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Messages - Kaiidyn

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Support / Re: Anybody willing to do a small test?
« on: February 04, 2011, 09:57:54 pm »
"Package file was not signed correctly."

Support / Landscape, Model or Heightmap?
« on: February 04, 2011, 09:53:27 pm »
What is better to use for a landscape/terrain with hills etc,
an 3D model (3ds?) or an Heightmap texture..

I have been screwing around with heightmaps for a bit now, attempting to make a nice (easy to use (HARD TO MAKE;o) class for it.
but is it really worth the effort.. ? or could I better use a model for terrain.. (looking at resource usage for mobile devices)

I'd rather use heightmaps, but what I cant figure out is a nice way to read the file..
As the one in the wiki (i posted) has like 3 for loops that needs to loop through the x*y size of the image.
and that consumes a whole lot of time..
I am trying to get a 256x256 heightmap image to load.. but it takes about 4 minutes just to loop through the for's..
Anyone know of a better way to handle heightmaps?

Or maybe a proper way to use a model with collision detection (get y from specific x/z on the object)..

Kind regards,

Projects / Re: MMORPG for Android
« on: February 04, 2011, 03:43:02 pm »
Screenshot can be found here :)

It's not that fancy yet, and I am working on the render methods in a separate project for now..
Will implement that as soon as I figured out how to write 'clean code' for the rendering and controls etc etc....

Support / Re: Version updates!
« on: February 02, 2011, 01:21:51 pm »
how can one accidentally upgrade their phone ? lol
nice to see the improvement though :)

Projects / Thanatos Online, a MMORPG for Android
« on: February 02, 2011, 01:20:41 pm »
I am working on a Massive Multiplayer Online Role Playing Game for android (and other platforms to come)

Details can be found here:

Let me know what you think, and if you have any suggestions to add.. don't hesitate to tell me :)
eg. what works, what is playable, and what do you like to play/see in an mmo for mobile devices.

Kind regards,

resize your textures manually in a program like photoshop or something :-)

try resizing your textures to 256 manually.

Support / Re: Some object manipulation funcs needed.
« on: January 28, 2011, 07:51:20 pm »
All object3d methods work with object space coordinates,
you can change the position of an object using translate and rotation using rotateX rotateY and rotateZ,
unfortinately this does not use world-space, you could 'simulate' this using a couple fo SimpleVectors that store the data
when you do this, and call the translate or rotate commands, make sure you call clearRotation() or clearTranslation().
not sure how to explain it right now, but it might get you going.

Kind regards,

Support / Re: Input text field
« on: January 28, 2011, 05:10:36 pm »
Hmm, is it possible to do this without xml?
I seriously don't like to use it, and would like to do it with code.

Edit: with a lot of pain in my guts i'll be using xml from now on, as it is kinda easier to use anyway. :p

Support / Re: Input text field
« on: January 27, 2011, 10:21:36 pm »
Could you give me an example of this?
I can't even get an EditText to work propperly  :-X

Thanks in advance,

Support / Input text field
« on: January 27, 2011, 01:48:29 pm »
How would i go about making a working input text field?
Like enter your name to add high-score or something.

Thanks in advance,

Support / Re: Per pixel lighting/shadows
« on: January 19, 2011, 02:44:00 pm »
i dont think a screenshot will propperly capture what i mean, so i made a small video..

as the cube rotates, you see the light go on and off on the different triangles, hence the ugly thing.
Is there any way to go around this? (per pixel light, instead of per triangle or w/e)

Support / Per pixel lighting/shadows
« on: January 19, 2011, 01:29:22 pm »
I have a simple box with a light, but the light casts on the triangles of the box and that is..... ugly.. =p
Is there any way to enable a per pixel lighting or shadow casting?
if so, how would i go about doing that?

Support / Re: clear data
« on: December 13, 2010, 10:19:59 pm »
if(object != null){ remove object; } in your cleanup.

Support / Re: Heightmap Terrain
« on: November 30, 2010, 02:04:39 pm »
Is it possible that you optimize this snippet and add it to a new version of jPCT (and ae) ?

use it like

Terrain terrain = new Terrain();
terrain.Generate(sizex, sizex, maxheight);
terrain.fromHeightmap(resource image);

returning Object3D

and perhaps a SimpleVector getSize() to return the size of the terrain in a SimpleVector.

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