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Topics - EgonOlsen

#381
News / Version 0.93 has been released!
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.

#382
News / Version 0.92 has been released!
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!
#383
News / LWJGL 0.7 is out!
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 )
#384
News / Version 0.91 has been released!
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!
#385
News / Version 0.90 has been released!
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:

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:


     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):

#386
News / Forum updated to 2.0.4
June 10, 2003, 11:47:17 PM
I hope everything went well...
#387
News / Version 0.89 has been released!
May 07, 2003, 10:17:27 PM
I've added a way to offset the viewport (for sidebars and similar) and upgraded to LWJGL 0.6. This means, that jPCT 0.89 now works with the new version of LWJGL. It won't work with the older 0.5 anymore. Some changes to video-mode selection were required to reflect the changes in LWJGL in these areas.
The software renderer will of course work without any version of LWJGL (as usual  :wink: ).
#388
News / LWJGL 0.6 is out!
May 07, 2003, 08:45:34 PM
FYI: A new version of LWJGL (the lib jPCT uses for the OpenGL binding) is out, but jPCT 0.88 won't work with this version. 0.89 will.

If you are interested in LWJGL, grab it here: http://java-game-lib.sourceforge.net/
#389
News / Version 0.88 has been released!
April 23, 2003, 07:19:49 PM
Optimized OcTree generation and added some methods to Interact2D. Fixed a bug in getWorldTransformation() when using lazy transformations, modified some small parts of the documentation...that's it for now... :wink:
#390
News / Version 0.87 has been released
April 06, 2003, 06:25:01 PM
Not much has changed in this version...anyway: The culling may be a little faster now (in some situations), the accuracy of some SimpleVector methods is higher now as well as the accuracy of the Camera's lookAt()-method (has much improved...the "shaking" should be gone now).
Oh, and a method to query an object about collisions that took place is in.
Have fun!
#391
News / Version 0.86 has been released!
March 26, 2003, 11:39:56 PM
I've added some align-methods for objects and the camera as requested. In addition, i added some methods to SimpleVector and faster (but more limited) invert()-method to Matrix.
#392
News / Version 0.85 has been released!
March 17, 2003, 07:43:56 PM
Yeah, right: I decided to release 0.85 today even if not all the features i wanted to add made it into this release. I just wanted to release something that works with the new LWJGL 0.5. In addition, a new scaling method and a simulated flat-shading were added as well as some minor changes to the documentation.
Please note: This version requires LWJGL 0.5 if OpenGL should be used. It won't work with 0.4.

Edit: An updated version of 0.85 has been uploaded that removes the debugging output mentioned in the "bugs"-forum.
#393
News / LWJGL 0.5 is out!
March 17, 2003, 06:54:03 PM
FYI: A new version of LWJGL (the lib jPCT uses for the OpenGL binding) is out. jPCT 0.84 won't work with this version though, but 0.85 (to be released...) will.
If you are interested in LWJGL, grab it here: http://java-game-lib.sourceforge.net/
#394
News / Version 0.84 has been released!
February 27, 2003, 09:09:24 PM
0.84 features some performance improvements and a new possibility to tweak the tranformations' performance for (semi-)static objects.
The 3ds can now load texture coords correctly (at least i hope it does...).
#395
News / Verion 0.83 has been released!
February 17, 2003, 08:24:46 PM
The time of the betas is over, 0.83 has been released. This release offers (compared to the last beta, beta3) an improved performance for creating any kind of Object3D (may it be by using a loader, may it be by creating the object yourself...the speed it up to 10 times higher now!) and support for Octrees.
#396
News / Version 0.83 beta 3 has been released!
February 05, 2003, 11:59:16 PM
Another beta version...i think a can get rid of the beta-status in the next version... :D
Anyway, this version adds support for sphere-polygon collision detection. This will suit some situations more than the ray-polygon based one (which is still available of course).
In addition, i reworked the OpenGL renderer a little bit to minimize state changes. This is always a good idea, even if the improvement isn't that large at the moment (read: none at all  :lol:  )
#397
News / Some textures for download
February 04, 2003, 08:50:03 PM
I've made some textures from photos that i've taken at the abandoned EXPO-2000 ground in Hannover/Germany. The textures are seamless and can be used in any way you like. Because this is my first real try to make textures, i'm not sure if they are good or bad...but at least they are free... :D

http://www.jpct.net/download/texturepack1.zip
#398
News / Version 0.83 beta 2 has been released!
January 22, 2003, 08:27:44 PM
I've added a 3DS loader, some more options to the Primitives-class and made some minor fixes and improvements.
#399
News / Version 0.83 beta 1 has been released!
January 20, 2003, 11:50:34 PM
This version is the first version of jPCT that offers hardware acceleration as an option (via OpenGL and using LWJGL). Adding OpenGL support required to do a lot of changes in some parts of the programming, so i decided to release this version as beta 1 and not as a regular release. The documentation reflects the changes but some parts will most likely need further work...anyway, here is 0.83 beta 1!!
I replaced the terrain example applet with a terrain application that makes use of the new OpenGL support (can be run in software as well).
The OpenGL support should be transparent to code written for older versions of jPCT, i.e. if you're not interested in OpenGL support but in the other features and fixes this version offers, just replace your old version of jPCT with the new one...it should work as usual without changes. If it doesn't, please let me know... :wink:
set- and getCamera() in the Camera.class are deprecated now. They have been replaced by set- and getPosition().

Edit: A slightly updated version has been uploaded that fixes a problem with drivers that return a refresh-rate of 0 Hz.
#400
News / jPCT is going OpenGL...
January 09, 2003, 01:17:33 AM
...i finally started to implement support for hardware accelerated rendering in jPCT (via OpenGL using LWJGL). It looks promising so far but there's still a long way to go until both renderers (software and OpenGL) will behave as similar as possible (that's quite difficult to achieve, because the software renderer is capable of some things OpenGL simply can't do...overbright lighting is one of them for example).
Anyway, here are two shots of the demo. The first one is rendered using the good old software renderer and the second one uses OpenGL (still very unoptimized).

Edit: I removed the poll from this thread. jPCT supports OpenGL nowm so the poll was rather outdated.





Edit: jPCT will remain Java1.1 compatible (the OpenGL renderer won't...) as it loads the renderers on demand, so don't worry... :D