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Messages - halcor

Pages: 1 [2]
16
Feedback / Re: Suggestion
« on: April 04, 2007, 05:00:59 pm »
You have:
1. General intro to the engine
2. Engine documentation
3. Quite well commented examples
4. A forum with a search function and many already answered questions

I think provided information is quite enough. As Egon said it's mandatory to know Java, and I would add it's mandatory to learn some geometry and concepts used in 3d graphics, you can't expect to start immediately making awesome games from scratch, it's not basic stuff at all :) And 'how to make things' is too general question :) Be patient :)

I think knowing lower level stuff will be useful (but not so mandatory. You choose the balance between quality and fast results). Here's a nice site with OpenGL lessons: http://nehe.gamedev.net/
I think it's useful to feel how things work.

17
Support / Re: Blitting a UI onto the FrameBuffer
« on: April 03, 2007, 09:57:23 am »
For UI drawing I think vector based drawing program will be easier to work with. I personally like Inkscape quite a lot. It's not as powerful as Illustrator, but it's pretty capable and also free.

18
Projects / Re: aptal karga (foolish crow)
« on: April 02, 2007, 01:21:41 pm »
Hello from Bulgaria, neighbour  ;)

19
Feedback / Re: Open source
« on: April 02, 2007, 01:19:33 pm »
And I once disassembled and studied parts of omniscent, an impressive 4k demo:
http://www.pouet.net/prod.php?which=482

because it is really awesome and I'm a fan of descent :)

20
Support / Re: GUI which Support JPCT
« on: March 12, 2007, 10:55:18 am »
After scene rendering you get a FrameBuffer - there you can draw your GUI in its current state.

21
Support / Blended Vertex Assignments
« on: February 12, 2007, 09:36:58 am »
Yes,  I suppose it is about how multiple bones influence a vertex.
See what Blender vertex groups are:
http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/Advanced_Tutorials/Advanced_Animation/Guided_tour/Mesh/vg

Think about a blended vertex as a vertex that belongs to multiple vertex groups. By weight painting you tell how important each vertex group is for each vertex. So the final position of a vertex is determined by, say 10% of the movement of the bone A, 70% of the movement of bone B and 20% - bone C (bones A, B, C assigned to vertex groups vgA, vgB, vgC).
This method sure allows more flexible animations, but also is more complex both for animation and for implementation.

I suppose as Blender has advanced bone system and is open source you can look at the source and documentation for inspirations :)

22
Projects / Skeletal Animation Idea?
« on: February 08, 2007, 09:50:32 am »
One feature, that I think will be useful: hardbody self-collision checking. Some algorithm like:
1) begin at the root of the bone hierarchy
2) check if vertices moved by the current bone interfere with faces, formed by vertices which belong to bones that are higher in the hierarchy than the current bone
3) correct rotation so 2) succeeds
4) do 2) recursively for all children bones of the current
5) you do 2)-4) on every bone pose operation so you don't allow self-collision.

Yeah, your project doesn't seem easy but sure is interesting, possible and useful for improving skills. Good luck with it :)

23
Projects / Skeletal Animation Idea?
« on: February 06, 2007, 10:12:00 am »
Maybe you can use Blender to make your skeletal animation and write a Python script (if there isn't one already) that exports bones (Blender Python API for reference how to do that, but shouldn't be hard) in some format.

You then load the hierarchy of bones, mesh rest position and data for each vertex which bone it belongs to. Then you can implement IVertexController that for given frame of the bone animation calculates actual vertex positions (I have very vague idea how you do this exactly, however).

24
Support / Get started
« on: January 16, 2007, 01:04:20 pm »
There's no such thing as "best software". You can try Blender (www.blender3d.org), it's free, it can make animations and quite a lot of other things and it can export MD2 files. It's not quite beginner-friendly, but it certainly offers very fast workflow once you get comfortable with it.

25
Support / Character movement
« on: January 15, 2007, 03:29:18 pm »
Sure. Check the documentation and the example programs.

26
Support / a question about camera.lookat()
« on: January 12, 2007, 03:43:05 pm »
Maybe you can parent an empty object to the object of interest and then camera.lookAt() that empty object. For example, place an empty between the eyes of a head of a human mesh, parent the empty to the mesh and camera.lookAt() the empty - you get camera tracking on the eyes :)

27
Support / SimpleVector[] model.getStack().peekAt(int)
« on: December 14, 2006, 10:05:25 am »
Yes, uv mapping.

28
Support / Isometric camera angle, and single sided polygon help:)
« on: November 23, 2006, 09:43:37 am »
Hi, all, first post here :)

Another non-JPCT way to improve quite a bit visual quality is to bake ambient occlusion maps into model textures. Blender CVS version has this feature (check blender.org for info and graphicall.org for CVS builds), and it's also possible with the release versions so far by using the script BRayBaker.

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