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Messages - EgonOlsen

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German corner / Tutorials
« on: November 30, 2003, 12:34:35 pm »
Wenn du den Würfel über die Primitives-Klasse geholt hast, dann hat er erstmal keine Texturkoordinaten, da es ein simpler Drehkörper ist. Du kannst z.B. mit calcTextureWrap() oder -Spherical() eine "draufkleben". Oder den Würfel selber über seine Koordinaten zusammenbauen.
Das mit den Threads ist stellenweise nicht wirklich nötig. Was ich immer tue, ist den Zähler in einem extra Thread laufen zu lassen, um eine Zeitmessung zu realisieren. Der Render-Thread müsste für Applikationen nicht wirklich sein; Du kannst ihn einfach weglassen. Für Applets ist er aber wichtig und um die Portierung zwischen Applet und Applikation zu erleichtern, baue ich es immer gleich so. Hat mit jPCT selber nichts zu tun und ich werde das aus den Beispielen vielleicht auch entfernen, da es wohl mehr verwirrt als hilft.

German corner / Tutorials
« on: November 29, 2003, 06:51:29 pm »
Ok, also in Deutsch:

Stimmt schon, dass die Beispiele uneinheitlich sind. Das liegt primär daran, dass sie zu völlig unterschiedlichen Zeitpunkten entstanden sind und ich jetzt manche Dinge nicht mehr so machen würde, die ich z.B. in Bounce so gemacht habe. Das "fortstrittlichste" ist somit sicher das fps-Beispiel. Es sieht so aus, wie ich jPCT momentan benutze.
C++-Stylisch kann ich nicht nachvollziehen. Ich habe nie viel C++ gemacht, also sollte mich das wirklich wundern. Sie sind sicher nicht sehr OOisch, aber das ist Absicht, damit irgendwelche wilden Objektkonstruktionen nicht vom eigentliichen Inhalt ablenken. Oder was meinst du jetzt genau?

Edit: Wenn du Tutorials schreiben möchtest, fände ich das großartig. Ich kann mich ja leider auch nicht zerteilen, weswegen es eine große Hilfe wäre.

German corner / Tutorials
« on: November 29, 2003, 12:41:31 pm »
Hmmm...the examples in the example-dir of the distribution are there for this. While they are not step by step tutorials, i think they are documented well enough to get you started. I think the terrain-example is best suited for this.
Then there is the "manual" which describes things on a more abstract level. If it's really needed, i may add a small "hello-world"-example to it.

Hope this helps.

News / Version 0.96 has been released!
« on: November 27, 2003, 09:15:52 pm »
Changes are documented here:

In addition, i finally replaced the jPCT-demo from the stoneage with a more current version. To be precise, the new jPCT-demo is simply the fps-demo from the examples-dir of the API-distribution bundled with LWJGL 0.7.

Have fun!

Bugs / Bug in 0.92-0.95 in Matrix.scalarMul()
« on: November 27, 2003, 09:12:37 pm »
The fixed version is out.

Support / Level file format - final ?
« on: November 26, 2003, 11:02:32 pm »
Quote from: "rob"
Another method we were thinking about using is loading pre made (serialized) texture objects instead of loading jpg and turning them into textures. Also we were thinking evenuatlly we would like to manipulate the textures on a pixel level.

Anyway, we are just trying to find something that will help us get the game built faster instead of f**king about with the engine - which we seem to suck at and you do not :)
Serialization is supported by jPCT, but the serialized output can be quite least if you serialize the whole world. Manipulating textures on the pixel level is also possible by implementing the ITextureEffect interface. However, this can't be used to create textures. If it's a showstopper for you that you don`t have a constructor for textures that takes an int[] as parameter, i'll possibly add this.

I like your Doom-engine...what's wrong with it? (Except for the limitations these engines always have).

Bugs / Bug in 0.92-0.95 in Matrix.scalarMul()
« on: November 20, 2003, 10:09:44 pm »
:oops: There's a bug in the scalarMul()-method in Matrix from version 0.92 on. This bug affects Object-scaling too, so this won't work anymore in all versions from 0.92-0.95. I'll release 0.96 to fix this ASAP.

News / The "rotating earth"-applet on the frontpage...
« on: November 13, 2003, 11:52:11 pm »
...i've managed to upload an updated version of it. Finally!
The new version uses jPCT 0.95 instead of the ancient 0.79 the old version was using.

Feedback / Insets and finding titlebar width
« on: November 12, 2003, 05:47:02 pm »
Thank you for that...i wasn't aware of this possibility and i'll add it to the next release.

Edit: Added!

Bugs / ArrayIndexOutOfBoundsException when loading 3ds in FPS demo
« on: November 12, 2003, 04:29:11 pm »
Please send me the model then, so i can verify the problem myself. It should work... :(

Bugs / ArrayIndexOutOfBoundsException when loading 3ds in FPS demo
« on: November 12, 2003, 12:50:19 pm »
Are you doing a

Code: [Select]

on the teapot?

News / Version 0.95 has been released!
« on: November 10, 2003, 06:21:38 pm »
Changes/fixes are documented here:

Have fun!

Bugs / ArrayIndexOutOfBoundsException when loading 3ds in FPS demo
« on: November 09, 2003, 06:12:42 pm »
I don't have 3DS at all. All i have are converters from and to 3DS. Seems like the error happens when merging the objects from the 3DS-file into a large one. It would be very helpfull if you could send me such a file of yours, so i can reproduce the problem better.

Edit: Fixed in 0.95

Support / Level file format - final ?
« on: November 03, 2003, 05:44:20 pm »
I'm not quite sure what you mean with "level-format" can basically use any supported format (well, except MD2) for storing your level. The demos are using the 3DS-format. It's quite small (at least compared to the ASCII-based formats) and a lot of tools are available for conversion from and to 3DS.
The XML-format was an attempt to create something that's easy to read/write, extendable and that supports portals. You may use it, but you have to do the conversion into jPCT's XML-format yourself.

About the final-thing: There are two reasons for this. Older VMs like it performance wise and there's not much encapsulation used within jPCT, so it would be quite hard to extend Texture (for example) without knowing something about the inner workings. I did this to keep the API small and fast...the price you pay for this is, that it's not easy for others to extend it. I can remove the final and see how it works out performance wise, but i doubt that you'll be very happy with it. What exactly do you have in mind? Using an int[](byte[])-array from an instance of your Image-object as a texture instead of loading it from somewhere else?

Support / texture
« on: November 03, 2003, 05:30:35 pm »
What does the texture do instead? Maybe you are using environment mapping for the sphere. What you should do is to either project a texture onto the sphere using Object3D.calcTextureWrapSpherical() or Object3D.calcTextureWrap() or use the sphere object i'm using for the demo. It's in ASC-format and can be found here: The suffix is ask instead of asc because older Netscape-browsers are having some problem with applets loading asc-named files.
Hope this helps.

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