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Topics - EgonOlsen

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361
News / Version 0.98 has been released!
« on: February 12, 2004, 10:11:57 pm »
This version comes bundled with LWJGL0.8 (Windows version only) and includes new classes that you can use in your code to ease collision detection and response...more details and other changes are documented here:

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

Have fun!

362
News / Tested jPCT with LWJGL0.8
« on: January 28, 2004, 01:50:27 am »
I've been a bit lazy with upgrading my LWJGL-installation from 0.7 to 0.8, but i finally did and jPCT works fine with it. Just to let you know in case you want to use 0.8 yourself.

363
News / Version 0.97 has been released!
« on: January 08, 2004, 07:05:24 pm »
Changes are documented here: http://www.jpct.net/changes.html

Please note that this release doesn't contain the Bounce-example anymore, because i decided to remove it from the distribution.

Have fun!

364
News / Version 0.96 has been released!
« on: November 27, 2003, 09:15:52 pm »
Changes are documented here: http://www.jpct.net/changes.html

In addition, i finally replaced the jPCT-demo from the stoneage with a more current version. To be precise, the new jPCT-demo is simply the fps-demo from the examples-dir of the API-distribution bundled with LWJGL 0.7.

Have fun!

365
Bugs / Bug in 0.92-0.95 in Matrix.scalarMul()
« on: November 20, 2003, 10:09:44 pm »
:oops: There's a bug in the scalarMul()-method in Matrix from version 0.92 on. This bug affects Object-scaling too, so this won't work anymore in all versions from 0.92-0.95. I'll release 0.96 to fix this ASAP.

366
News / The "rotating earth"-applet on the frontpage...
« on: November 13, 2003, 11:52:11 pm »
...i've managed to upload an updated version of it. Finally!
The new version uses jPCT 0.95 instead of the ancient 0.79 the old version was using.

367
News / Version 0.95 has been released!
« on: November 10, 2003, 06:21:38 pm »
Changes/fixes are documented here: http://www.jpct.net/changes.html

Have fun!

368
News / Version 0.94 has been released!
« on: September 25, 2003, 10:44:55 pm »
I decided to release it today, albeit i haven't managed to include all the things i wanted to. Anyway, there always another version... :wink:

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

In addition, i added a small chapter about optimizations to the manual and a new example is in that shows how to do something first person shooter like with jPCT.

Have fun!

369
News / Download jPCT
« on: September 15, 2003, 10:47:29 pm »
I just realized that maybe not everybody who reads about the new versions here knows where to download them. So here's the link:

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

and the online-docs can be found here:

http://www.jpct.net/doc

370
News / Version 0.93 has been released!
« on: September 15, 2003, 10:45:21 pm »
The topic says it all (almost)...the change-log can be found here:

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

As you can see, this version supports LWJGL 0.7. It comes with a slightly newer version of the LWJGL-DLLs (0.71a) than the last official release of LWJGL does.

Finally, here's a shot showing how the new RGB-scale option for Lights may look like...this is vertex lighting only and as you may have noticed, the colors are looking quite rich though.


371
News / Version 0.92 has been released!
« on: August 28, 2003, 05:47:20 pm »
This is major update compared to the previous ones. Most important: it adds a new restriction...the height of textures used by the software renderer has to be a power of 2 now. This allows the software renderer to support texture tiling (finally).
However, a lot of other things have been done, so have a look at the changes-document here: http://www.jpct.net/changes.html

Have fun!

372
News / LWJGL 0.7 is out!
« on: August 26, 2003, 07:52:52 pm »
Get it here: http://www.lwjgl.org/

Anyway, jPCT won't support it until 0.93 or 0.94. I'll wait some days before starting to port jPCT to 0.7, because quite a lot has changed and i want to see how things go first (well, that and i'm lazy... :D )

373
News / Version 0.91 has been released!
« on: July 16, 2003, 09:22:07 pm »
0.91 is out! It features an enhanced documentation (i started to write a kind of "manual" which can be found online too: http://www.jpct.net/manual2/index.html)...be kind, it's still in its infancy.), a new method to disable lightsources for an object and a refactored Loader-class (i hope it still works). The Loader supports loading a XML based format now (the format itself is subject to change a little bit in the future though).
A DTD for the XML can be found in the docs, an example XML file can be found here: http://www.jpct.net/download/world.xml
For this, a small XML-Parser has been added to the package and because it has absolutely nothing to do with jPCT itself, it has been placed in a new "util"-package.
Have fun!

374
News / Version 0.90 has been released!
« on: July 01, 2003, 11:20:27 pm »
Some minor things like an improved collision detection performance for ray-polygon collisions and some cleanup work. A major addition is the possibility to now build yourself a VertexController to modify vertices of already constructed objects. This is something that wasn't possible in jPCT before. The usage of the VertexController may not be very intuitive, but i'm planning to add a demo of that. For now, look at this source code to see a sample implementation:

Code: [Select]
public class DemoVertexController extends GenericVertexController {

     int count;

     DemoVertexController() {
       count=0;
     }

     public void apply() {
       SimpleVector[] srcMesh=this.getSourceMesh();
       SimpleVector[] dstMesh=this.getDestinationMesh();

       int size=this.getMeshSize();

       for (int i=0; i<size; i++) {
         float z=srcMesh[i].z;
         float x=0.25f*(srcMesh[i].x+count);
         float sin=(float) Math.sin(x);

         dstMesh[i].z=sin*3f+z;
       }
       count++;
     }
}


Yeah right! The VertexController stuff may sound more complicated than it really is when it comes to implementing one (note that this implementation skips updating the vertex normals, which is not quite correct).

Use your new controller like this:

Code: [Select]

      IVertexController demoControl=new DemoVertexController();
      Object3D obj=Primitives.getPlane(20,5);
      myWorld.addObject(obj);
      obj.setTexture("texture");
      obj.build();
      obj.getMesh().setVertexController(demoControl, IVertexController.PRESERVE_SOURCE_MESH);


Note that the call to build() has to be placed before the getMesh() to make sure that the normals are calculated. This isn't mentioned in the current docs, so i'm mentioning it here.

The result will be a plane whose vertices are being modified by the VertexController in realtime. Can't show it in motion ATM, so here's a quick and dirty picture of it (not that it's very impressive but it may help to understand what a VertexController is supposed to do):


375
News / Forum updated to 2.0.4
« on: June 10, 2003, 11:47:17 pm »
I hope everything went well...

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