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Messages - mogli

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16
Support / possible to use real streaming?
« on: June 15, 2006, 08:26:35 am »
year, that's wright! i think this is much comfortable for the user.

i think there are also two things which create the hickups. first the one when i call the load3Ds function and then in the main-loop when i add the object to the world. perhaps i render the world four or five times bevor i add a new object to the world.

...or i have to export the rooms in more parts than i do at the moment.

17
Support / possible to use real streaming?
« on: June 14, 2006, 06:05:25 pm »
Quote from: "EgonOlsen"
You can't stream 3DS. It's organized in chunks and you can't process the whole thing until you've all the chunks you need.


hmm, sry, i don't know before. had to informe be better before next time.
but the load3DS functions returns an array of Object3Ds. is it perhaps possible to get this Object3Ds seperate? i don't know how you handle this intern? can you build the Object3Ds first after you get the whole 3ds-object?

Quote
If you want to stream your data, you would have to build your own format optimized for this task and a converter from 3DS into this format. Shouldn't be too hard to do.

hmm, could be a solution. is it possible to stream from the xml-format? but this is much bigger than the 3ds format, isn't it?

Quote
Does the loading of the objects already happen in a separate thread?

yes i start a thread for each object...

18
Support / possible to use real streaming?
« on: June 14, 2006, 09:56:46 am »
hi!

is it possible to use a real streming for building objects?

i have to use a streaming algorithm for streaming objects over network.
i start at a first room and load the neighbour rooms one after the other. when i change the rooms i load the neighbours of this one and delete old rooms and so one...
the problem is when i add the objects the screens jerks.
i add the objects by using
Code: [Select]
Loader.load3DS( InputStream resource, float scale  ). creating an octree and building an Object3D and save it ot a renderqueue.
after rendering the scene i take the first object from renderqueue and add it to the world.

but there is no difference between using load3DS with inputstream or with file because the object is only build when the inputstream is finished. :(

has somebody a notion how to do this in a better way?

perhaps it's possible to load one polygon after the other from the 3ds file and add polygon after polygon to the object. perhaps as child of the first polygon from the object so when i delete the first one from the world the childs are also deleted or by using the object3d megerobjects function.

hope to understand what i mean and somebody could help me...plz ;)

19
Support / portals are the right thing for me?
« on: June 03, 2006, 08:21:14 am »
oh that's great.
i will test it.

have you planned to add sensors or something like this to jpct in future? i think this would also be a nice feature ;)

20
Support / portals are the right thing for me?
« on: June 02, 2006, 08:58:49 pm »
some doors are open and some are closed.

but the idea with the collision even could be the my answer of my problem ;)

is it possible to place some transparent objects at a world? so i could place the transparent objects at the position of the doors...but i think than i have to poll if a certain object is involved. :(

21
Support / portals are the right thing for me?
« on: June 02, 2006, 04:49:30 pm »
hmm, when i get your post right my idea about using portals is not really good.

i need something that gives me an event if the user get at a certain place. in my example at the position where a door is placed.

the user walks starts at a room (entrance). the neighbour rooms (of the neighbour) are already available. then the user passed a certain place (door) i need an event that i have to load the neighbour rooms of this new room and destroy some of the "old" available rooms.

hope, now, it's better to understand what i need. ;)

22
Support / portals are the right thing for me?
« on: June 02, 2006, 11:15:02 am »
Hi!

i have to visualize a large building which should be also reachable by low speed internet. that is at least the illusion ;)

so i split the complex into many rooms and floors etc.

to get right performance i stream the neighbour rooms of the room where i actually stand.
ok for the first room this works ;)

but now i want to change the room and stream the next neighbour rooms and possibly destroy some. i think i can use portals for this by placing the portals at the alley where the doors are placed.

may this the right beginning for my problem or could somebody give me a better approach?
 

PS: i know that i have to set portals by hand. but i save the rooms as strings in an array with their names in world, position for the lights and also coordinates for the portals. with another array (same size) i represent a tree of dependency of rooms in detail. a special function add and destroy the right rooms by handling with this array. hope it is to understand what i mean ;)

23
Projects / JFlightSim
« on: April 28, 2006, 10:18:20 am »
très bien dessin et gentil idee!

24
German corner / FCP Code als applet
« on: April 27, 2006, 02:09:01 pm »
hmm, gut, hab es auch gerade probiert und es funktioniert soweit. *freu*
Hab einfach das Rendern und Hinzufügen per Semaphore geschützt. Denke das ist dann einfacher als mit ner Renderqueue oder so zu hantieren. ;)

Denke bald kann ich auch mal ein paar Screenshots oder ähnliches zeigen, wenn Interesse besteht. ;)

25
German corner / FCP Code als applet
« on: April 27, 2006, 12:09:53 pm »
welche Teile dürfen denn erst nach dem Rendern ausgeführt werden? Bzw. welche können schon parallel dazu ausgeführt werden?

Also ich streame die Objekte und "bastel" sie dann zusammen. Am Ende "adde" ich sie dann der entsprechenden Welt. Eigentlich muss doch nur der Part mit dem world.addObject(Object) und world.buildAllObjects() nach dem Rendern kommen oder?

26
News / Applets and OpenGL
« on: April 25, 2006, 09:03:04 pm »
i don't exactly know what you want to say. i think you post is about handle loading big files, isn't it?
did you use opengl-hardware renderer?
because the problem i have is that software renderer needs good processing power than textures in my applet are too big. ;)
with streaming in my applet i have no problem...or not yet ;)

27
News / Applets and OpenGL
« on: April 25, 2006, 09:09:59 am »
k, thx. but i will continue to test it as an applet. so users have to have at minimum a middle-aged pc. ;)

28
News / Applets and OpenGL
« on: April 22, 2006, 09:28:01 am »
hmm, it's a pity. ;)
webstart is not the thing i want or have to use.

but a question about webstart: with webstart i download the complete application, is that right? is there also the possibilty to stream objects after loading the "main-part" of my world?

29
News / Applets and OpenGL
« on: April 21, 2006, 12:20:25 pm »
is there a possiblity to use opengl hardware renderer in applets without major difficulties?

or there any newer informations about using hardware renderer in applets?

30
Support / lighting/illumination howto?
« on: April 13, 2006, 09:38:21 am »
sry for my confusion.

i know how i use lights in jpct and i also know the different between the types of lights.

what i mean is a tutorial about who to place lights on the right positions in rooms/worlds to get effect of being in a real room/world.
something like rules about setting lights on right position in gamedsign.

now, i hope it's better to understand what i'm searching for. ;)

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