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Messages - MichaelJPCT

#121
Projects / Re: my project - Vehicle Simulation
January 04, 2019, 03:53:54 PM
at early stage there are only aircrafts, but if i have enough time , it can have other vehicles, mainly wheeled vehicles (cars).
also human(like fps game) , weapons(bullets , missiles) etc.
the focus is on physics simulation.
#122
Projects / Re: my project - Vehicle Simulation
December 28, 2018, 06:33:56 PM
more imgs can be found on https://lhc29.imgbb.com


#123
Projects / my project - Vehicle Simulation
December 28, 2018, 06:28:35 PM
this project uses JPCT-AE.
so far i can only post screenshots.
#124
Support / Re: about the strength of specular light
November 12, 2018, 12:16:35 PM
i see. the built-in shaders are complex enough already. thanks.
#125
Support / about the strength of specular light
November 11, 2018, 07:00:01 PM
Hi Egon,
i found the reflected light color is related to texture color - the light on white object is whiter than that on dark color  objects.
but in reality, some dark colored object can reflect very bright light, such as dark colored glass.
i don't aim for complex graphics so that's not very important by now.
in some engines, there is concept of " material " - not just texture, but how strong do ambient light, diffuse light, specular light affect an object.
would you consider having this in JPCT? or people need to write new shaders if necessary.
#126
Support / Re: about Light Discard Distance
November 06, 2018, 12:29:28 PM
that makes sense , thanks.
#127
Support / about Light Discard Distance
November 06, 2018, 03:28:16 AM
Hi again.
i recently found that discard distance of Light means the distance between Light and origin of an Object3D.
if an object3D(such as a ball) has radius of 10, placed 15 from light, discard distance is 10, then the object is not lit. but in reality the light should lit a part of the object at that distance.
when the light move closer to the object , down to 9.9 unit away, the object is suddenly lit.
would it be better if discard distance takes into account the radius of object3d?
that's just a thought, there may be downside too.
#128
Support / to delete an Object3D
October 28, 2018, 09:03:18 AM
Hi Egon, long time no see. i am still using JPCT for my hobby project , and i'm happy with it so far.
now i need to add/delete Object3D , like a lot. i see dispose() of Light , but no such thing of Object3D. does it mean it's safe to just remove it from World and set the field to null and let JVM do garbage collection?
and for other object types, are they all safe if there is no dispose() method?
#129
Support / Re: Changing world and all objects
November 09, 2017, 03:05:14 AM
glsurfaceview has a rendermode: WHEN_DIRTY. use this mode and request render every frame.
or put all operations in OnDrawFrame() method.
#130
Support / Re: 3D object from 2D drawing
November 07, 2017, 02:59:39 AM
these all can be done. but much maths calculation is involved, if you don't know how to calculate distance between points, you should find someone who is good in maths, geometry, computer graphics, java programming to do this. it takes a lot to do the work, you can't learn all these in a few weeks.
#131
Support / Re: variable shadow bias ?
November 06, 2017, 05:37:13 PM
sorry i can't connect to google server. is it Naroth the RPG game ?
i tested Naroth. in the game the visual range is not large and FOV doesn't change. so in a sense it's like an indoor game.
think of a flight simulation with visual range of 20km and FOV angle range of 1 to 90 degree, the scene in view can be very large(many objects and large terrain area) or very small(need high detail of objects). the 2 extreme situations make things more complicated.
such as shadow mapping, the shadow texture can't be big enough while at the same time detailed enough. so a simple shadow mapping technique doesn't work.
i don't aim for complex graphics, i'm just telling example that some situations are difficult to handle.
#132
Support / Re: variable shadow bias ?
November 06, 2017, 05:44:51 AM
Hi thanks. i don't need it, for now.
but this is something that an engine user can't(or very difficult to) get around if the situation is met, while at engine level it is easy(technically speaking) to do.
i wish JPCT engine can handle most situations (some problems can be solved by tricks without too much trouble) , but some features would require much effort from you, those are not what i would ask for , such as ortho camera.
if some features can be easily achieved from engine level, then having them would make JPCT engine better - less limitation, wider use.

i have a feeling that JPCT engine was designed and tested mostly for small scene, like indoor scene. while i mostly do open world scene. so i encounter (or fore-see) some situations that are difficult to solve, shadow bias is an example.
but i like JPCT most, and my main hobby project is made with JPCT (mostly physics simulation , with simple graphics)

#133
Support / variable shadow bias ?
September 26, 2017, 11:43:16 AM
i think of a situation where a bias set for shadow helper doesn't fit - switching from a large scene to a small scene, etc.
so i wish the bias can be changed.
or i recreate the shadow helper, but will this affect the objects which have been receivers?
#134
Support / Re: how to lazyload
August 20, 2017, 07:50:36 PM
i think of another question:
is a Texture fully loaded from storage when Texture is constructed or when Texture is added to TextureManager? or it's not fully loaded from storage until it's requested for render?
i mean , when a Texture is constructed, it can be just a description of the image , but without loading the actual image texels.
#135
Support / Re: multi object in one sigle file.
August 05, 2017, 03:31:19 AM
you can call setCenter or setRotationPivot on an Object3D