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Messages - EgonOlsen

Pages: 1 ... 789 790 [791] 792 793 ... 822
11851
Support / Re: Texture
« on: May 15, 2005, 06:23:42 pm »
Quote from: "Pelle"

Is there a way where I can create a new instance of a texture without loading a new image.
Currently not. You may load an Image into a byte array and access that as a "blue print" for loading the texture via an ByteArrayInputstream multiple times. There is a post somewhere here about loading a texture from an byte array.

11852
Support / Need tips to do a Dungeon Master type game
« on: May 13, 2005, 03:49:53 pm »
Quote from: "Wismerhill"
I hope constructing a whole level is not too long, I'll have to test that. Maybe it can be done in a background thread to accelerate level transitions.
Should be fast enough unless your levels are really large...

Quote from: "Wismerhill"
How do you alter wall tessellation ? Do you have a library of wall objects or are they constructed at runtime using primitives ?
I'm creating them with the desired tessellation at load time from simple triangles, i.e. addTriangle(...) in Object3D.

11853
Support / Need tips to do a Dungeon Master type game
« on: May 12, 2005, 06:51:15 pm »
Recreating the tiles every step is too expensive IMHO. I suggest to create the complete level at startup and use an OcTree to subdivide it for faster processing/rendering. That's what i'm doing in Paradroidz (http://www.jpct.net/paradroidz). My maps are very similar to Dungeon Master layout...like this one:

Code: [Select]
**a*****************
*       d       d  *
********* *****d*  *********
        * *     *a**       *****
        *l*        d  l    d   a
        ***        *       *****
*********          *********
*       d          *
********************


I load the file at startup, parse it and create the Object3Ds required for it (in Paradroidz, i'm using one for the walls, one for the floor and one for the top level)...the result is something like this:



By creating the Object3Ds out of ASCII files, i'm free to increase wall tessellation if i want to (to increase vertex lighting quality for example).

BTW: The basic ASCII-level-loader was written with a kind of Dungeon Master clone in mind...because that was what i was planning to do before i decided to switch to a Paradroid clone. That's why Paradroidz's JAR file is still named Naroth: I wanted to write a successor of my old Amiga RPG (http://amiga.emucamp.com/quelle.htm)

11854
Projects / Re: Leaving the starting area
« on: May 11, 2005, 09:32:45 am »
Quote from: "rolz"

 A couple of quest bots has been placed to a starting location (Russian and English) to help testing combat mode. You have to do is to ask them to give you training. You will be teleported to a random location with hostile, ally and neutral units (60%/10%/30%). the fight will continue unless there are no hostiles left on the map.
I've already figured that out, but somehow the combat doesn't work. I can give my orders, end the turn, get a wait-bubble and that's it....there seems to be some occasional network traffic but nothing else happens. No one moves, fires or anything and the wait-message doesn't go away... :cry:

11855
News / Forum is at 2.0.15 now!
« on: May 09, 2005, 11:18:10 pm »
Plain and simple...

11856
Projects / Technopolies
« on: May 09, 2005, 08:17:22 pm »
Coooool stuff....will OpenGL be optional or have you dropped software rendering completely?
I'm still having problems to figure out how to leave the starting area. I can walk on the places which seem to be the transition points between the areas, but nothing happens. Am i missing something here?
BTW.: I've corrected the link on my projects page to the new IP.

11857
Bugs / AWTGlRenderer
« on: May 03, 2005, 11:56:37 pm »
Fixed it. The new version is here:
 
http://www.jpct.net/download/jpctapi_106a2.zip

But if you reach the limit of maxPolysVisible, you'll still get problems, because the polygons wont be drawn anymore. But at least it doesn't crash now.

11858
Bugs / Re: Ok, figured it out
« on: May 03, 2005, 11:22:18 pm »
Quote from: "rolz"
Just figured out the problem was in too small Config.maxPolysVisible setting
It should not behave this way even in that case. I'll look into it...

11859
News / Forum is 2.0.14 now
« on: May 03, 2005, 01:05:29 am »
Because bigger is better.

11860
News / Re: wow
« on: April 27, 2005, 10:50:12 am »
Quote from: "rolz"
btw, what pitfalls do you mean except signing the applet ?
Loading the native parts (dll, so, jnilib) is a pain. There is no other way than loading it from the server via http and copying it to the local harddisc. And even then, loading it via System.load("...."); fails at least in Firefox (haven't tried IE), so i had to copy it into the firefox installation directory...ARGHHH! And it's slow...so using it in applet is possible in a controlled environment, but for a web-distributed game...not really!

BTW: Are you using the AWTGLRenderer now? Any feedback on how it works?

11861
News / Applets and OpenGL
« on: April 25, 2005, 08:56:22 pm »
Question: Can jPCT's OpenGL renderer render into an applet using the new GLCanvas support in (upcoming) 1.06? Yes, it can:



It's quite slow (about 1/10th of the normal speed) and has a lot of pitfalls regarding loading of the native library, but it works...

11862
Support / jOGL support
« on: April 22, 2005, 04:13:21 pm »
I've just uploaded a slightly newer version that fixes a problem in AWTGLRenderer.dispose() and adds a listener interface (IPaintListener) that can be used as a hook into the AWTGLRenderer (for correctly counting fps for example).

11863
Feedback / kind of brain storming
« on: April 22, 2005, 12:20:08 pm »
Quote from: "raft"
he even didnt let me talk about karga and some of its hidden (at the moment) capabilities (like suggesting actions to others) and about jpct of course
Maybe he was busy trying to figure out, why their website doesn't work... :twisted: At least i can't access it... :?:

11864
Feedback / kind of brain storming
« on: April 21, 2005, 11:34:37 pm »
While you are here: Why are the links on your "credits" page just texts, no real links?

11865
Support / jOGL support
« on: April 20, 2005, 04:48:39 pm »
When using the new AWTGLRenderer, it helps performance to set Config.glVertexArrays to true, because it reduces load on the command queue. It usually is a good idea to use this setting in OpenGL mode, but especially when using this renderer.
Funny thing about the renderer is, that jPCT gets multithreaded for free when using it. Scene management, transformations and stuff happen in one thread while the actual painting happens in another (the dispatch event thread). This is noticable on a HT/dual cpu machine: Where an application uses around 50% (i.e. one cpu) when using the GLRenderer, it starts to use up to 95% when using the AWTGLRenderer. Would be interesting to see the performance of this on a real dual cpu setup, because hyperthreading doesn't really cut it...

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