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Messages - EgonOlsen

#11716
Projects / Technopolies
November 12, 2005, 07:26:51 PM
Quote from: "rolz"Helge,

I've noticed an artifact - "sawed" contours in place when one object intersects with another (tent and tent's shadow on the picture).
I've noticed that it depends on the viewing angle and distance from camera to intersecting objects. Do you have any clues on how it could be handled ?
It's a depth buffer accuracy problem of the graphics card. You may try to adjust the far and/or near clipping plane (if possible of course) to get rid of it. What graphics adapter is that?
#11717
Projects / Technopolies
November 12, 2005, 07:17:37 PM
I love the fact that you are adding a lot of game play related things to Technopolies right now.

Have you already put the new multi texturing stuff to any good use?
#11718
Projects / Re: 0.95 is scheduled for Monday
November 12, 2005, 06:17:36 PM
Quote from: "rolz"
finally, long-awaited webstart support.
Cool. The folks at Javagaming will appreciate it... :wink:
#11719
Support / error loading in Linux
November 11, 2005, 08:46:19 AM
When does this happen? Only when using the AWTGL-stuff or with a native OpenGL window too?
#11720
News / New logo!
November 08, 2005, 05:14:56 PM
Raven did a great jPCT logo, which i'm now using on the website and the forum. You may have to reload the page or clear the cache to make your browser show the new one.
#11721
News / Database seems to have some problems today!
November 08, 2005, 12:25:41 AM
Don't know the reason, but it refuses connection sometimes today. I hope that my provider can fix this problem fast... :(

Update: Haven't had a problem with that today. So i hope, that it has been fixed...
#11722
Support / Question: Models, lighting, and more.
November 07, 2005, 07:21:18 AM
Quote from: "Raven"
Q1: Aren't the 3ds models supposed to find the textures themselves if they are imported into TextureManager?
Q2: It's the name of the material that 3ds models use for texturing that matters, not the .jpg name, right?
IF they are named correctly, then yes, jPCT will find and use them. If they are not named correctly, you should see this on the console. jPCT will tell you that it has added a texture named "blahblah" to the TextureManager. That's the name you have to give it when adding it before loading the model.
#11723
Support / Question: Models, lighting, and more.
November 06, 2005, 12:37:05 PM
Quote from: "Raven"
How about the my third question regarding object lists? Any method that returns an array of Object3D's within a given distance from, for example, a camera?
No, you have to do this yourself. It's easy. Just iterate through the objects of a world, get their transformed center and calculate the distance from the camera's position (i.e. subtract the camera's position and get the length...can both be done by using the appropriate methods in SimpleVector) to each of them.
#11724
News / Version 1.08 has been released!
November 04, 2005, 03:48:30 PM
Quote from: "Melssj5"Sorry for my english skills but. Doubling the version? what does that mean? I just dont understand!
BS... :wink: That should read: "check the version". I have no clue, why i actually typed double instead... :oops:
#11725
News / Version 1.08 has been released!
November 04, 2005, 07:42:23 AM
Quote from: "Melssj5"Yes I saw that the last version of the docs are there, but I always use the version that is included with the API, that should be actualized too.
Then please check the version you are using. It is part of the docs that come with the API. It always has been since it has been added... :!:  :?:

Edit: double->check
#11726
Projects / tokima
November 04, 2005, 01:05:44 AM
Quote from: "acorn98"I'll have a think about ways to improve the clues that something is happening when you click stuff :)
I think that the cursor should change somehow if you can interact with an item (get a green glow around it or something).
Great artwork and a cool mood (as usual!). About gameplay: I've found the card and opened the suitcase. Am i supposed to do anything else?
A technical question: Are you using any of jPCT's optimizations for indoor scenes (like Config.isIndoor and Config.zTrick)?

Edit: Oh, and i would appreciate if movement were a little faster. Maybe a 30-50% speedup.
#11727
Projects / Raven's projects
November 03, 2005, 05:45:07 PM
It should be possible to get what you want easier IMHO. I think that you can use polygon IDs for this. For each model in question, you may determine which polygons belong to which body part. Using the PolygonManager on an untransformed/-translated object you can get the vertex coordinates in object space...and it may be possible to say that (for example) everything below y=-10 is the head, between 10 and -10 is the chest etc...that may work on most models well enough. Store this list and use a CollisionListener to get the ID of the polygon that has been hit by the collision, search your list for it and voila, you have your body part. Just an idea...
If you follow the "boxes"-approach, they don't have to be invisible all the time, just during rendering. That's what Paradroidz does to calculate collisions against a sphere even if the droids are usually none. When rendering, the droids are visible and the spheres are invisible. When doing the collision check, the spheres will become visible and invisible again after collision detection has finished. But i would head for the polygon ID way instead...should be easier and works better if you manage to assign polygons to body parts in some way.
#11728
Support / texture tiling?
November 03, 2005, 08:31:14 AM
You can use u/v-coordinates greater than 1 or below zero. For example 3 instead of 1 in your example should "triple" the texture onto the polygon.
#11729
Feedback / New web layout
November 02, 2005, 11:03:02 PM
And it offers more and more current information. I thought that relaunching the website is important to promote the engine. A lot of people weren't aware that it's not just an "applet engine" because they never realized that it can do OpenGL for example. I hope that the new site makes this clearer.
#11730
Projects / Re: FPS architecture -- brainstorming
November 02, 2005, 11:01:17 PM
Quote from: "Raven"A partial solution to this problem would be having a certain type of signal in the level designs as pointers for a "LevelManager" which would place objects....
Theoretically, this would be possible with jPCT, yes?
Yes. But i would use the name of the object, not it's texture. jPCT creates names for objects loaded from 3ds that start with the name the object has in 3ds. You may check for this name and don't merge the placeholder object to the level but replace it with the item instead.


Quote from: "Raven"
Can anyone think of a good way to implement a segmented-body ? There's also the question of computation, will segmented humanoids be too much for jPCT to handle?
Not too much to handle, but difficult to implement. It should be possible to code such a thing using IVertexControllers....but it sounds quite hard to do to me.

Quote from: "Raven"
I also noticed in another thread that Egon/Helge has been questioned before about skeletal-character physics like Half-Life uses. At the time there was no plan to implement that kind of feature. That hasn't by any chance changed, has it?  :)
The point is, that i can only do so much. Doing a good skeletal animation system is a little project of its own. To be honest, i hoped for somebody to write one on top of jPCT, releasing it to the public and letting me integrate it into the engine's core to squeeze out some additional performance...but that didn''t happen until now :wink:
To be honest, i don't recommend starting with a goal as high as this animation system because chances are that you'll never finish it. But that's just me.

Quote from: "Raven"
My current thoughts on saving are by simply making the Level class, Stats class (Contains historical info about the gameplay) and Player class serializable. When continued you would simply load the classes.

Sounds a bit brute to me, but that's all I can think of.
Don't know, should work well enough if space and/or loading times aren't important.