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Topics - EgonOlsen

#341
News / jPCT on Windows CE
August 03, 2005, 09:34:52 PM
Just a test to see if it actually works. It does. But at least the PDA i own doesn't have a fpu, so floating point stuff is done in software via emulation, which is dog slow. Anyway, here it is:

#342
News / Version 1.07 has been released!
August 01, 2005, 10:37:03 PM
It's there! It's very similar to the pre-release versions that i've posted in some threads. Anyway, here are the changes:

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

Have fun!
#343
News / New forum version...again...
July 21, 2005, 04:58:34 PM
...it's @ 2.0.17 now!
#344
News / Gooooooogle Adsense
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...
#345
News / Forum? 2.0.16!
June 29, 2005, 01:06:05 AM
Yep! There are more updates for phpbb than there are for jPCT.
#346
News / Version 1.06 has been released!
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!
#347
News / LWJGL 0.97 released!
May 20, 2005, 11:48:25 AM
Get it here: http://www.lwjgl.org/

jPCT should work with it "out of the box".
#348
News / Forum is at 2.0.15 now!
May 09, 2005, 11:18:10 PM
Plain and simple...
#349
News / Forum is 2.0.14 now
May 03, 2005, 01:05:29 AM
Because bigger is better.
#350
News / Applets and OpenGL
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...
#351
News / Version 1.06 pre-release
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)
#352
News / LWJGL 0.96 released
March 31, 2005, 08:16:17 PM
jPCT will work with it without any changes. Grab it here: http://www.lwjgl.org
#353
News / Forum updated to 2.0.13
February 28, 2005, 05:39:12 PM
Again, this should fix some security problems.
#354
News / Version 1.05 has been released!
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.
#355
News / LWJGL 0.95 released
January 26, 2005, 06:11:19 PM
jPCT will work with it without any changes. Grab it here: http://www.lwjgl.org
#356
News / Version 1.04 has been released!
January 06, 2005, 08:07:20 PM
Finally...here are the changes:

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

Have fun!
#357
News / LWJGL 0.94 released
December 14, 2004, 11:43:18 PM
jPCT should work with it out-of-the-box. Get it here:

http://www.lwjgl.org
#358
News / Super Dudester is fun
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:
#359
News / Forum updated to 2.0.11
December 14, 2004, 08:30:45 AM
This should fix a serious security problem.
#360
News / LWJGL 0.93 released (some time ago...)
November 16, 2004, 12:35:54 AM
LWJGL 0.93 has been released some weeks ago (http://www.lwjgl.org), but i haven't tested it until now. The current version of jPCT should work with it without changes. At least a quick test under Linux was successfull. The current distribution of jPCT still comes with 0.92 (for no particular reason... :)  ).