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Messages - EgonOlsen

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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?

Support / jaw
« on: December 02, 2002, 10:03:57 pm »
JAW is not a very common format. In fact it was used by a very basic 3d engine for DOS some years ago and i decided to support it, because it's so simple and easy to understand. I once had a small converter for ASC (or 3DS...i don't remember it correctly) to JAW but i guess that it's gone over the years. I suggest that you use ASC instead.
IE and refreshing applets is kind of a problem. Try to reload the page holding down the STRG-key. This helps sometimes but not always. I usually quit IE too to refresh the applet-content.

Feedback / Re: looks great!
« on: December 02, 2002, 06:49:07 pm »
Quote from: "ollioikarinen"

Are you about to add some functions related to game physics or network gaming?
Support for network won't be implemented for sure, because jPCT basically is a 3D engine/API and not a full-blown game engine. The same is (almost) true for physics. To build a generic physics engine would a project of its own. Some basic methods that should help you doing your own physics should be there, maybe some more are needed. If this is the case, i'll think about adding them but i won't head for a complete physics engine myself in the near future.

Support / importing
« on: December 02, 2002, 06:35:15 pm »
To compile it (and to run the compiled file), you need to add jpct.jar (from the libs-dir of the API-distribution) to your CLASSPATH. Depending on the OS you are using the procedure to do this may vary. To add jpct.jar temporally to the CLASSPATH (during compilation only(, something like

javac -classpath %classpath%;[path_to_jpct]\jpct.jar

should work. Anyway, adding it to the CLASSPATH permanently is the better solution IMHO.

Feedback / Re: looks great!
« on: November 27, 2002, 06:39:04 pm »
Quote from: "felix"

i will test your software if it fits my needs, i think it looks great !
Thanx! If it doesn't fit your needs, feel free to tell me what's missing. I've already added some features by request.

BTW: Gre aus Hannover... :)

News / Version 0.80 has been released
« on: November 18, 2002, 11:57:58 pm »
Wow, the forum is overcrowded... :wink:
Anyway, jPCT 0.80 has been released. I had to modify some of the collision-methods in Object3D and World to make them returning the ObjectID and not just true/false. This way, it's possible to say that object x collided with object y and not just that x collided with something.
The source of the famous bounce-example (in the API-package) has been slightly modified to reflect this change.
Furthermore, a new Primitive (a box) and a new automated texturing method has been added as well as support for linear distance fog in a very basic form.

Bugs / Picking on backfaces doesn't work
« on: November 07, 2002, 11:42:21 pm »
A software needs to have bugs to be cool. So i'm posting about this one myself to fill this section with life.
It's simple: If you disable backface-culling for an Object3D and try to use the picking methods from Interact2D, backfaces (polygons that would have been culled with backface culling enabled) can't be picked. This will be fixed someday, but it's quite low on my priority list.

News / The forum is back up...
« on: November 07, 2002, 11:16:57 pm »
...albeit the former forum wasn't used very often, i thought that it might be usefull to have one up and running again. So here it is!

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