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.


Topics - EgonOlsen

Pages: 1 ... 21 22 [23] 24 25 ... 27
331
News / Gooooooogle Adsense
« on: July 08, 2005, 05:18:48 pm »
I've added Google's Adsense to the site. Maybe this helps to cover the hosting costs of jpct.net...but i somehow doubt it. Well, it's worth a try. I hope the ads are not too distracting...

332
News / Forum? 2.0.16!
« on: June 29, 2005, 01:06:05 am »
Yep! There are more updates for phpbb than there are for jPCT.

333
News / Version 1.06 has been released!
« on: June 09, 2005, 08:18:50 pm »
This version is very similar to the last pre-release version (1.06a2) except one additional bug fix and it's bundled with LWJGL 0.97 instead of 0.96.

Changes can be found here: http://www.jpct.net/changes.html

Have fun!

334
News / LWJGL 0.97 released!
« on: May 20, 2005, 11:48:25 am »
Get it here: http://www.lwjgl.org/

jPCT should work with it "out of the box".

335
News / Forum is at 2.0.15 now!
« on: May 09, 2005, 11:18:10 pm »
Plain and simple...

336
News / Forum is 2.0.14 now
« on: May 03, 2005, 01:05:29 am »
Because bigger is better.

337
News / Applets and OpenGL
« on: April 25, 2005, 08:56:22 pm »
Question: Can jPCT's OpenGL renderer render into an applet using the new GLCanvas support in (upcoming) 1.06? Yes, it can:



It's quite slow (about 1/10th of the normal speed) and has a lot of pitfalls regarding loading of the native library, but it works...

338
News / Version 1.06 pre-release
« on: April 19, 2005, 09:12:17 pm »
Time for preview release of jPCT 1.06. The reason why this isn't an official release is, that it adds support for LWJGL's new AWTGLCanvas. This required a new implementation of IRenderer which differs significantly from the current OpenGL renderer (which is still included of course) and which isn't tested or optimized very much...
Anyway, here are the changes:

Fixed two bugs in the ray-polygon collision detection. Removed some obviously dead code from ellipsoid collsion detection. Changed the constant NO_OBJECT in Object3D from -1 to -100 to get rid of a potential problem with ray-polygon collision detection. You'll have to recompile your code if you are using this constant. Made rotateMesh() and translateMesh() to affect an attached keyframe animation too. Moved some (non-public) methods from Object3D to Mesh (where they actually belong). Fixed a small bug that prevented the OpenGL renderer from recognizing that it has to set RGB scaling when using multiple Worlds with different scalings. Reworked some parts of the SoftGLRenderer slightly to improve performance in some situations. Fixed a bug with billboarded objects: Scaling wasn't applied to such objects. Fixed a flaw in optimizeBufferAccess(). Added support for LWJGL's new AWTGLCanvas by adding a new IRenderer, the AWTGLRenderer.

And here's the link: *removed*

If you want to try the Canvas support, have a look at FrameBuffer.enableGLCanvasRenderer(<int>);

Edit: uploaded a slightly modified preview release (2005-05-03)

339
News / LWJGL 0.96 released
« on: March 31, 2005, 08:16:17 pm »
jPCT will work with it without any changes. Grab it here: http://www.lwjgl.org

340
News / Forum updated to 2.0.13
« on: February 28, 2005, 05:39:12 pm »
Again, this should fix some security problems.

341
News / Version 1.05 has been released!
« on: February 23, 2005, 05:59:00 pm »
You can find the changes here:

http://www.jpct.net/changes.html

What this version basically tries to do, is to reduce memory usage. By default, this is already the case but the more aggressive optimizations are disabled for compatibility reasons. However, here's a brief description what to do to maximize the effect:

Set Config.saveMemory to true.  Object3Ds should use less memory with this setting until they really need it (what may never happen). In that case, the memory will be allocated at runtime, what may cause hick-ups...then again, i never experienced them.

If you are using multiple Worlds but are not rendering them at a time, try to set Config.shareVisibilityList to true.

Set Config.polygonBufferSize to something between 10 and 100. Even 10 should be sufficient in most cases (if it's not, it will automatically be resized, but that may happen at times where you don't want it).

Have fun.

P.S.: It comes bundled with LWJGL 0.95 for Windows.

342
News / LWJGL 0.95 released
« on: January 26, 2005, 06:11:19 pm »
jPCT will work with it without any changes. Grab it here: http://www.lwjgl.org

343
News / Version 1.04 has been released!
« on: January 06, 2005, 08:07:20 pm »
Finally...here are the changes:

http://www.jpct.net/changes.html

Have fun!

344
News / LWJGL 0.94 released
« on: December 14, 2004, 11:43:18 pm »
jPCT should work with it out-of-the-box. Get it here:

http://www.lwjgl.org

345
News / Super Dudester is fun
« on: December 14, 2004, 08:53:47 pm »
Not jPCT or site related but nobody can ban me from this forum, so:

This is a really great, commercial game written in Java. Give it a try!

http://www.puppygames.net/super-dudester/index.php

Albeit i'm more the 3D guy, i have to admit that this is something that i really like (but it really HATE some of the levels... :wink: )

A screeny:

Pages: 1 ... 21 22 [23] 24 25 ... 27