Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Wolf17

Pages: 1 2 3 [4] 5 6
46
Support / Re: Swapping texture data to disk increases loading time .
« on: October 07, 2013, 10:13:02 pm »
  Thanks egon!  for the helpful  advice .I will keep this in mind! :).

47
Support / Re: Swapping texture data to disk increases loading time .
« on: October 07, 2013, 04:01:26 pm »
   Yes maybe that is doing that..... (new framebuffer everytime!). But my app is structured such that changing game level scene creates fresh framebuffer.

Quote
But as said,
if you only change the levels, i don't see why
you need a new texture upload 

Actually i meant that starting any level (or replaying ) swaps data to disk and that is what i want to avoid(i.e re-writing same data again and again.). I need a way to check that if the data exist in disk then do not transfer any data.

48
Support / Re: Swapping texture data to disk increases loading time .
« on: October 06, 2013, 10:25:00 pm »
    Oh! sorry for that!
      I meant that when  I use virtualiser to push some of the textures into disk , my level takes longer to show up (Loading level ) than usual . And this occurs every time I load my level (longer load time) because it reloads all of the textures with each fresh start up . The textures I want to load in the disk are the ones which would be used frequently in every levels and won't be altered. I thought that it would be nice to use virtualiser so that it would use less VM .

49
Support / Swapping texture data to disk increases loading time .
« on: October 06, 2013, 08:01:48 pm »
   I wanted to reduce the loading  time . Is that possible ? I mean , once the data is in the disk , I don't want it to be re-written . Is there is a way to check that ?

50
Support / Re: creating a box
« on: September 01, 2013, 08:22:44 am »
 Hi leo!

  What  exactly you are getting ?Are the box with wrong dimensions or they are not appearing  on the screen at all? Did you build and add your object3d primitive. Example-
 cube = Primitives.getCube(10);
 cube.build();
 world.addObject(cube);

Also check your camera so that it sees the box in case if it is not visible.
 cam.lookAt(cube.getTransformedCenter());
Also check that your camera is far enough .....
i.e it should be not inside the box .

51
Support / Re: How to set up Parallax mapping
« on: July 15, 2013, 06:26:42 pm »
    There is a helloshader example project in the jpct ae download file . I think It is the same example( stone face) you saw in the youtube vid.

52
Projects / Re: Range Shooter 3D - my first game
« on: July 09, 2013, 06:49:07 pm »
   Hi alegri ! Well , if the touch control is a feature , then it is actually good (since that makes my aiming more accurate ) . I would like to suggest you that you may consider it to add in control options (1. fire button,  2. Anywhere point click   etc.)
And yes , the project you brought so far in so less time is really appreciable !

53
Projects / Re: Range Shooter 3D - my first game
« on: July 07, 2013, 07:41:54 pm »
    I have found one bug related to touch controls! If you try to aim the weapon(Without removing your finger off) and then touch anywhere on the screen with other finger , the weapon fires( i.e, you do not need to touch the fire button )! 

54
Projects / Re: Range Shooter 3D - my first game
« on: July 07, 2013, 12:15:31 pm »
  The weapon models look nice! I downloaded on both my phones and rated it too! But I found one Problem. On my older 600 mhz device, a 90 second game took ~450 seconds to finish . The game timing was 5 times slower the real time. On my 1 ghz phone ,though the time was almost same, still it was not accurate.
Few more suggestions which I can think of are:
1. Animated blowback of pistols and guns for added realism.
2. Environment sounds like bird chirping .

   
But your game really looks nice!

55
Projects / Re: Craft Breaker
« on: July 05, 2013, 06:47:31 pm »
   Wow! I Downloaded it from playstore. I liked the gameplay. I was first to write a review to your game ;) . But I think the scene should be lit more . It seems a little dark to me .

56
Support / Re: About scene lightmaps and scene optimisation.
« on: July 02, 2013, 04:57:27 pm »
  Thank you all for replies ! That Helps !

57
Support / Re: Animating a object
« on: July 02, 2013, 04:55:46 pm »
     Hi tejas! Well , It's simple. Have you followed this example? -
(http://www.jpct.net/wiki/index.php/Hello_World_for_Android)
   Notice this code in your "onDrawFrame(GL10 gl") section -
if (touchTurn != 0) {
            cube.rotateY(touchTurn);
            touchTurn = 0;
         }

         if (touchTurnUp != 0) {
            cube.rotateX(touchTurnUp);
            touchTurnUp = 0;
         }
  This rotates the  cube in Y and X axis . You can restrict rotation  Y (or X ) so it rotates in that axis only by removing that part of code . I hope this helps!


58
Support / Re: About scene lightmaps and scene optimisation.
« on: June 29, 2013, 09:03:31 pm »
  HMmmm! That is really bad. Can't we use an obfuscator or something ? (Do they exist?)

59
Support / Re: About scene lightmaps and scene optimisation.
« on: June 29, 2013, 06:52:17 pm »
It is not possible, you can only make it more difficult (random names, encrypted files,...).
   Oh! I See! By the way , which java sources ?
Thanks for help!
 

60
Projects / Re: Thinking about some RPG..Android version.
« on: June 29, 2013, 04:50:32 pm »
        Wow ,Your project looks nice ! I just imagined if this game will be cel/toon shaded ,It would be an eye catcher for  me ! (well, that's me!).

Pages: 1 2 3 [4] 5 6