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Messages - Kernle 32DLL

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16
Support / Strange rotation behavior?
« on: April 01, 2011, 09:57:56 pm »
Hi,

I recently stumnled across something very very strange. I started to load meshes via the Loader class, but the loaded meshes were loaded/rendered turned 180°. So I thought "oh well, lets turn them 180° back then". That led to something a lot more weird. It seemd like, the object was moving its rotation center while beeing rotated, or was wrong all along. In the modelling program, the model is build around the exact center of the mesh, so I would have tought it would rotate around that as well. Anyhow, the result can be seen as the attached pictures.

The way i rotate my object is as follows:

Code: [Select]
mWorldObject.clearRotation();
mWorldObject.rotateY((float)Math.toRadians(180.0f));

The problem can be caused by a constant rotation with 1° without the clearRotation call as well, so it's not that.

Any ideas?

So long,
Kernle

Edit: Oh, that photo of the modelling program is outdated. Think of everything beeing rotatet 90°, so that the front of the submarine is pointing to the right.

[attachment deleted by admin]

17
Support / Re: Is jPCT-AE the right engine for me?
« on: April 01, 2011, 09:37:50 pm »
Well yeah, I think I was a bit unprecise with my question. The real question was like "Is jPCT-AE powerful enough for semi-amateur games"?. To clarify, I don't intend to compete with high-class game developers like Gameloft. All I want to do, is code some nice 3D games, which people will say "hey, this might look cool, lets try it out". On a side note, they will be released for free of course.

The problem I see is, that jPCT-AE looks a bit restrictive in some ways. For example the way Object3Ds are handled. For me, I'm used to load an 3d model into memory, and then created as many "instances" of it as I want. In jPCT-AE it seems like you have to clone that same object over and over again. That said, the javadoc makes many many comments about this and that is memory wasteful.

Don't get me wrong. I'm only using jPCT-AE for serval days now. It's just that I don't know what to think of the engine yet. Its a kind of question like "Am I forced to use this engine cause it is the only one out there, or do I want to use it cause it is actually a good engine?".

So long,
Kernle

PS: Sorry for me beeing so cryptic, I don't know what I want to know for myself >.>

18
Support / Re: Force Camera Rotation
« on: March 29, 2011, 07:27:45 pm »
Tahnks! Exact the thing I was looking for (except for mWorldObject, which is a Object3D, and not the world, but I got your idea ;-))

19
Support / Force Camera Rotation
« on: March 28, 2011, 11:05:32 pm »
Hi,

Is there a way I may have overlooked to "forcerotate" a camera? What I mean is essentially forcing a certain rotation opon the camera, instead rotation it piece by piece via rotateX/Y/Z. I was able to "emulate" that behavior with an Object3D, but the first method is missing for the camera object, so it wont work this way:

Code: [Select]
mWorldObject.clearRotation();
mWorldObject.rotateY((float)Math.toRadians(mWorldRotationY));

So, any toughts, or did I overlook something?

So long,
Kernle

20
Support / Is jPCT-AE the right engine for me?
« on: March 27, 2011, 06:41:13 pm »
Hi there,

I'm developing android apps for around a year now, and developing games in general for around 6 1/2 years now. With a ton of private projects to choose from, I thought it would be an excellent time to port my private projects to android. The essential problem is: Most of them are 3D games. I searched several weeks for existing android 3D-Engines (since, even after all that time, I don’t have the knowledge to write a 3D engine my own), and the only useful thing I found was jPCT-AE.

I don't want to use one of those "script-engine" things, like Unity, jMonkeyengine, or Monkey, since I don’t trust them, for being performance wasters (additionally to 2 of them being expensive). Alternatives for jPCT-AE were all either outdated, or not in any useful state.

So, the essential question is: Is jPCT-AE the right choice for me? The games I want to port are written mostly for DirectX 7 and 9, and some for OpenGL. So nothing fancy here.

Any thoughts on that matter would be highly appreciated.

So long,
Kernle

PS: A picture example of a game I want to port is attached to this post.
PPS: One short question that came to my mind: Does jPCT-AE fall under the same licence as jPCT?

[attachment deleted by admin]

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