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Topics - EgonOlsen

Pages: 1 2 3 [4] 5 6 ... 27
46
Support / MOVED: jPCT + Vuforia user defined target integration
« on: October 03, 2015, 01:07:07 pm »

47
News / Forum upgraded to 2.0.11
« on: September 20, 2015, 05:26:12 pm »
...seems to work fine.

48
News / Away from keyboard for two weeks
« on: July 24, 2015, 09:32:10 pm »
I'll be back on August, 8th. I'll do my best to offer some support during these 2 weeks, but I expect the mobile connection to be bad (again...), so it might be limited.

49
Support / MOVED: Modify Primitive properties
« on: June 27, 2015, 08:50:05 pm »

51
News / Forum upgraded to 2.0.10
« on: May 05, 2015, 08:19:30 pm »
Less bugs and such...or so they say...

52
News / Away from keyboard for a week
« on: April 03, 2015, 09:22:45 pm »
...as usual, i'm taking my mobile devices with me. But connection will most likely be bad (it always is...)...

53
News / Happy Birthday, jPCT-AE!
« on: March 03, 2015, 08:51:53 pm »
Today is the 5th anniversary of the first public release of jPCT-AE, the Android version of jPCT.

Some (fun) facts:

  • 10 official releases in 5 years
  • Combined number of downloads of apps that are using jPCT-AE from Google Play: ~16 million (+-35%)
  • Completed projects (that i know of): ~60
  • Used by Google, Samsung, Texas Instruments, Intel, BEUMER Group, Autodesk...and maybe you!
  • Number of master theses that used jPCT-AE (that i know of): 3
  • Number of Android devices used for development: 9

Here's a little image to illustrate the evolution (from my first test scene on a Samsung Galaxy with Android 1.5 to my current stuff on a Nexus 4 with Android 5.01):



May the next 5 years be as interesting as the last...Happy Birthday!

54
Support / MOVED: Protect State and Error(Error:before: glError1285)
« on: February 05, 2015, 07:28:37 am »

55
Support / MOVED: Help in HelloWorld example
« on: January 15, 2015, 08:32:23 am »

56
Feedback / Android Studio...
« on: December 10, 2014, 11:25:11 pm »
...now that Android Studio (https://developer.android.com/sdk/index.html) is the new "official" IDE and the Eclipse-Plugin won't be developed any further, i tried to setup my RPG development environment in Android Studio. Here's the short version:



The long version is, that Android Studio is made for Android. It's not really made for developing and running desktop Java applications (and that includes, as sad as it is, libraries that are simple Java libraries and not for Android only). You can create and run Java applications, but it has it's limits. Android Studio forces you to use Gradle and adds an Android plugin to it, which doesn't seem to play well when mixed with normal Java apps.
I managed to setup everything in about 8h of trial and error except that i wasn't able to run the desktop version of the RPG. It compiled fine but when trying to run it, Gradle was suddenly unable to find the required libraries. 8h are enough...so i gave up on it and will continue to use Eclipse for the time being. Apart from that, it eats memory like crazy, is much slower than Eclipse and has various funny UI bugs.
I actually hate it...i think...

57
Projects / MOVED: Maximum Polyline Width ?
« on: December 05, 2014, 01:48:02 pm »

58
Bugs / MOVED: Device goes very slow when I move/rotate the camera
« on: December 03, 2014, 02:42:58 pm »

59
News / All your MD2s are belong to us!
« on: November 03, 2014, 08:57:48 pm »
No, actually they don't. But because MD2 is supported by jPCT and jPCT-AE and i still like it for it's simplicity, i decided to upload all Quake2-based md2 files that i have. Please keep in mind that non of this is my work, i offer no support for them and that the licenses that come with each individual model apply.

With that out of the way: https://jpct.de/download/files/md2.7z

60
News / Version 1.29 has been released!
« on: November 03, 2014, 08:49:37 pm »
Get it from the download page: http://www.jpct.net/download.html


Changes of the desktop version:
  • Added Lobby's ExtendedPrimitives class to the util-package.
  • Changed the parameters of setSourceCoordinates in Overlay to floats.
  • Fixed a bug that created a reference to a removed texture when adding a texture with the same name as the removed one.
  • Added a check that the Matrix.invertXX(<Matrix>) methods don't take the same instance as "to fill".
  • Added the option to define a parent object of a Polyline.
  • Added support for applying bloom to parts of the scene only to the BloomGLProcessor.
  • Added the option to set a Matrix[] uniform.
  • Added a getBounds() method to World.
  • Fixed a problem with compiled object that were using environment mapping.
  • Fixed getScale() on cloned objects. It now returns the actual value instead of 1.
  • Fixed buffering of the transformation matrix for threaded renderers.
  • Fixed a problem with the ray-AABB-intersection test.
  • Added a getTranslation(<SimpleVector>)-method to Matrix. Added a method to World to clear all Polylines at once.
  • Some minor performance tweaks and documentation fixes and enhancements.



Changes of the Android version:
  • Added Lobby's ExtendedPrimitives class to the util-package.
  • Fixed etc generation. In some cases, the last 1-3 pixels were ignored.
  • Changed the parameters of setSourceCoordinates in Overlay to floats.
  • Fixed a bug that created a reference to a removed texture when adding a texture with the same name as the removed one.
  • Added a check that the Matrix.invertXX(<Matrix>) methods don't take the same instance as "to fill".
  • Added the option to define a parent object of a Polyline.
  • Removed dependency to GLES20 from GLRenderer class.
  • Fixed texture binding of external textures.
  • Added the option to set a Matrix[] uniform.
  • Added a getBounds() method to World.
  • Fixed getScale() on cloned objects. It now returns the actual value instead of 1.
  • Fixed a problem with the ray-AABB-intersection test.
  • Fixed an issue with array uniforms that change length while using the same shader instance.
  • Added a getTranslation(<SimpleVector>)-method to Matrix.
  • Added a method to World to clear all Polylines at once.
  • Added the option to GLSLShader to trigger shader compilation.
  • Some minor performance/memory tweaks and documentation fixes and enhancements.

As always: Have fun!  ;)

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