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Messages - neo187

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Support / Re: checkForCollisionEllipsoid() framerate drop
« on: January 26, 2012, 01:09:08 am »
Cool, thank you so much for that.... Upon a quick test I can see maybe a very slight improvement, will try run a more thorough one and let you know...

Thanks again for your time!

Support / Re: checkForCollisionEllipsoid() framerate drop
« on: January 24, 2012, 03:05:23 pm »

If you did find the time to upload that optimised Jar I'd really appreciate it! So I could let you know if it does make a difference on performance on low end devices such as mine...

And Number 2: how do you handle animations and variable frame rate? Do you always advance the animation by a fixed increment regardless or do you modify it with the delta time? I'm guessing that both ways there will always be a bit of stutter.....

Thanks very much for your time Egon!

Support / Re: checkForCollisionEllipsoid() framerate drop
« on: January 23, 2012, 12:54:57 pm »
Thanks for your prompt reply. Yes it's a very skimpy thing, so I thought as much... I need to get a better one... However I can see now that the keyframe animation plays a big part in it, disabling it while keeping the ellipsoid detection gives me 25FPS instead of 18 which, for this device, I think it's quite good...

Can the animation be optimized in any way? Does the number of frames affect performance? Currently I'm stripping all the animations...

Thanks for your prompt help.

Support / Re: checkForCollisionEllipsoid() framerate drop
« on: January 23, 2012, 12:16:36 pm »
Hi Egon

Sorry to re open this, but I am having the same issue. That's most likely due to the phone I am using for development which is quite low end (600 Mhz CPU, 256 MB RAM, v2.1) but basically when activating the Elipsoid collision detection the frame rate drops from 30FPS to 18-20...

The model I am using is roughly 1800 vertices with 4 frames of animation, and the world has got around 20 models, all very low poly, only 5-10 of which are set to collision_check_others (I too noticed that reducing the amount of these or simply the amount of visible objects makes quite a difference)... and the recursion depth I am using is only 1. The objects are all stripped loaded from serialized files....

Is there any other step I could try to improve the framerate while maintaining the ellipsoid collision?

Thanks a lot

Projects / Re: Blender Scene Exporter
« on: January 20, 2012, 04:25:02 pm »
That seems very interesting! I'm curious, how does the plugin export the scene? In what format? How is it imported in JPCT?

Good luck with it, it looks promising!

Support / Re: Any advice on Sound Effects format?
« on: January 10, 2012, 12:45:22 pm »
Thanks Egon

In your exeprience, does the use of sound effects impact performance greatly? If you think of a lower end device....

Support / Re: Resetting object scale: setScale/getScale discrepancy
« on: January 10, 2012, 12:44:16 pm »
Well setScale(0) does somehow seem to do the job visually, whereas setScale(1) seems to make the model bigger than it originally was..... And still even after setting the scale to one the getScale() method still returns the accumulated value? I have tried this a couple of times just to be sure...?

Support / Resetting object scale: setScale/getScale discrepancy
« on: January 10, 2012, 01:20:19 am »
Hi Egon

I am not sure if this is a bug or whether I am doing something wrong. So I'd like to have an option in my program to reset all of the object's transformations. clearRotation and clearTranslation are already there, for the scale however there's no such option. Through testing I realised that the only way to get the object back to its original size is by calling setScale(0). By after that if you call .getScale() you still get the incremented scale value from before resetting.

So basically:

Code: [Select]
float s = obj.getScale()

would return 2, whereas I'd like it to be back to 1 so that when parsing the object information the object is not scaled incorrectly?

Thank you

Support / Any advice on Sound Effects format?
« on: January 09, 2012, 08:57:33 pm »
Nobody seems to have asked this on this forum, and I am probably thinking too ambitiously here considering that I am already hitting the "out of memory" error at times when I am not careful... But has anybody implemented sound effects consistently in their Android game? And I am thinking of several very short sound effects as opposed to one looping background track....

In that case is there a library/implementation that you guys may recommend or a specific file format for the ultra tiny Android memory? (i'm on 2.1)

Thank you very much!

Support / Re: some question about md2
« on: January 09, 2012, 08:52:16 pm »
If you are using blender this page is your friend:

Basically you set your character to assume different poses in the timeline (frame 0 he's still, frame 5 he starts the run animation et cetera). Then you create an "frame_list.txt" file where you specify how many frames each animation has and Blender does the rest for you (File\export\MD2)

Support / Re: How to correctly apply bumpMaps
« on: January 06, 2012, 09:25:03 pm »
Thank you Egon....

Well I am not really using bumpmapping in my project since it's  JPCTAE app and that feature doesn't seem to exist there... It was just to add an extra feature to the jBrush Editor since I saw the option in the JavaDOC... so there's no other more "modern" way to achieve the effect with the Software renderer? Things like Unity or UDK usually allow you to apply the normal map that I have on the right to the texture on the left and you quickly get the feel of depth on the surface and the object would be lit accordingly... but I guess that it's their shaders working in the background...

Thanks as for your help Egon

Support / How to correctly apply bumpMaps
« on: January 06, 2012, 02:03:04 pm »

I am trying to fix the Bump Map set up for my editor. Am using software renderer, currently the object's texture is set up using the setTexture(Texture t) method. Afterwards I have an option to browse for a normal map file and then this is how I am applying it, following the instructions on the JavaDoc that say to enable environment map first:
Code: [Select]

But this is the result I get:

The bottom image is the result in JPCT.... it's actually more brownish, i got this screenshot from using a different texture but same bump.... the resolution of both textures is 256x256....

Am I doing something wrong? Thank you very much

Support / Re: checkForCollision and concave/hollow objects
« on: January 04, 2012, 04:02:43 pm »
Right, it turns out to be the ellipsoid size.... Not being able to see it I guess can easily induce the mistake of making it too big, which results in the problem above...

Thank you for your prompt reply!

Support / checkForCollision and concave/hollow objects
« on: January 03, 2012, 10:19:53 pm »
Hi Egon

I have only tried this with checkForCollisionEllipsoid, but basically I have the mesh for the four walls of a room and its pavement (all one mesh). If I place the character inside it the check always registers a collision, basically making the character never move. I tried putting the character at different positions inside the room mesh and always no movement. If however I import each of the four walls as distinct objects then the collisions works as expected...

Just checking, is this meant to happen? I am setting each object to CHECK_OTHERS and the character to CHECK_SELF, I have tried with different dimensions for the ellipsoid, from (1, 1, 1) to (10, 10, 10), always same result....

Thank you very much

Support / Re: object list not being consistent during rendering
« on: January 02, 2012, 04:50:19 pm »
Yes I remembered that AE built objects automatically if they hadn't been already...could it have to do with the fact that I am doing the deserializing and adding to the world through a jar library and not inside the project itself? That's the only difference I can think of with the other AE project where the same function was working without calling .build()... and yes, the objects are all built in my editor before they are serialized....

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