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Topics - AGP

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Support / Ship Lasers After Rotation
« on: November 06, 2008, 05:40:52 pm »
The way the ship flies forward is it's always chasing targetCone. After the following method flips firing to true, the game loop makes the lasers chase after the laserTarget variables using the very same method that always works for the ship. What's weird is that the following code only works before the ship is rotated. Then, for some bizarre reason, the laserTargets start showing up in the wrong place. It's worth mentioning that the laser cylinders are ALWAYS aligned to the ship, but they end up flying sideways after the first rotation.

Code: [Select]
      private void fireLasers() {//SETS IT UP, THEN FLIPS firing TO TRUE SO THAT THE GAME LOOP TAKES IT FROM THERE
laser1 = Primitives.getCylinder(16, 4f, 20f);;
align(laser1, wing1);
// laserTarget1 = Object3D.createDummyObj();
laserTarget1 = Primitives.getBox(10, 1);
align(laserTarget1, targetCone);
moveTowards(laserTarget1, targetCone.getTransformedCenter(), 1f);
laser2 = Primitives.getCylinder(16, 4f, 20f);;
align(laser2, wing2);
// laserTarget2 = Object3D.createDummyObj();
laserTarget2 = Primitives.getBox(10, 1);;
moveTowards(laserTarget2, targetCone.getTransformedCenter(), 1f);

System.out.println("Laser to Ship Distance: "+calculateDistance(xWing, laser1));
firing = true;

Support / Ship Rotation
« on: October 08, 2008, 03:31:01 am »
How do I make it so that a ship is rotated around its own axis? As I understand it, objects are rotated by the world axis, so that the moment I rotate a ship in any of its 3 axis, it's no longer aligned with the worls axis. Or am I far off here?

Support / Why not add a math class?
« on: September 06, 2008, 05:33:30 am »
And include methods like static float calculateAngle(SimpleVector origin, SimpleVector p1, SimpleVector p2)? Until then, if somebody would tell me the code for that I'd be grateful! : -)

Support / Character Moves Towards Mouse Click
« on: August 26, 2008, 09:17:15 pm »
I'm trying to make an RPG with 2D backgrounds and a 3D hero. When the player clicks on the screen, the hero has to move that way. The following's what I did (for translation, rotation is something else). Is it wrong, because it's not working?
Code: [Select]
SimpleVector heroCenter = Interact2D.project3D2D(theCamera, buffer, hero.getTransformedCenter());
SimpleVector destination = Interact2D.reproject2D3D(theCamera, buffer, mousePoint.x-(int)heroCenter.x, mousePoint.y-(int)heroCenter.y, hero.getTransformedCenter().z);
destination.z = destination.y;
destination.y = 0;

Support / What does Animation.getSequenceCount() return?
« on: August 20, 2008, 08:26:49 pm »
Does it return the number of subsequences in the animation, or does it return the number of frames? Because my MD2 file is supposed to have nearly (or exactly) 260 frames and 4 subsequences, and getSequenceCount() returns 16.0. How do I access the number of frames, and then how do I switch between subsequences? For that matter, how do I access the individual frame names?

Support / Any Way to Speed Up an Animation?
« on: August 18, 2008, 09:44:19 am »
There's not much in the Animation class itself, but is there some way of changing the timing of animations I'm missing?

Support / Cyberkilla, In Case You'll Ever Read This
« on: August 07, 2008, 06:13:01 pm »
I found out the location where most of the NullPointerException problems are happening: the method getChild(String) addressed as   
Code: [Select]
XMLElement geometryElement = submesh.getChild("geometry");on private static OGREVertexBuffer loadGeometry(XMLElement) is returning null! Don't know how to fix it yet, but if you don't come back soon I may have to do it myself! : -(

Support / Egon, What About Your Own Skeletal Extension?
« on: August 03, 2008, 04:52:50 pm »
I understand why you didn't have one at first. And maybe don't even include as the main API. But couldn't you build your own skeletal extension, or else study Cyberkilla's and write a loader? Because his OgreXML loader is both limiting and broken. I could send you my models as proff, if you'd be willing to test them. You'll find they load on Max and Maya, but don't on Cyberkilla's API. And a skeletal structure is such a pivotal thing for most games.

Support / Cyberkilla: About Your Skeletal API Again
« on: July 23, 2008, 09:37:41 pm »
Would you be kind enough to get a rigged model from me and send me an OgreXML file that works with your loader? PLEASE? I've tried everything, man. I got a Max 9 exporter, and it doesn't work with complex skeletons. I got a Maya Ogre binary exporter, then used the Ogre tools to get the XML and that didn't work. And I tried optimizing the meshes with OgreCommandLineTools. I used 5 different human models with similarly complex bone structures. All of them crash. PLEASE either convert one for me or send me a human model fully rigged that works with your loader.

By the way, just to clear things up: the exporters all work fine. What always crashes is your loader. And almost always it happens just after all the bones are read and as it's reading the very first mesh.

Or might I suggest a loadOgreXML(Object3D, InputStream, float)? That would help a lot in its own right.

Support / Java 2D Behind JPCT
« on: March 28, 2008, 11:12:44 pm »
Is that possible using the software engine? If so, how, because the 2D graphics always seem to come out on top?

Support / Bow String and Cyberkilla's Skeletal
« on: March 21, 2008, 08:59:39 pm »
I'm making a bow and arrow minigame for which I "modelled" a cylinder with a bone structure on 3dsmax 9 and exported to OgreXML for reading into Cyberkilla's Skeletal API. The cylinder is meant to represent the distorting string of the bow. I tried drawing a 2-D string on the bow, but try as I might I can't get the VertexController to be up-to-date on the bow's coordinates. If I could, that would be an obvious solution. Anyway, in the absence of the 2D string I'm using the boned cylinder. Problem is when I load the string into JPCT it looks completely distorted. If anyone can tell me why I'd appreciate it.

And if someone would kinder stil and make me the scene for exporting I'd be that much the more grateful!

Support / Cyberkilla's Skeletal
« on: June 02, 2007, 07:23:57 pm »
Has nobody here used it? I posted a question about the creation of bones to no response. If anyone has the answer, please help me out. Thanks in advance.

Support / Skeletal API
« on: May 30, 2007, 09:51:04 pm »
Can anyone post a sample of a small program that uses Cyberkilla's Skeletal API? Specifically adding the bone with assigned joints. I imagine the process would involve creating a bone with two SimpleVertex instances, but I see nothing that remotely resembles such a method in the documentation. I realize this is not Egon's thing, but I would appreciate the help a whole lot. Thanks in advance.

Support / GenericVertexController.getUpdatedMesh()
« on: February 05, 2007, 05:48:41 am »
Egon, if I can make a small request: how about a GenericVertexController.getUpdatedMesh(), which would return the destination mesh with all current modifications, even if it would be slow? Sometimes I want to write my own collision-detection code, and that would be priceless. Thanks in advance.

Support / 3d Line
« on: December 13, 2006, 07:35:16 pm »
How do I draw a line between two 3d coordinates?

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