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Messages - KittenKoder

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Projects / Re: New Library And Game
« on: November 04, 2012, 09:47:33 am »
Large screen caps of the test app so far.

The 3D GUI.

The Canvas GUI.

Support / Re: Get Object3D Rotation Matrix Question
« on: November 03, 2012, 09:20:01 am »
It returns the internal matrix. I think the docs mention that and state that you shouldn't rely on it...but after all these years, it's save to rely on it.... ;)

Cool, thanks. This will save a lot of headaches.  ;D

Support / Get Object3D Rotation Matrix Question
« on: November 03, 2012, 08:33:25 am »
When you call the getRotationMatrix() method does it create a new matrix or return the actual rotation matrix of the object? If it creates a new one each call is there a way to access the actual one for read-only operations?

I am attempting to minimize the creation of Java objects per pass and I need a method of tracking the y rotation of an object for some animation methods, so this has been worrying me a bit.

Support / Re: Nuance of object.animate(index, seq)
« on: November 03, 2012, 08:28:45 am »
It's by design. You can disable it by setting the animation to use clamping instead.

You know, I hadn't thought of that, that would help a bit, thanks.

I was just pointing out that the documentation was unclear on that point.

Support / Nuance of object.animate(index, seq)
« on: November 03, 2012, 05:35:55 am »
I don't know if it was intended or not, I actually like it, but the index value of 1.0 is actually "just before" the first frame interpolated with the last frame and not actually the very last frame of the sub-sequence. The only reason I bring this up is that the documentation does not mention this nuance and it may be nice to have it included in there, honestly I think the nuance is important for smoother animations anyway.

I noticed it by trying to write a non-cycling animation sub sequence driver class, it looked like it would cycle even though it was ending on the last point. Took me a lot of annoying back checking and cross referencing to realize what was really going on.  Now the challenge of figuring out a way to accomplish a non-cycling animation efficiently, I love challenges though.

Projects / New Library And Game
« on: November 01, 2012, 01:27:12 am »
Alright, I am working on a project that's cyberpunk "hacking," I spent the last year practicing modeling in 3D just so I could do this one. OpenGL perplexed me, and developing a system from scratch was too tedious so I found jPCT, which is perfect for my needs. However for the game I am developing a library that includes:

1. Multilayer world system, one layer for a GUI, another for the game, and one in between for "x-ray" objects. There is a world manager than can clean out things owned by only one of the worlds, included textures not needed elsewhere if the extended texture manager is used.

2. A texture manager that incorporates the jPCT texture manager with a few lists for tracking the texture image. Texture image class can be a texture, buffered image, or both, and has a built in dynamic update. Textures can be "owned" by objects and/or worlds so when those are removed from the game the textures can also be removed with them using only one method call.

3. Texture "sequences" for more complex texture animations. A complete system for adding these to the extended object class, extended to accommodate a lot of game dependent data.

4. Texture "layering" the efficient way. The library uses the AWT GL Canvas, which has a few limitations. The layered texture class overcomes some of them by combining multiple buffered images into one new texture, it actually combines multiple buffered images then creates a texture from that.

5. A managed HUD system, pretty straight forward, for posting things like text to the player or meters, 2D elements and the like.

6. The world GUI system, which includes animation responses, an event binding system that is versatile yet easy to use with keyboard, mouse, or even game controller input, you can combine several for each binding allowing multiple ways for the player to access something if desired.

7. An actor system for managing objects, specifically animated objects used for characters.

8. An audio system that utilizes the Tritonus plugins.

I will hopefully have the working demo, and a set of example programs, very soon. The demo will be the game demo as well. The jPCT extension library is dependent on my dev-libs, which includes a Canvas 2D GUI system as well, though it's basic it has some useful features and widgets focused on games.

My standard library, I often call my dev-lib.

The jPCT extension, requires jPCT of course, as well as Tritonus plugins for some audio formats, wav is supported directly by Java so if you don't use any other formats you don't need Tritonus.

Edit: Thank you for moving it to the correct location.

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