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Topics - cyberkilla

Pages: [1] 2 3
1
Feedback / Bump
« on: May 17, 2008, 03:10:54 pm »
Hello again;)

I just thought I should point out that I'm still hanging around.
I have been so busy at work that I've not been able to finish my 3d projects.

I do intend to return in a few month. This message is just to ensure you don't think I've given up and start deleting my project threads:)

2
Support / Some 3D Terminology Explanations...
« on: November 19, 2007, 08:49:42 pm »
http://www.tweakguides.com/Graphics_1.html

The above website explains in reasonably good depth, what antialiasing is, dot pitches, the difference between lcd and crt(visually speaking), and many other things. Not a bad site;)

3
Support / Collision Detection
« on: February 28, 2007, 01:52:48 pm »
Hello, I am slightly confused with collision detection.

I can get it working, but the movement seems a little unrealistic.

I mean, my character is able to walk up a rock face that is at a very steep slope.
Is there anything I can do about this?

4
Support / Level Of Detail
« on: February 26, 2007, 02:00:51 pm »
Sorry, another question;).

Has anyone managed to implement LOD in jPCT?
I heard something about Raft achieving this.

Does anyone have any information you can volunteer to me?:)

5
Support / Polygon Count
« on: February 26, 2007, 01:28:41 pm »
Hello:)

I am trying to minimize the polygon usage of my models.

What is the most reasonable number of polygons/vertices/faces/etc for an online game, where several of these models are likely to share the screen at the same time.

I keep hearing a polygon count of 2-3000 per model, in UT.

It feels a bit too much for me.

My current model is "created using 226 polygons and 117 vertices".

It doesn't look too bad, but I would like it too look good when the camera is close up too.

Any thoughts?:)

6
Support / Map detail..
« on: February 23, 2007, 12:25:47 pm »
Hello, I was wondering about this, so I thought I'd ask...

Is there a maximum size for a map?
I mean, I would like to make maps that are rather large - they will go far into the distance.

Will performance be hit be large?
I do have fog enabled, and a few over Config flags set.

Does anyone have and tips for me? My environments will be large, but the vertex count will be limited as much as possible in all of my models.
They will generally be outdoor maps.

7
Feedback / Webstart Example
« on: February 23, 2007, 01:14:12 am »
I forgot to mention this...

The Java Web Start example is very nice!
I like the bloom effect very much.

8
Feedback / Matrix methods
« on: February 17, 2007, 12:10:45 am »
Nothing that is "required", but i thought I would suggest them...

matrix.reset() <- return matrix to original state, without making new instance.
matrix.set(anothermatrix) <- set matrix values to another, without a new instance.

Probably possible with get/setDump() anyway though;)

9
Support / Adding Rotations
« on: February 16, 2007, 02:19:28 pm »
I have two rotations, similar to below.
Code: [Select]

<rotate angle="0.224545">
<axis x="0.999774" y="-0.019487" z="0.008553"/>
</rotate>


I need to "add" them together, to get the final rotation.
For some reason, it doesn't appear to work like this...

Code: [Select]

matrix1.matMul(matrix2);


The result appears to swap the actual axis.
It is hard to explain. Basically...

The first matrix is the bone's rotation axis, and the second is the rotation of the current keyframe.
It is my assumption that the keyframe is relative to the rest pose/rotation of the bone.

If I have a rest rotation that has an axis pointing 45 degrees up on the Y axis,
applying a keyframe rotation with an axis of 45 degrees up on y also, it is almost as if it stays 45 degrees up Y, but moves ~45 degrees along another axis.

Strange, huh?

EDIT:
Worth mentioning...
The skeletal system works BRILLIANT, if the rest post has no rotations.

If I make a snake, with all the bones in a line, i can animate it any way I want,
and it works fine.
It seems to be due to the adding of rest rotation with keyframe rotations.

10
Feedback / Hardware Skinning?
« on: February 15, 2007, 04:34:09 am »
Is is possible for me to use hardware skinning using the Hardware Rendering mode?

I read that it can be very beneficial.
Perhaps I should research this in the lwjgl documentation :)

11
Support / VertexController speed
« on: February 13, 2007, 04:08:28 pm »
Egon, how costly is using a VertexController, in a case like skeletal animation,
when you need to have mesh access for almost every frame?

12
Support / Rotate Around Axis..
« on: February 12, 2007, 05:01:01 pm »
Is there a way to rotate around an axis, like this:

Code: [Select]

rotateAxis

public void rotateAxis(SimpleVector axis,
                       float angle)

    Rotates the object's rotation matrix around an arbitrary axis. The method is more powerfull than the normal rotate-around-an-axis methods, but also a bit slower. The resulting matrix will be orthonormalized to ensure numerical stability.

    Parameters:
        axis - a direction-vector pointing into the axis direction with the object's rotation pivot as position vector
        angle - the angle of the rotation


..but for SimpleVector:)

I need to rotate the vertices around an axis, by an angle.

This must mean that I need to rotate around this axis, like in Object3D, but also take into account that it isn't the center.

Something like this?
Code: [Select]

vertex = vertex.calcSub(axis);
vertex.rotateAxis(axis,angle);
vertex.add(axis);

13
Support / Vertex Order
« on: February 12, 2007, 03:20:05 pm »
In what order do I receive the mesh vertices in my extension of GenericVertexController?

I insert the triangles with vertices in the order :

triangle one:v1,v2,v3.
triangle two:v4,v5,v6.

Will I get them back in the same 123456 order?

14
Support / Blended Vertex Assignments
« on: February 10, 2007, 03:38:25 pm »
In OgreXML format, there are Blended Vertexes.

I do not fully understand these.
Anyone got some documents on them?

I found this:
Quote

A blended vertex is how one bone shares a vertex with another bone.  Like a raw vertex, it has an offset in 3D space and a normal, but instead of a 2D texture point, it has a reference to a raw vertex (necessarily on a different bone?) and the blending info.  When applied, it modifies (deforms) the effective position and normal of the raw vertex.


Note to self: Don't ask questions when nobody is here :wink:

15
Support / PickPolygon reporting nothing
« on: February 08, 2007, 10:51:37 pm »
I am getting nothing from pickPolygon in some circumstances.

In the render loop, I try it just after the scene is rendered/drawn/displayed to framebuffer. It works!

Still inside render loop, but before rendering, I very rarely get anything from it.

I do use multiple cameras, and multiple framebuffers.
I am certain it is because of this.
I have tried setting the world to the active camera, and even rendering the scene again, before pickPolygon, but no luck:)

Just incase it is obvious to someone..
Code: [Select]

public synchronized Object3D getObjectAtCursor(int x,int y,RenderPane renderPane)
{
Camera      camera      = renderPane.camera;
FrameBuffer frameBuffer = renderPane.frameBuffer;


world.setCameraTo(camera);
world.renderScene(frameBuffer);
//world.draw(frameBuffer);

SimpleVector td  = Interact2D.reproject2D3D(camera,frameBuffer,x,y);
int[]        res = Interact2D.pickPolygon(
world.getVisibilityList(),td,
Interact2D.EXCLUDE_NOT_SELECTABLE);
if (res == null)
return null;
//Never gets past here,outside of paintComponent().

Object3D obj = world.getObject(Interact2D.getObjectID(res));

return obj;
}

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