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Messages - Kaiidyn

Pages: 1 2 3 [4] 5 6 7
46
Support / Re: SkyBox and Camera Rotation
« on: February 18, 2011, 11:07:03 am »
Ah ok, I'll try that when I get home.
Thanks :)

edit: It's working now :) thanks again.

47
Support / Re: SkyBox and Camera Rotation
« on: February 18, 2011, 12:13:58 am »
Im using skybox.render(skybox.getWorld(), fb); to render it.. or should i use my main world instead?

48
Support / Re: SkyBox and Camera Rotation
« on: February 17, 2011, 11:27:45 pm »
Ok, makes sense.. but how do i get the rotation from my own camera? As I use lookat object for my rotation...

49
Support / SkyBox and Camera Rotation
« on: February 17, 2011, 10:34:50 pm »
I added a skybox to my game, but when I rotate my camera, I'm always facing the same side of the skybox.. its like its a far away billboarded object.
is there any fix for this?

(using http://www.jpct.net/forum2/index.php/topic,1873.msg13762.html#msg13762 )

50
Support / Re: Polygon picking?
« on: February 17, 2011, 09:27:17 pm »
I used my heightmap2serialized object generator :p (current name terragen :-\ ) to create the terrain,
some example code would not hurt (I even prefer getting some :) )

Terragen download (source)

51
Support / Re: Version updates!
« on: February 17, 2011, 11:55:54 am »
I think you should not set and remove the renderTarget in every frame, set it in your initialization.. then put the clear, blitter and display in your loop, also remove the 2nd clear, as there is no point in doing it twice (except for making your render slower)

52
Support / Re: Version updates!
« on: February 17, 2011, 10:07:07 am »
I never used this, but to me this would be logical:

In your initialization:
Code: [Select]
private Texture tex = new Texture(512, 256);
fb.setRenderTarget(tex);

Render loop:
Code: [Select]
fb.clear();
blitText("hello", 5, 5);
fb.update();
buffer.displayGLOnly(); // optional? i only use gl.. not sure if this is required for software render.

your function
Code: [Select]
fb.blit(tex, 0, 0, 0, 0, 512, 256, false);

53
Support / Re: Polygon picking?
« on: February 17, 2011, 10:03:19 am »
Ok, so I got the goto position now..
What I need next is for the player to move toward this position but keeping terrain height on x,z in consideration.
I have been thinking about a way to do this, but fact is, I have no clue how something like this works.

54
Projects / Re: MMORPG for Android
« on: February 16, 2011, 10:41:25 pm »
Samsung Galaxy S :)

omg this is my 50th post :o

55
Projects / Re: MMORPG for Android
« on: February 16, 2011, 10:25:25 pm »
I got some new ingame screenshots
http://b2b.wikidot.com/screenshotsingame

Don't mind the grass texture, I know it's ugly as hell =p

56
Support / Re: Polygon picking?
« on: February 15, 2011, 11:34:58 pm »
Thanks paul for your reply...
It works :) i have no idea how and why though,
I really need to study these kinds of maths more..
 ;D

57
Support / Re: Polygon picking?
« on: February 15, 2011, 10:08:19 pm »
i know that, but how do i get the value of the direction vector?

58
Support / Re: Polygon picking?
« on: February 15, 2011, 03:05:05 pm »
the position vector, is that the vector of my box, or the polypos ?

how do i get the direction i need for this?
as i assume its not the direction i get with Interact2D.reproject2D3DWS

59
Support / Re: Polygon picking?
« on: February 14, 2011, 12:00:35 am »
New problem, this worked well when my player is 30 units high, now that I down-scaled it to 1 unit high to make my landscape look bigger it snaps to a vertex (long distance :o)
Is it possible to get a SimpleVector on the terrain where I actually touch it? (even between vertices).

60
Support / Re: Rotate camera around point
« on: February 13, 2011, 10:44:34 pm »
yay, its working now.. thanks you two :)

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