be able to create a FPS platform for the Artificial Intelligence enthusiasts at RU.

I hate talking about "what I want to do" since it's always vaporware until it's accomplished. But my general aim right now is to try and create base architecture that supports characters -- basically add a computer controlled character to the FPS platform.

Nothing fancy, I would simply like an object (character) that can move around. The trick is that this would have to be as extendable as possible to get the RU students to want to experiment with it.

Right now I've at least managed to add an object that I can swirl around by pressing a button  :wink:, but the code is still in the same FPS file and is basically just a copy paste hack of the weapon.

If anyone has any experience in creating FPS-type games, I'd really appreciate if someone could point me in the right direction. Where should I start? What do I need to do to keep the implementation flexible?

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