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Messages - EgonOlsen

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11731
Feedback / Another link of jpct
« on: October 27, 2005, 08:45:05 am »
http://fr.activezone.org was my old homepage from around 1999/2000. It doesn't exist anymore but the link on that site still points to it. It's not the only one doing that...

11732
Support / Re: Mac
« on: October 27, 2005, 01:50:57 am »
Quote from: "Raven"
I'm guessing that my first step would be to divide the demo into seperate classes, for example: Items, Player, etc...
Yes, that's a good idea. The fps example doesn't do this to stay as simple as possible, but for a "real" application, it's definitely needed. The car example does something like this by introducing an Entity interface, letting an AbstractEntity implements that interface as well as extending Object3D and the actual objects in the "game" are extending the AbstractEntity.
That's not entirely great because even if there is an interface like Entity, you have to code against AbstractEntity sometimes (or wrap the required methods from Object3D into the interface) because there is no interface for Object3D in jPCT due to historical reasons. However, depending on your needs, you may come up with something completely different (more MVC-like for example).

11733
Support / JPCT on MacOS X - Beginner help
« on: October 26, 2005, 07:26:52 pm »
Good to see a Mac guy around here. I have seen jPCT running on Windows, Linux, Solaris 10 and even on a PDA, but never on a Mac (Well on an old iMac, but that doesn't count...:wink: ). Macs are virtually none existent here in germany.  :(

11734
Projects / aptal karga (foolish crow)
« on: October 25, 2005, 08:21:14 am »
I promise that i'll look into that topic once again if i find the time. But i can't promise that it will lead to something... :wink:

11735
Support / lightmaps
« on: October 25, 2005, 12:48:11 am »
Multi texturing for the hardware renderer is on its way...


11736
Support / Undersampling
« on: October 25, 2005, 12:45:17 am »
Quote from: "raft"
i didnt make any comprehensive tests but it seems this way peforms better than under sampling. furthermore one can use any sampling ratio.
Undersampling simply renders at half the resolution and doubles  the rendered pixels in x- and y-direction. Maybe scaling is faster because it can benefit from hardware support, but i somehow doubt it, because it's a non-accelerated BufferedImage.

Quote from: "raft"
btw, assuming all others the same, can we say rendering time is proportional to FrameBuffer's area ?
Yes, roughly.

11737
Projects / aptal karga (foolish crow)
« on: October 24, 2005, 05:30:23 pm »
Quote from: "raft"
i believe, using transient fields in cooperation with readObject and writeObject methods may significantly lower the necessary space for serialized meshes or other jpct objects. helge are you with us ?
What can be made transient in Object3D without much hassle already is transient. I don't see how to improve this further without adding more internal complexity to Object3D. For example, it would be possible to not serialize the vertex normals...but only if you haven't changed them in your code by using an IVertexController on the Mesh. Sure i could check for this somehow (or simply ignore it) but i don't think that it's worth it ATM.

11738
Projects / ¿how much pleople still using jpct?
« on: October 22, 2005, 12:18:23 pm »
Quote from: "Melssj5"

I remeber when I just discovered this engine on google,I entered and I found that this forums comunity was nice, nowaday almost nobody cames here.
I don't think that this is actually the case. Forum traffic and posting frequency hasn't changed much in the last few month.
The problem that people are getting bored by their projects is a common one. It's not jPCT specific. From reading the first few post on a new project on other forums, you can usually tell if it's going to dry out after a few weeks or not...most times, it does.

11739
Projects / ¿how much pleople still using jpct?
« on: October 21, 2005, 11:11:45 pm »
I'm using it...does that count?  :wink: I don't know exactly how many people are actually using it, because not all of them are giving feedback by mail or in the forum. Sometimes i find some stuff done with jPCT just by accident (like a simulator for theme park stuff or a modified car example that allows to steer the car via voice commands).

The tutorial stuff is still on my todo list... :roll:

BTW: I got mail from acorn98 some days ago who is still using jPCT (that means +1 for the list). I hope he'll post something about his new project soon. I had the chance to take a look at a small preview version and it looks really cool IMHO.

11740
Support / lightmaps
« on: October 20, 2005, 04:54:27 pm »
Quote from: "rolz"
I see the thread is way too old, but can you please add support for these features, at least for hardware renderer  ?
Hardware only support for multi texturing? I'll see if it fits somehow into jPCT...

11741
Projects / Technopolies
« on: October 18, 2005, 06:53:50 pm »
Quote from: "rolz"

-improved performance for precise Z coordinate calculation on ground.
( adjustable by game.disable.fast.placement parameter in techno properties)

Changed
Code: [Select]
object3d.calcMinDistance(v1, v2) (2000ms)
to
Code: [Select]
object3d.calcMinDistance(v1, v2, n) (500ms)

still it is not as efficient as accessing avg heights data (<10ms)

Are you using an octree on the terrain?  calcMinDistance may benefit from it (apart from the rendering itself).

11742
Projects / Technopolies
« on: October 11, 2005, 11:47:50 pm »
Your progress is astonishing... :shock: But what about gameplay? I think it's looking very nice now as it is and it seems to be time to add some more gameplay. What do you have in mind gameplay wise?

11743
German corner / Will nen Gästebuch oder spam Topic :-)
« on: October 07, 2005, 02:05:24 pm »
Quote from: "General is back"
wenn das der gute Huuck noch mitbekommen würde....  :wink:
Tja, der ist nun im Ruhestand: http://englischlehrer.de/about/impressum.php...actually...

11744
Feedback / suggestion
« on: October 07, 2005, 09:37:40 am »
You get the id when adding the light to the World by using addLight() as a return value. Again: I agree that it would be better to handle lights as instances of their own, but just write yourself a Light-class that takes a World in the constructor and internally adds a new light to this world and holds the id. Manipulate the light by mapping the methods of your class to the corresponding ones in World. For example: Currently, there is no way to remove a light from the World, so just add a method disable() to your Light class and let it call World.setLightVisibility(myID, false). Got the idea?

Edit: rolz owned me...  :lol:

11745
Feedback / suggestion
« on: October 07, 2005, 07:32:39 am »
Quote from: "Melssj5"
Why wont you change that feature on jpct?
Because it will break all existing code and doesn't really gain you anything except for giving you the gut feeling that it's somehow "better" that way. One thing i really hate about non-commercial software (may it be open source or not) is when the API constantly changes without adding new functionality, i.e. when the only reason for a change is to make the developers of the API feel better.
But i may add such Wrapper as an option and put it into the util-package. I haven't done this until now, because nobody ever complained about it and because such a wrapper is drop dead simple to write by yourself if needed.

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