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Messages - EgonOlsen

Pages: 1 ... 785 786 [787] 788 789 ... 822
11791
Support / counter-clockwise order
« on: July 28, 2005, 05:01:54 pm »
In jPCT, the camera is defined by its position and a rotation matrix, not by "look at" and "up" vectors. If you want the camera to "tilt", just do a rotateZ(<float>) on it. This will work even if it's not aligned with the worlds z-axis.

11792
Support / New to jPCT - Is it for me? Can I do...?
« on: July 27, 2005, 06:42:46 pm »
Yes, billboarding has nothing to do with perspective projection. About mixing 2D blitting and 3D graphics, you may have already noticed from reading the other threads about this, that it has some problems....i may be possible in one way or another, but not exactly fun IMHO.
Using billboarded, textured planes for the sprites may result in problems with the software renderer, because you have to set the billboarded objects to transparent (at a high value, for example 6) and the software renderer handles this slightly different for performance reasons. So using OpenGL, the sprites will most likely look fine but using software, the may look a bit too dark. I just wanted to mention this in case you are wondering.

11793
Projects / Technopolies
« on: July 27, 2005, 05:44:12 pm »
Quote from: "manumoi"
Is there a specific reason you choosed to do all your processing on your server? My own approach is to separate processing. Each clients will do collision detection... etc and send periodically its new position to the server... The server will maintain a collection of object position and it will send that collection to clients... It is more or less oriented on a grid topology:  each node/client participates to the processing...I think if the number of clients grow, the performance should not differ that much. So is there something that made you choose to centralize your processing?
Depending on how you are implementing the collision detection, this may cause trouble IMO. Imagine entity A on client a move towards entity B (standing still on a) and entity B on client b moves towards A (standing still on b). Locally, this is no problem. On a, you correct the movement of A to not run into B and on b, you correct B's movement to not run into A. a and b are then sending the result back to the server. But then, A and B may cover the same space.
Have a look:

11794
Support / counter-clockwise order
« on: July 27, 2005, 05:14:11 pm »
What exactly do you mean by "align with z-axis"? The camera is aligned with the the z-axis by default. If you want to align it with the z-axis of an (rotated) object, there is an align()-method in Camera. If you want to align it with any vector, you can do something like this:
Code: [Select]

// Look up
camera.setBack((new SimpleVector(0,-1,0)).getRotationMatrix().invert3x3());


But it's cheaper to do the rotations directly on the camera instead of aligning it afterwards. Or did i get you wrong?

About the message: You are right. I've avoided this until now, because i don't really see it as an error. But i'll add a one-time warning once you are exceeding the limit (to not spam the console with such messages).

11795
Support / New to jPCT - Is it for me? Can I do...?
« on: July 27, 2005, 08:11:06 am »
The basic idea behind jPCT is to keep things simple, so it should be suitable for beginners. It tries to hide all the "don't care" stuff from the user...something that others don't IMHO.
If it's suitable for you and what you have in mind...i don't know. You can do billboarded objects and you may emulate sprites with that. You can't do parallel projection, it's always perspective. This may or may not work for your project.

Hope this helps.

11796
Support / help on an LWJGL exception
« on: July 27, 2005, 08:02:15 am »
This usually happens if the awt event dispatch thread bails out for some reason, i.e. it's not the cause of a problem but the consequence. There should be another exception of some kind (for example in an overridden paint() method). Try to log StdErr into a file if you are having problems to spot this on the console (i.e. 2>myfile.txt)

11797
Support / how to blit jcomponents?
« on: July 26, 2005, 11:07:40 pm »
Quote from: "raft"
i'm afraid Egon will kick our asses as this is not a swing-awt forum :roll:
No no...feel free to discuss this topic here. I just can't contribute to this thread...all i'm getting when i'm using Swing are grey rectangles... :oops:

11798
Projects / Re: updated client
« on: July 26, 2005, 04:59:33 pm »
Quote from: "rolz"
- fixed concurrentModification exception
Are you sure? I've downloaded the new client, but i'm still getting the same exception:
Code: [Select]
Exception in thread "AWT-EventQueue-0" java.util.ConcurrentModificationException
at java.util.AbstractList$Itr.checkForComodification(Unknown Source)
at java.util.AbstractList$Itr.next(Unknown Source)
at aD.a(Unknown Source)
at aD.paint(Unknown Source)
at java.awt.GraphicsCallback$PaintCallback.run(Unknown Source)
at sun.awt.SunGraphicsCallback.runOneComponent(Unknown Source)
at sun.awt.SunGraphicsCallback.runComponents(Unknown Source)
at java.awt.Container.paint(Unknown Source)
at y.paint(Unknown Source)
at y.update(Unknown Source)
at sun.awt.RepaintArea.updateComponent(Unknown Source)
at sun.awt.RepaintArea.paint(Unknown Source)
at sun.awt.windows.WComponentPeer.handleEvent(Unknown Source)
at java.awt.Component.dispatchEventImpl(Unknown Source)
at java.awt.Container.dispatchEventImpl(Unknown Source)
at java.awt.Component.dispatchEvent(Unknown Source)
at java.awt.EventQueue.dispatchEvent(Unknown Source)
at java.awt.EventDispatchThread.pumpOneEventForHierarchy(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.run(Unknown Source)


The client.jar is dated 2005-07-25 11:17. Is that the most current one?

11799
Support / counter-clockwise order
« on: July 26, 2005, 04:34:09 pm »
Could be that Config.maxPolysVisible is set to low so that some polygons are being discarded. Try to increase this value (before creating a World) and see if it helps.

11800
Support / counter-clockwise order
« on: July 25, 2005, 07:09:45 pm »
Try to disable backface culling by using the setCulling()-method in Object3D. Do the objects show then? This is of course not a good solution, just a quick test if vertex ordering is really your problem.

11801
Support / Problems with Texture
« on: July 24, 2005, 11:17:35 pm »
Quote from: "Uija"
Works great!
Just the OcTrees take forever and the "createTriangleStrips" you are using in the FPS example.
What exactly does it? and is it important for Terrains? ;)
Creating an octree takes it's time...it's already quite optimized. Creating triangle strips isn't...but it may be usefull on the terrain depending on how you are creating it. Google for "triangle strips" to see what they actually are and build your terrain accordingly. jPCT will recognize it and so there should be no need to call createTriangleStrips anymore.

11802
Support / Object3D rotation problem
« on: July 24, 2005, 09:02:27 pm »
Maybe that is his z axis then? What happens if you translate it along the getXAxis()?

11803
Support / Object3D rotation problem
« on: July 24, 2005, 07:35:59 pm »
Quote from: "Uija"
THIS is how it looks like.
i think you linked to the wrong picture. Is this the correct one: http://uija.net/images/error_rotation.jpg?
Quote
I hope you understand better now ;)
Well...uhmm...no... :?:

If you move the dragon into its local z axis' direction, it should move to the right (given the picture is the correct one). If you move it into the direction of the global z axis, it should move into the screen. I still don't get what you expect it to do instead... :?:

11804
Support / Problems with Texture
« on: July 24, 2005, 07:29:49 pm »
ASC is an old 3DS variant and 3DS is limited to 2^16 vertices per object. If you are using more, this may cause trouble. Are you?

Edit: You don't have to use the conversion step to ASC/3DS/whatever as you can create the triangles directly from your PNG and add them to the object "by hand" using addTriangle in Obejct3D.

11805
Support / Problems with Texture
« on: July 24, 2005, 07:07:50 pm »
u and v are a textures x and y with 0,0 being the upper left corner and 1,1 being the lower right. To map the upper right triangle of a quad with it's corresponding "triangle" of the texture for example, one would use (0,0), (1,0),(1,1)...and (0,0),(0,1),(1,1) for the lower left triangle.

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