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Topics - arianaa30

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Support / Simple AR development with JPCT-AE?
« on: September 10, 2017, 12:51:48 am »
I had very good memory of using JPCT a few years back. Now I'm trying to do AR programming. Does it support AR purely in Android (no native/NDK)?

Support / point-cloud visualization
« on: June 19, 2017, 06:15:17 pm »
Is there any support for 3D point-cloud visualization in JPCT-AE? They are XYZRGB formatted. Here you can find a few samples:

Support / 360 panoramic video
« on: June 21, 2016, 04:39:38 am »
I'm trying to play 360 videos on Android. Basically it needs a shader to morph the video frames (in equirectangular format) into a sphere and such. I was wondering if jPCT supports playing 360 videos? I understand it is for 3D graphics and not really for videos. But talking about shader and stuff, I am just giving a shot to my favorite 3D mobile engine :)

Support / VR streaming
« on: February 07, 2016, 05:32:27 pm »
I see some tips and posts on Vuforia and VR integration into jPCT. Just to clear myself, is it possible to use jPCT APIs (and/or AE) to stream VR from PC to a phone or oculus for example? I have done 3D game streaming before, but have no experiences about VR and the contents...if Yes, can it be done directly using jPCT's APIs in Java?

Support / jPCT for developing 2D games?
« on: June 02, 2015, 11:30:50 pm »
I've had happy days using jPCT for developing 3D games and benchmarks. Now I need to develop a test 2D platform similar to a snake and ladder game. Shall I still consider jPCT for 2D games as well, or it is best customized as a 3D engine?

Support / Run code on GPU/CPU !
« on: May 05, 2014, 06:59:05 pm »
I'm going to use jPCT-AE for a research project, but there is a tricky part. Is there any ways to specify to bind running the code on GPU, or CPU? I want to compare the performance.

Support / Full project for jPCT-AE's Demo?!
« on: December 23, 2013, 05:13:48 am »
Hi Egon,
I used to run the jPCT-AE's Demo ( and build on top of it last year; but don't know why nowadays that I'm using the Android's new SDK/IDE, I can not run your Demo, and actually even my old codes! When trying to run, it brings the popular message of: "The application has stopped unexpectedly. Please try again" Can you upload the full Eclipse project of Demo, so maybe might work simply by importing it? I don't know what is wrong...  :-\

Support / Support for other 3D model formats?!
« on: December 19, 2013, 05:18:15 am »
Hi Egon,
Well, with the success of jPCT, it is now more than just a game engine! I want to use it for civil engineering applications, which support for .ifc 3D models is needed. In general, is there any plans for support of more 3D formats?

Support / Example Augmented Reality using jPCT-AE?!
« on: December 13, 2013, 03:37:52 am »
Hi Egon,
jPCT AE can support Augmented Reality based on what I've learnt. Is there any sample project, or a quick reference how we can do this? I believe there must be some efficient computer vision stuff there as well; As a simple example, when I'm pointing to my laptop using the camera, I want a 3D model to be there! Such cool things...Isn't there any library specific for AR?

Support / Playing with Frames...Frames as images, fps control, etc
« on: November 17, 2013, 01:37:54 am »
Hi there,
Is there any ways to control frames generated by the game?
I want to for instance access the frames as images, say consequent .jpeg images.
Another thing in mind is limiting the fps, say I want always have a 20fps. It was best to provide an API class for them  :P

Support / realtime visualization of live objects/point clouds!
« on: October 25, 2013, 03:35:16 am »
Hi there,
Recently I've been thinking of connecting kinect to mobile device!
Is there any ways for realtime visualization of live objects/point clouds using jPCT AE?
So assume that I have already a program that grabs point clouds from kinect, and then I want to show them in jPCT realtime! I could zoom in, move the live object!
Can it be implemented with jpct AE, with good responsiveness and without high computation? I want to go for JAVA!

Support / out of memory when downloading objects
« on: July 15, 2012, 10:54:31 am »
In my demo, I've got almost 20 objects and corresponding textures. Everything at this moment works, but when I just change one of these objects to be downloaded from somewhere, I get out of memory error. Is there any tips for that?
(Finally I have to download all of these 20 objects, similar to waterput)

Here after getting the .md2 file, I add it to the world.
Code: [Select]
waterput = Loader.loadMD2(stream("waterput.md2"),1f);
tm.addTexture("waterput", new Texture(res.openRawResource(R.raw.waterputtex)));
waterput.translate(170, -35, -130);

This is the method which gets a name, receives the object from a URL and returns it.
Code: [Select]
BufferedInputStream stream(String name) throws IOException{
String objURL = ""+name;
URLConnection conn = new URL(objURL).openConnection();
BufferedInputStream bis = new BufferedInputStream(conn

return bis;
btw, I do not need all the keyframes in the .md2 files, so I call clearAnimation() to remove them.

Support / Image Texture vs Colored texture
« on: July 12, 2012, 09:26:14 pm »
Hi there,
Is there any difference if we use colored texture (say green) or load a green image file (say a .png file)?  in terms of rendering overhead, or anything?

Support / Texture/ memory usage ?!
« on: June 16, 2012, 04:32:20 am »
Hi there,
I'm getting out of memory from my demo! I'm just using maybe 10 objects (mostly md2, but did not activated the animations), with their textures. I've read the wiki, and some related comments about memory savings. However I know the size of textures is not important, but still wondering! the whole resources are just 2.4 mb! I'm using some common textures; 256x256, or some of them are 512...In a typical game, it is the same way.
Does it matter, for textures where I add them to texture manager? should they be set in the beginning?! and what about the blitting? One of my textures is a sky; so I blit it (a typical 24bit 512 texture).

Support / md2 animation slowdown
« on: May 08, 2012, 04:30:41 am »
Hi there,
I've tried to load a md2 animation file, and based on what I've learned from others, it seems that I should always put the animated scenes in the onDrawFrame() method. However it worked. but as was expected, it is so fast. What is the best way to slow it down?

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