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Messages - Mizuki Takase

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31
Support / Adding clothing, weapons, shields to 3d model.
« on: December 12, 2006, 10:50:06 pm »
Thanks raft! I always did wanted to know how you did that~

32
Support / A clothing problem~!
« on: December 12, 2006, 10:45:02 pm »
I have been constantly deleting my own thread about this topic simply because I am not completely proud or happy with what I have done... Because I wanted clothing simulation sooooo badly~ I did some googling and yahooing for such, and encountered a C++ source for clothing simulation... I decided to try translating the code from C++ to JPCT, and I did sort of got it to work... My problem is that the rested cloth looks like this...




I know that cannot possibly be correct because I did not apply any forces onto the cloth yet... Since I can not find out how to contact the original author, I decided to try to tackle the problem myself, but as usual, failed... Here is the complete source and a texture for my project!
*editted: I took the file down for now!*

Anyway, I suspect that the problem has something to do with the way the SpringConstraints are set up; SpringConstraints hold data on how far particles along a plane can stretch...
Code: [Select]

    int off = 0;
    for(int i = 0; i < numParticles; i++){
      if(i % (gridx) < gridx-1 && i < numParticles-gridx || i == 0){
        //System.out.println("i: "+i+" 1");
        constraints[off++] = new SpringConstraint(particles[i],particles[i+1],spacing,stff);
        constraints[off++] = new SpringConstraint(particles[i],particles[i+gridx],spacing,stff);
        constraints[off++] = new SpringConstraint(particles[i],particles[i+gridx+1],spacing*rt2,diagstff);
        if(i % gridx > 0){
          //System.out.println("i: "+i+" 1a");
          constraints[off++] =  new SpringConstraint(particles[i],particles[i+gridx-1],spacing*rt2,diagstff);
        }
      }else if ((i % (gridx) == gridx-1) && (i < (gridx*gridy-(gridx)))){
        //System.out.println("i: "+i+" 2");
        constraints[off++] = new SpringConstraint(particles[i],particles[i+gridx],spacing,stff);
        constraints[off++] = new SpringConstraint(particles[i],particles[i+gridx-1],spacing*rt2,diagstff);
      }else if (i > numParticles-2){
        //System.out.println("i: "+i+" 3");
      }else{
        //System.out.println("i: "+i+" 4");
        constraints[off++] = new SpringConstraint(particles[i],particles[i+1],spacing,stff);
      }
    }


To Egon: this code is updated from the last time I sent it to you...

To everyone: you can use your mouse to click and drag some vertices/particles around... Since I pretty much used Egon's code, "w" is wireframe mode and "x" is hardware render mode... You cannot play with the vertices on hardware render mode...

If there is anyone knowledgeable on such a subject, I would love to be your friend, since my game programming background is pretty much non-existent...

33
Support / How to solve opacity problem in jPCT
« on: December 12, 2006, 10:19:27 pm »
Hee hee... I did some UGLY clothing simulation a while back and I wanted to show Egon this, in hopes of contributing something as well as figure out why the clothing effect is not working as expected... I think that I shall start a thread...

34
News / Away from keyboard for one week
« on: December 12, 2006, 10:16:01 pm »
Welcome back! I noticed a huge surge of replies from you now, so I knew that you were back...

35
Support / 2D Isometric Maps With 3D Models...
« on: December 12, 2006, 10:08:48 pm »
Since addtriangle() sounds too complicated, I wanted to know if its okay to recursively create an instance Plane object and merge that onto the bigger shape and pray that the Java garbage collector to handle the memory stuff? athanazio posted code for that, and I was hoping that is not a bad solution...

36
Support / rotation problem (it moves)
« on: December 12, 2006, 10:02:16 pm »
The god has spoken and now I am enlightened... I know that someday, whenever I get serious with game programming, I will need to know that... Thanks..

37
Projects / Technopolies
« on: December 12, 2006, 09:58:44 pm »
Your code seems normal to me... Instead of constantly making a new plane with Primitives.getPlane(SQUARE_SIZE, 1); why not Object3D.cloneObject()? I hope that helps, but then again, I would think that a Plane is already too small of a memory hog to even get an out of memory error...

38
Support / rotation problem (it moves)
« on: December 12, 2006, 09:56:25 pm »
I am very clueless on the reply, but anyway! I think that this may help?

Object3D.rotateMesh()
Quote
Rotates the raw mesh data using the rotation matrix specified for this object.


You use that after you set the rotation.. There is also a translateMesh(), but that's out of topic...

39
Support / 2D Isometric Maps With 3D Models...
« on: December 12, 2006, 09:51:25 pm »
To athanazio: I saw that, but was tooo scared to touch it with a stick...

Your code seems normal to me... Instead of constantly making a new plane with Primitives.getPlane(SQUARE_SIZE, 1); why not Object3D.cloneObject()? I hope that helps...

40
Support / How to solve opacity problem in jPCT
« on: December 12, 2006, 09:39:49 pm »
Egon: I had no idea that you are back~ Have you looked at clothing simulation? Work has killed me in terms of game programming, so there is no rush at it at all.. Besides, you're participating at the 4K competition... How is that coming along~?

41
Projects / FutureRP - 2D Isometric Engine with 3D characters
« on: December 12, 2006, 09:35:28 pm »
Wow! You did not post your yummy GUI tools screenshot on the Support section... Anyway, if I had things my way, I would have just did something like my project, which I posted the link onto your post at the Support section, I would have just have a 3D world since I feel that its much easier since collision detection and camera work is not at all bad... This was in response to your climbing stairs problem...

42
Support / 2D Isometric Maps With 3D Models...
« on: December 12, 2006, 09:29:42 pm »
Ah~~ I keep on editting my own replies too slowly... Anyway!

I wanted to move Object3D stuff in 3d space and Egon told me this... http://www.jpct.net/forum/viewtopic.php?t=607&highlight=project

To make a plane, Primitives.getPlane(int quads, float scale) would help...

Shameless ad of my silly project.. Its supposed to be like Strider2 or Castlevania:Symphony of the Night... http://www.cs.uno.edu/~tvle/hotaru/New%20Text%20Document.htm

43
Support / 2D Isometric Maps With 3D Models...
« on: December 12, 2006, 09:18:24 pm »
Hold the presses~! Have you ever considered making a lot of planes of your tiles and then use Object3D.setBillboarding(boolean mode)? Billboarding is something where the texture will always face the camera or so....

Oh, Object3D also have setVisibility(boolean). As quoted from the javadoc,
Quote
Sets the object to visible/invisible. Invisible objects won't be processed/rendered at all.
That sounds like something you wanted...

44
Support / rotation problem (it moves)
« on: December 12, 2006, 09:07:28 pm »
Object3D does have a function called setOrigin(SimpleVector)... Maybe you need to do that first... I am not sure~~ Maybe cube.setOrigin(new SimpleVector(0,0,0)); But then again, I always thought that this origin should be the default...

[edit]Oh right! I remember looking at your code, you did change the origin of your cube after creation... Maybe you should remove that line from your code and see what happens? I still do not know why you would have that problem since you did set it to 0,0,0

45
Support / 2D Isometric Maps With 3D Models...
« on: December 12, 2006, 09:03:06 pm »
Wow, your project looks really awesome! I miss the great video games like Crusader: No Remorse... Anyway!!


Quote
Is faster/possible to make the map into some kind of 3d object itself, dynamically?

Are your tiles small pieces of mesh? If so, then I would guess yes. I would assume that you can probably merge them all into one big Object3D map or so after translating the tiles before merging.

Quote
Is it possible to set the framebuffer jpct renders onto transparent, to cut out an extra step?

Why do you have to render your avatar onto a secondary framebuffer, set the alpha transparency and then placing that onto the main framebuffer? That sounds really tasking!

Quote
Also, how on earth could I have several different avatars?
I would think a separate world for each model would work perfectly,
but is it too memory intensive?

Several different avatars? I would guess to have different 3d meshes...

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