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Messages - arianaa30

Pages: 1 2 [3]
31
Support / Re: Texture/ memory usage ?!
« on: June 16, 2012, 09:09:45 am »
Hi,
Well, at this point, I'm just using Android's simulator, sdk 2.2 . The heap size is 24.

32
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).

33
Support / Re: ktx texture file
« on: June 08, 2012, 01:35:50 am »
By the way King! :),
I've got many .md2 files, but they are all accompanied with .pcx texture files. And I get error for them; they are not supported as well? (.3ds objects are formed as an array; that's why I'm interested in .md2!)

34
Support / Re: Client/Server Networking in JPCT-AE
« on: May 10, 2012, 12:32:53 pm »
I tested the approach, and it works, as expected. But a problem is that when the app is trying to receive the texture, everything freezes during transmission. Do you have any idea for that?
To Egon: I'm using jpct-AE Demo code, and in order to test, when number of passed frames equals 100 in the onDrawFrame(), I try receiving a texture to replace an older one.

35
Support / Re: md2 animation slowdown
« on: May 08, 2012, 10:16:06 am »
ummm, that's good. Thanks buddy. I was thinking of handling using a counter...

36
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?

37
Support / Re: Client/Server Networking in JPCT-AE
« on: May 05, 2012, 04:59:54 am »
I have successfully got 3ds (created by 3dsmax) objects loaded from a sever, with textures, provided the textures are in a known location on the server so yes, it does work. Or, at least, can work :)

The following is code taken straight from my app. Its VERY messy, and uses a few things specific too my app.
However, it should give you some keywords too look for.

Now, the tricker thing is sending a mesh from the client app to the server....

ummm, seems it would work...let me try it. Thanks buddy :)

38
Support / Re: Client/Server Networking in JPCT-AE
« on: May 05, 2012, 04:55:10 am »
It highly depends on what exactly you want to do. If you just want to load models from a server, i would simply load them via http.

...and why not include the models in the APK?

Well Egon, I need to test the streaming using a client/server connection. So can not include them in the code...

39
Support / Client/Server Networking in JPCT-AE
« on: May 01, 2012, 02:59:48 am »
Hi everybody,
It seems there is no specific networking API predefined in JPCT-AE. I want to transfer the objects from a server to a client, then try to render them and run the game. The simple method is using Android's API, creating a connection and simply transfer the items. Does it work? Is there any alternatives for that? Thanks

40
Support / Re: .ser 3D objects!
« on: May 01, 2012, 02:55:33 am »
HI,
Yes. It does. I found it before :)

41
Support / .ser 3D objects!
« on: May 01, 2012, 02:03:35 am »
Hi,
How many 3D object format does JPCT-AE supports? Is it just .ser files? I have to add some objects to my 3D game. Thanks

42
Support / 3D Object Streaming in Game?!
« on: April 27, 2012, 08:37:28 am »
Hi everybody,
I'm a research assistant, and recently I've got very interested with JPCT's Android. Now I'm going to set up a networked 3D game, in which the objects are being streamed (from a server to the client). Is it possible to set up such thing in JPCT? If yes, how?
One idea is simply transferring all needed objects (i.e. the mesh and the textures) prior to the start of the game; in the better version we can transfer while playing the game; for instance as we go ahead, we transfer the near objects, that we can see. Is there any sample networked 3D game you may know of which I can use the source code?
Thanks in advance :)

43
Projects / Re: 3D benchmark
« on: February 05, 2012, 11:55:03 pm »
Oh, thanks. :) Yes, of course; I know it uses JPCT-AE; the only thing I want to add is to add/remove different shadings/lightings and also showing the CPU and battery usage.

44
Projects / 3D benchmark
« on: February 05, 2012, 09:08:06 pm »
hi everybody,
I'm a research assistant, and I want to test a 3D benchmark for my research. the an3Dbench (specially ninja, dragon) looks best for me to test. Is there any source code available for them that I can use different method applied to them? it is kind of URGENT for me. If you know any intensive openSource 3D benchmark (not a simple cube rotating!) please also tell me.
Thanks a lot.

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