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Messages - sushobhit

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16
Projects / Re: Thinking about some RPG..Android version.
« on: August 30, 2014, 07:41:51 pm »
honestly birds are looking great very very inspirational but

the pile of wood is not looking gud at all very very low poly and unprofessional


17
Support / Re: Cant get my Player to move properly in the World
« on: August 21, 2014, 02:45:51 pm »
thank you for helping ..

but i got it already up and running using collision det in wiki example..
and the character is doing much better yhan expected he is even climbing stairs very smoothly

sorry i didnt study 3d vectors during high school as a result i am suffering now..

but already i have downloaded few good tuts on 3d maths and started learning about normals , the cross and dot etc etc

hope i wont bother you much in the future once i have completed these studies..


by the way last night i registered and downloaded aptalkarga but when i logged in i found myself alone in the village and nobody was there in the mushroom bar too , i there somewhere else the action is going on or is the software not being used anymore ????

18
Support / Re: Cant get my Player to move properly in the World
« on: August 20, 2014, 04:13:51 pm »
moveRes is initially set at 0,0,0
cause the initial position of the player is 0,0,0

i.e the Origin and then it stores the Translation as the Player moves

i.e the current position of the Player ???


19
Support / Cant get my Player to move properly in the World
« on: August 20, 2014, 08:16:24 am »
Hi Friends ,

Please tell me what I am doing wrong here ????
My player's rotation is controlled by Mouse dx
and move forward is done when the UP key is pressed.

Now during the start the first time when I press the UP key the player moves in the desired direction..
But after that when I roatate the player using the mouse and press the Up key it first goes a little in the last Direction
it moved to and then it goes in the right direction.

What changes should I make.

   

Code: [Select]
SimpleVector t= box.getZAxis();
t.scalarMul(0.05f);
moveRes.add(t);
moveRes = box.checkForCollisionEllipsoid(moveRes, ellipsoid, 8);
box.translate(moveRes);

Also I am using a little code just after this in the gameloop for Gravity I hope its not this that is causing the problem....

// finally apply the gravity:
         SimpleVector t = new SimpleVector(0, 1, 0);
         t = box.checkForCollisionEllipsoid(t, ellipsoidG, 10);
         box.translate(t);
The value of ellipsoid as follows :


private SimpleVector ellipsoid = new SimpleVector(2, 2, 2);
   private SimpleVector ellipsoidG = new SimpleVector(2, 20, 2);

20
Support / Re: Save Texture Back To File
« on: July 11, 2014, 07:00:55 am »
Thanks I works perfectly now ... I just changed this :

From :

fb.blit(TextureManager.getInstance().getTexture("cctv1"),0,0,0,0,512,512,300,200,-1,false);

To :

fb.blit(TextureManager.getInstance().getTexture("cctv1"),0,0,0,200,512,512,300,-200,-1,false);

21
Support / Re: Save Texture Back To File
« on: July 10, 2014, 07:25:21 am »
Also a very peculiar issue that crops up during the process of putting the rendered scene onto a Texture is the resulting image is

Mirrored & inverted 180 degrees (is it a bug or am I doing something wrong)

I do something like this :

fb.setRenderTarget(TextureManager.getInstance().getTexture("theimage"));

world.renderScene(fb);
world.draw(fb);

fb.display();

fb.removeRenderTarget();

/// Then I blit the image on the fb

fb.blit(TextureManager.getInstance().getTexture("theimage"),0,0,0,0,512,512,fb.getWidth(),fb.getHeight(),-1,false);

/// This image I get is rotated 180degrees and mirrored ?? why so ??? I dont know !!!

22
Support / Save Texture Back To File
« on: July 08, 2014, 12:29:38 pm »
Hi ,

I am facing difficulty in saving Texture Back to File.

OK.

So , I get the  rendered scene into a Texture.

Now , how can I save this Texture into a bitmap ????



23
Projects / Re: Armada Beta Release!
« on: July 05, 2014, 07:26:41 am »
cool job bro......

its really great to see such high quality product coming out from jpct (my engine of choice)
really very motivating....

It played all the simulators as i dont have internet on the tab couldnt play the levels....

nice job very professionally done....

p.s __ back_pressed sometimes cause the Unfortunately Stopped

24
Projects / Re: Armada Beta Release!
« on: July 03, 2014, 08:03:27 am »
Wow , thanks for this super-fast direct link...

I'll give it a try today ????


25
Feedback / Re: Web GL
« on: June 03, 2014, 11:15:46 am »
One more question Who is Helge Foerster and who is Egon Olsen

Till now I thought Egon Olsen is the owner of JPCT. (are you an admin in the forum) or both are same.

26
Feedback / Re: Web GL
« on: June 03, 2014, 10:46:18 am »
ok it was a question
but i think i got the answer myself
as webgl works with javascript and jpct is java
so no??

27
Support / Re: Shadow Maker Shader
« on: June 03, 2014, 07:20:07 am »
Thank You for helping me get through this.
I am highly obliged for if you both wouldnt have helped this would have taken
about 2 months to get it running all by myself which took just 1 week.


Yes I have it completed now. Perfect and Universal.

Can be applied to all or any objects.

It is from Thomas "fps game" project finally got it running.

28
Support / Re: Changing PNG texture brightness
« on: June 01, 2014, 07:35:52 am »
try playing with the world's ambient light settings

something like world.setambientlight(changeRhere,changeGhere,changeBhere);

increasing decreasing this would give you the effect you desire

29
Support / Re: Shadow Maker Shader
« on: May 31, 2014, 11:29:22 am »
And I believe the reason behind the low resoulution of shadows that this shader creates is because of the size of depth texture it's 512x512 , increasing the size will increase the quality of the output shadow right. Taking in account the vm of the phone/tab.

Also , please can you elaborate as to how to go on the process with jpct.

Also I am trying with Mr thomas's "fps game" but still struggling with it...

30
Support / Re: Shadow Maker Shader
« on: May 30, 2014, 12:12:35 pm »
Also I would like to confirm if this Algorithm could be applied to any type of Shader right. Like , instead of the Phong Shader if I use gourard shading or perpixel ?

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