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Topics - EgonOlsen

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46
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...

47
Projects / MOVED: Maximum Polyline Width ?
« on: December 05, 2014, 01:48:02 pm »

48
Bugs / MOVED: Device goes very slow when I move/rotate the camera
« on: December 03, 2014, 02:42:58 pm »

49
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: http://jpct.de/download/files/md2.7z

50
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!  ;)

51
News / Away from keyboard for a week
« on: October 24, 2014, 11:54:26 pm »
As usual, i've choosen my holiday's location to guarantee the worst mobile internet connection possible...so support will most likely be somewhat limited...

52
News / Forum upgraded to 2.0.9
« on: October 16, 2014, 10:03:17 pm »
I somehow missed 2.0.8...anyway, it's at 2.0.9 now. Enjoy!

53
Projects / MOVED: A Racing game
« on: September 29, 2014, 04:32:53 pm »

54
Bugs / MOVED: jPCT-AE HELLO WORLD 3D Engine doesn't close
« on: September 28, 2014, 10:37:30 am »

55
Support / MOVED: Loading 3d model before blank screen appear.
« on: September 04, 2014, 08:30:52 am »

57
Support / MOVED: JPCT-AE integrated with Vuforia 3.0.5
« on: July 21, 2014, 11:34:57 am »

58
News / Away from keyboard for two weeks
« on: June 13, 2014, 09:48:32 pm »
I'll take my mobile armada with me, but i'm not quite sure about the quality of the internet access that i'm going to have, so support might be limited to some degree...

60
News / Away from keyboard for a week
« on: April 28, 2014, 12:49:19 pm »
I have my zoo of mobile devices with me, but the mobile connection is pretty bad here. So support from me will be limited...

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