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Messages - MichaelJPCT

Pages: 1 [2] 3 4 ... 18
16
Support / Re: 3Dto2D
« on: July 24, 2022, 07:19:32 am »
the screen is at the camera position in world space.
first find the local position of each point on 3D object, then convert the position into world space, then calc the distance from camera position.
converting involves matrix calculation that you need to know.

17
Support / Re: is it possible to make JPCT work with Cesium?
« on: April 06, 2022, 01:23:08 pm »
as i understand, they provides storage of data of many formats, and internet data streaming. they natively support java script, web gl, c++. it's convenient for website developers to put 3D images into their sites. and games can make use of it too.
i think heightmap data is one of the data types. 3d models like buildings are stored as varies formats.
www.geo-fs.com is an example of the usage of Cesium.
but java is not natively supported.

18
Support / is it possible to make JPCT work with Cesium?
« on: April 06, 2022, 06:56:44 am »
www.cesium.com
it's something like google earth.

19
Projects / Re: my project - Vehicle Simulation
« on: March 31, 2022, 07:38:09 am »
the apk was self-signed so it's untrusted by Android system. i haven't tried to make a certified apk.
the controls are quite simple. besides 4 control axis (wsik adjl qeuo fvhn) there are only a few keys to remember, and the axis keys are memorized once you see the mapping between keys and axis.
on screen control is not enough for a serious simulation, but only for arcade playing. you need most of your fingers acting together to control 4 (or 5) axis to fly well. physical joystick is best controller but not yet dealt with in this project.
by now a larger screen and 2.4g keyboard are better suited for playing.

20
Projects / Re: my project - Vehicle Simulation
« on: March 22, 2022, 07:48:52 pm »
Hi everyone,
i released a demo of this on moddb, here is the link.
https://www.moddb.com/games/vehicle-simulation
it is not a fun and fast game, there are a lot of texts to read if you want to fly in it. but you can quickly make something move and see the effects - you need keyboard for that.
the moddb page is new, i haven't spent much time on it. just uploaded the file and share with you guys.

21
Support / Re: 3ds Object not displayed correctly
« on: October 20, 2021, 08:02:12 am »
maybe the model is large and some parts are clipped by nearclip/farclip of opengl

22
Projects / Re: my project - Vehicle Simulation
« on: August 05, 2021, 10:09:55 pm »
i spent quite some time making a telemetry system, besides drawing curves from rolling data, there are UI, channel management etc.  jpct-ae engine helps me make my wishes come true.

23
Support / Re: AA not working on PowerVR6250
« on: March 12, 2021, 05:02:56 am »
my version is 1.32 .
there is usePowerVRTweaks in Config, i don't change it. if it's false, my device crashes.
i don't change vbo setting.

24
Support / Re: AA not working on PowerVR6250
« on: March 10, 2021, 10:10:32 am »
the 2 screenshots show the correct result and wrong result.


problem seems to be that, some part of the screen is not updated, but reverse to older buffered image. when i rotate the camera, part of image is jumping back and forth. the size of unupdated part is not constant.

my app has the machanism that the main scene is rendered into texture then blit the texture on screen. if this is on. AA works correctly. if the scene is rendered directly on screen. AA causes problem.
it is also related to my cloud effect. if the clouds are not drawn, no problem. the clouds are drawn with several passes at different time points and there are some gl state changes, it's quite complicated.

25
Support / AA not working on PowerVR6250
« on: March 09, 2021, 08:36:49 pm »
Hi Egon,
i tested AAConfigChooser.
with my mali450 device, my app works correctly, either using AAConfigChooser or the 'force 4x MSAA' option in OS.
but with my PowerVR6250 device, enabling AAConfigChooser makes the gfx to be very corrupted (no force 4x MSAA option on the device).
is it normal with 6250 hardware?

26
Projects / Re: my project - Vehicle Simulation
« on: February 01, 2021, 11:26:50 am »
this is a funny thing. i like the effect of the PC game Sniper Elite, so i did this, but without advanced visual effects.


27
Projects / Re: my project - Vehicle Simulation
« on: February 01, 2021, 11:10:48 am »
ground material affects friction, yes. the 1st gif here demonstrates the effect - all tyres are set to have 0.48 mu on tarmac, and 30% less on grass/mud/gravel.
in 2nd gif all tyres have 0.8 mu on tarmac (default value).
in 3rd gif , a constant 48 m/s cross wind acts on an airplane.
there is a friction graph in every gif indicating the ground force on the vehicle (in vehicle axis, top down view)


28
Projects / Re: my project - Vehicle Simulation
« on: January 31, 2021, 10:02:47 am »
with gif files, i can show you more interesting things.
this one shows the vehicle drifting, when rear tyres have much lower friction coefficient, any vehicle can do this.


the colored polylines is a tool for testing purpose.

with jpct-ae engine i can easily control the render order of multiple Worlds, very flexible - my app uses dozens of RenderScene calls to render the whole scene. i have to thank Egon for providing this engine and his much support.

29
Support / Re: Issue with Texture.overrideTexelData
« on: January 19, 2021, 08:28:20 pm »
i use overrideTexelData at low frequency so it's not a problem for me.
but with FrameBuffer.getPixel i have to convert color format, and at high frequency (to output thousands of jpg files).
so i wish getPixel outputs the correct color format directly.
i mean in jpct-ae .

30
Projects / Re: my project - Vehicle Simulation
« on: January 18, 2021, 07:12:43 pm »
hope you like these

 

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