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Messages - EgonOlsen

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Feedback / Re: tried it, love it.
« on: January 17, 2003, 08:37:25 am »
Quote from: "acorn98"
Quick question for Helge... I can't find a way to cast shadows.

It's not a big problem (because I can always burn them onto my textures :wink: ), but... is there a way to do it using the engine?
No, there isn't. You'll have to do it the "texture-way". I thought about shadows some weeks ago, but i ran into some problems (virtual ones...i didn't really implement something) with the software rasterizer. That, and they would be veeery slow in software. Maybe the upcoming support for OpenGL will make me re-evaluate this decision...but for now: No support for casting shadows, sorry.

Support / more example files
« on: January 14, 2003, 12:45:49 am »
The same example using the new OpenGL support (not yet released!):

News / jPCT is going OpenGL...
« on: January 14, 2003, 12:25:20 am »
Update: The OpenGL version is showing nice progress, Here is a screenshot of the terrain example converted to OpenGL (i.e. converted to an application...there's really not much more required to make it use OGL).
Some features of the software renderer like 2D blitting won't be supported by the first version of the OpenGL renderer. Anyway, the release date of the new version is...when it's done!
Edit: At least 2D blitting from textures WILL be supported... :D

Feedback / New boy,eh?
« on: January 14, 2003, 12:19:25 am »
jPCT tries to hide the 3D specific stuff from the user as much as possible while maintaining an easy to use API. I hope that it not only tries this but achieves it to a degree. If it doesn't...feel free to ask...:)

News / jPCT is going OpenGL...
« on: 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 jPCT supports OpenGL nowm so the poll was rather outdated.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

News / In case you haven't noticed...
« on: January 02, 2003, 03:29:38 pm »'s 2003 now. Happy new year!

Projects / A brewing project and some arising questions...
« on: January 02, 2003, 03:28:20 pm »
Quote from: "RitschRatsch"

That shure is an option I'm actually considering, as jPCT is shurely a nice thing. I'd ask you to promise to release it under the GPL if you lose interest in jPCT, though. :-)

That time is far far away in the future... :)
But if it ever happens that i'm losing interest in jPCT, GPLing it is an option for sure.

Projects / A brewing project and some arising questions...
« on: December 26, 2002, 08:00:21 pm »
Well, i'm not really happy with the GPL as i'm not really happy with the idea to release the sources. If following projects are GPLed or not doesn't matter that much to me. My point is, that i don't want to see a bunch of variants of jPCT floating around...GPLed or not...and that i can't say "hey, just update to the new version and it'll work" anymore.
Isn't it possible to enhance the license (if required) in a way that basically says: This project is released under the GPL with all the bells and whistles but this particular part of it (jPCT for example) is not and comes with its own license (which it already has), albeit it's part of the distribution/project. I don't have a single problem with jPCT being included in whatever projects, but don't like to be forced to release the sources.

Projects / A brewing project and some arising questions...
« on: December 25, 2002, 02:53:52 pm »
First, i have to say that i remember Incubation and i also remember that i played it on an 486DX4-100 with 12MB Ram and no second level cache in software mode. That was slow...  
Anyway, back to your questions:
jPCT is a software engine which means that all geometry processing and rasterization is done by the CPU. Like all software renderers, it's fillrate limited most of the time but it also offers some optimizations to speed up geometry processing. If all of your 150 objects will be on screen at a time, the performance will be quite bad. If only a few of them are visible at a time while the others are off screen, the performance should be ok (depending on the used features and the resolution of course). jPCT culls whole objects based on their bounding boxes, so if an object's bounding box is off screen, it will be culled away very fast and not processed any further. The best way to determine if jPCT fits your performance needs, is to check it out. You may use the Primitives class to generate some "placeholder objects" (like some spheres or so) and place them into the scene in a way that roughly corresponds with what you are trying to achieve in the real game.
jPCT is JAVA and software and as such, it can't compete with a GF4/D3D hardware solution of course, but i really think that handling something like Incubation should be easily possible with it.
And regarding the license....i have to admit that don't know the GPL exactly. What is required to include jPCT into the project? I don't see a problem to include the JAR (that's what jPCT's license agreement states) but i don't want to see the sources included (which aren't publicly available anyway). I once gave the sources to some people and it got out of control, because they can never upgrade to a new version because they added their own specific stuff to jPCT which isn't included in the normal version of course. If this is ok for you, then go for it...

News / Version 0.81 has been released
« on: December 19, 2002, 01:46:42 am »
This version features an additional example (called "terrain") and adds some methods for better camera-handling as well as some minor changes and fixes regarding collision detection.
It still lacks a fix for the cloneObject()-bug that has been mentioned in the "bugs"-forum.

Support / more example files
« on: December 19, 2002, 01:42:37 am »
0.81 is out and the so called terrain example is included. Have fun with it.

Bugs / Object3d.cloneObject() doesn't copy Animation
« on: December 12, 2002, 06:00:05 pm »
Yes, you are right. I think that i'll add this in a way similar to your workaround to the next release. Anyway, the operation (cloning of animated objects) as a whole is a little questionable. A cloned object (A') uses the same Mesh as the object it has been cloned from (A). In case of animated objects, this will cause A' to perform the same animation as A and vice versa, because the same Mesh will be manipulated from within both objects. This behaviour is mentioned in the documentation of the getMesh()-method in Object3D.
If this is a bug or a decide... :D In some cases, the behaviour can be exactly what one wants and in some other cases, it's exactly what you don't want. If you don't want it, try to add
Code: [Select]
retObj.setMesh(origObj.getMesh().cloneMesh(Mesh.COMPRESS)); right after you've cloned the object. That should make it use the same animation data (which is a good idea) but perform the animation on a different Mesh.

Support / more example files
« on: December 09, 2002, 11:30:18 pm »
Update: I think that 0.81 will come with an additional example showing how to build your own objects without using a loader and a very basic example of a terrain. Albeit jPCT is as much of a terrain engine as Quake is (not at all!  :lol: ), it should be possible to do some basic terrain stuff with it and i think that i'm going to put this into the example.
Anyway, i still can't say when 0.81 will be finished.

Edit: The example will look like this:

Support / how to put objects to x-axis
« on: December 09, 2002, 08:01:58 pm »
I'm not totally sure what you are trying to the ground always flat? It is flat in the case you are describing (because it's a Box...why don't you use a Plane btw...?), but is this the normal case or just for testing? If your ground is not always flat, i think calcMinDistance() could be worth a try (remember to set collision modes accordingly). Another possibility would be to use a completely different data-structure to store the height of the ground at a specific position (a kind of heightmap). This could be faster than doing all on the polygonal level.
If the ground is always flat, there are two possibilities to get your objects "grounded". The first is: Try different values until is works... :wink:
The second is to obtain the dimensions of the object to do the translation accordingly. The problem is, that jPCT doesn't give you the object's dimensions. I can add this, if it would help (i.e. add the possibility to get the bounding box dimensions, which basically are the objects dimensions).

Support / more example files
« on: December 07, 2002, 07:58:37 pm »
Hi Olli,

i'm planning to do more examples in the future, each one targeted at a specific topic (like one example showing how to use MD2-files and animation, one for showing how to do your own texture-effects, one for blitting, how to write your own file-loader and so on...). But i'm kinda busy at the moment, so it may take some time for me to write them...
What topic are interested in the most?

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