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Messages - EgonOlsen

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Feedback / Still Another Suggestion...
« on: March 10, 2003, 08:01:13 pm »
I understand your point, but i'm undecided if i should support it that way. The thing is, that making setAdditionalColor() support the transparency as well somehow collides with the naming of this method (because the transparency isn't an additional color at's a basic property of the Object3D and it should be treated like that IMO). Maybe i'll add another method that does this combined setting instead...any suggestions for the naming of this thing?
I've added the setScale()-method you requested and it will be included in the next release that should surface within some days (at least i hope so). Anyway, the scale()-method is buggy in 0.84...the normals will be screwed up if more than one scaling is applied to the same object. Ever noticed that as a problem?

Feedback / Another Suggestion
« on: March 07, 2003, 01:57:07 am »
I'll have a look at it when my new system (P4-3GHz...  :D ) is ready and all my Java development stuff has been installed again.

Feedback / Feature Suggestion
« on: March 04, 2003, 09:14:19 pm »
Ok, i've added removeAllObjects(), removeAllLights(), removeAll() (as a shortcut for both), getObjects() and (while i was there) removeObject(Object3D). I haven't tested them much though, so please let me know if they do what you want them to do.
The new version is online, but i haven't changed the version number for's a silent update. :D

Feedback / Re: Feature Suggestion
« on: March 03, 2003, 10:56:56 pm »
Quote from: "PrimordialSoup"
I need a way to iterate over all the Object3D's that are attached to a particular World instance.  I saw no way to do that in jPCT's API.
   I guess for now I'll just have to keep an external LinkedList to do this, but I just thought I'd make the request.  Preferably I would like to have an iterator object to work with.
   In addition, a method to remove all objects from a world would be extremely helpful to me.
On a side note (for curiousity's sake) I was wondering how does jPCT's World class store it's references to Object3D's?

The references are stored in a Vector (plain and simple...and slow...but ok for the world because it's not a bottleneck at all). So i can either return this Vector (not that good IMO...) or its elements in an Enumeration. I can't use an Iterator, because that would be Java2 only and i don't want to break 1.1 compatibility. Can you live with that?
Should the "remove()"-method only empty the collection of objects or should it empty the whole world (incl. lights...)?

News / Version 0.84 has been released!
« on: February 27, 2003, 09:09:24 pm »
0.84 features some performance improvements and a new possibility to tweak the tranformations' performance for (semi-)static objects.
The 3ds can now load texture coords correctly (at least i hope it does...).

News / Verion 0.83 has been released!
« on: February 17, 2003, 08:24:46 pm »
The time of the betas is over, 0.83 has been released. This release offers (compared to the last beta, beta3) an improved performance for creating any kind of Object3D (may it be by using a loader, may it be by creating the object yourself...the speed it up to 10 times higher now!) and support for Octrees.

Projects / Racing Game
« on: February 12, 2003, 06:36:24 pm »
Quote from: "Neoteric"

Individually texturing the polygons has been deprecated in jpct, would you not reccomend that? Because it seems the only way to do landscapes properly.

It's still possible to texture the polygons individually when adding them. What is deprectaed is the possibility to change a polygon's texture AFTER adding it. The reason for this is the same i mentioned above while talking about the "vertex-shader"-stuff: The number of a polygon after adding it is not always the number it had when adding it, because jPCT optimizes the meshes (or call createTriangleStrips() and the whole mesh will be re-ordered). Maybe it's a good idea to allow some kind of IDs for polygons...we'll see....

Projects / Racing Game
« on: February 12, 2003, 12:51:25 am »
About Stuntcar Racer...i just discovered this one. Have a look:

Projects / Racing Game
« on: February 11, 2003, 10:28:23 pm »
Quote from: "Neoteric"
I haven't put a frame counter in yet, I'll put shading in soon if I can find a cheep way to do it, will need to know the frame rate then.

Providing it runs smoothly enough I'm not too worried.

Funny...a frame counter would be the first thing to put in for me...
Even if nothing else happens: I just have to know how fast this "nothing else" happens  :D
About the IGI-question again: I'm currently working on a octree-implementation for jPCT. That doesn't mean that something like IGI will be possible though, but it may ease the task somehow. current implementation lets you add an octree to an object in a single line of code, so even if it doesn't help, it doesn't hurt either.

Projects / Racing Game
« on: February 09, 2003, 04:20:06 pm »'s looking fine now. Is there a way to show the framerate or am i just blind?

Projects / Racing Game
« on: February 08, 2003, 01:04:07 am »
Good question. jPCT's design is targeted to be a game oriented but versatile 3D engine while maintaining a reasonable size (of the jar) and i added some optimizations (i.e. the portal stuff) for indoor rendering. For large outdoor scenes, a quad- or octree would be more usefull (and maybe ROAM...), but even's still Java. As much as i like Java, the fact remains that it isn't the fastest language around. I may add an octree implementation one day (at least it's on my list of "maybe-i-should-do-this" things) but i'm not sure if this would make something like Project IGI  possible. No one ever tried to do something like this in Java so there are no references. I believe that a lot more is possible with jPCT than i can think of at the moment (i'm always wondering what people are doing with the's everything but usually not what i have in mind when i'm programming... :D ).
About the frustrum culling: jPCT uses frustum culling on a per sector (for portal rendering), per object and finally per polygon base. It may help to split a terrain like in IGI into objects...which is a rather unlogical approach but it *may* work. Just a thought....

BTW: I had a look at your email-address. Are you the guy who wrote this raycasting applet with the slightly wrong rendered floors?

Projects / Re: Racing Game
« on: February 07, 2003, 06:42:47 pm »
Quote from: "Neoteric"
A question though... I would like my landscape to be sun-lit (i.e from a distance and static) what would be the way to do this?

I can imagine three different solutions to this problem:
1.) Code the lighting information into the texture. This may produce nice results in some cases, but to be honest i doubt that will in your case.
2.) Use the normal lighting jPCT offers. Place the "sun" in the distance and play with the lightMul, linearDiv and fadeOutLight parameters in Config. Maybe it's possible to produce the desired effect this way.
3.) (and this is NOT possible at the moment but something i'm still thinking about)...use a kind of simple VertexShader-Interface to implement some things on a vertex-level for yourself. Problem with this is, that i have to find a logical, convenient and fast way of doing this and that isn't that easy. Anyway, it won't help you much hear me talking about features that may come in the future...

So i suggest to go with the dynamic lighting jPCT offers. If it really doesn't work, please let me know where the problem is...maybe i can do something about it.

Quote from: "Neoteric"

Also how is texture repeating set so it isn't streched over the whole landscape?

That's not possible, because that would hurt the software-renderers performance too much. If you really need it, do the modulo-calculation by yourself on the texture-coords (before calling addTriangle()). But that will require that you build the object by yourself (i.e. not using one of the loaders in Loader). IF the vertex-shader-stuff mentioned above would be in jPCT, it should be possible to do such things in a more convenient way...IF.... :wink:

BTW: I loved stuntcar racer. It was a great game to be played via a (null-)modem connection.

News / Version 0.83 beta 3 has been released!
« on: February 06, 2003, 06:55:45 pm »
Quote from: "pepe"
The engine is compatible with Linux?
Yes. The software renderer will (should!) run on anything that supports Java1.1 (it does run on Apple, so it will run everywhere... :D )
OpenGL uses LWJGL which has been ported to Linux. I assume that it will work, but i haven't tested this (no Linux at the moment, just a plain FreeBSD webserver with no X installed). If it doesn't, blame LWJGL... :lol:

Support / obfuscation?
« on: February 06, 2003, 06:51:44 pm »
I don't know, because i don't know this program nor do i know what it does exactly. I don't see a problem in byte-code obfuscation alone, but maybe when classes are being renamed!? I'm not sure how an obfuscator handles dynamic class-loading. I have to do this for the FrameBuffer and the Renderers, which are only loaded on demand. If the obfuscator can somehow handle this: fine! If it doesn't, than at least changing class names won't work.

News / Version 0.83 beta 3 has been released!
« on: February 05, 2003, 11:59:16 pm »
Another beta version...i think a can get rid of the beta-status in the next version... :D
Anyway, this version adds support for sphere-polygon collision detection. This will suit some situations more than the ray-polygon based one (which is still available of course).
In addition, i reworked the OpenGL renderer a little bit to minimize state changes. This is always a good idea, even if the improvement isn't that large at the moment (read: none at all  :lol:  )

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