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Messages - EgonOlsen

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11896
News / Forum updated to 2.0.13
« on: February 28, 2005, 05:39:12 pm »
Again, this should fix some security problems.

11897
Support / camera basics
« on: February 26, 2005, 02:07:08 pm »
Quote from: "raft"
here it is. one must reset rotation matrix after rotating mesh, without it the result is as rotating it twice  8)
Yes, i should have mentioned this... :wink:

11898
Support / camera basics
« on: February 25, 2005, 05:55:56 pm »
What is "direction"? A SimpleVector like (0,1,0)? The behaviour that it moves according to moveSpeed is correct. The ellipsoid just defines the bounds of the object/camera, not the translation that it makes when moving. That's what moveSpeed is for.
Regarding your directional problem, i assume that you are applying a rotation to the level, so that object space and world space don't match anymore (for example: You do a rotateZ(a) on an object and the same on the camera (explicit of implicit (lookAt() or similar may cause this). This looks exactly the same as if you hadn't rotated anything at all, but when moving in world space (which the camera does), the outcome will be different).  If this is the case, you either have to apply this rotation to your direction vector too, or rotate the level object permanently by using the rotateMesh()-approach.

Edit: As a rule of thumb: Make sure that object space and world space match (except for translations..they don't matter in this case) for your world/level/main object. That makes life a lot easier.

11899
Support / Animation
« on: February 25, 2005, 12:06:18 am »
Could be that 3DS merges some vertices on the one model but not on the other...maybe loading them into an MD2 editor will fix the problem. However, i don't know very much about MD2 editors, but Milkshape can export to MD2. Maybe it's worth a try.

11900
Support / Z-Buffer accessible
« on: February 23, 2005, 06:23:14 pm »
I've changed the field to protected in jPCT 1.05, which has been released today. To access it, do something like this:

Code: [Select]
import com.threed.jpct.*;

public class BetterBuffer extends FrameBuffer {

  public BetterBuffer(int x, int y, int os) {
    super(x,y,os);
  }

  public int[] getZBuffer() {
    return zbuffer;
  }
}


But remember: This is a somehow unsupported hack and it won't work with the OpenGL renderer.

11901
News / Version 1.05 has been released!
« on: February 23, 2005, 05:59:00 pm »
You can find the changes here:

http://www.jpct.net/changes.html

What this version basically tries to do, is to reduce memory usage. By default, this is already the case but the more aggressive optimizations are disabled for compatibility reasons. However, here's a brief description what to do to maximize the effect:

Set Config.saveMemory to true.  Object3Ds should use less memory with this setting until they really need it (what may never happen). In that case, the memory will be allocated at runtime, what may cause hick-ups...then again, i never experienced them.

If you are using multiple Worlds but are not rendering them at a time, try to set Config.shareVisibilityList to true.

Set Config.polygonBufferSize to something between 10 and 100. Even 10 should be sufficient in most cases (if it's not, it will automatically be resized, but that may happen at times where you don't want it).

Have fun.

P.S.: It comes bundled with LWJGL 0.95 for Windows.

11902
Support / Z-Buffer accessible
« on: February 22, 2005, 08:09:08 pm »
It's not possible to do this in the current version, i'm afraid. Even in software mode, you would have to deal with the zTrick jPCT can use.  I don't think that i'll add a getZBuffer() method to FrameBuffer, but i can imagine to change the int[] that the zBuffer is protected. That way, you could access it, but only by extending FrameBuffer. That makes it clearer, that it's actually a hacky thing to do.
Would that help?

11903
Projects / Technopolies
« on: February 22, 2005, 06:25:51 pm »
Quote from: "Necormancer"
mmmm people
can i'm use you 3d engine fro my?
:?: I'm not really sure, what you are trying to ask here...

11904
Projects / Technopolies
« on: February 22, 2005, 01:12:21 am »
Seems to run better now regarding memory usage...at least it doesn't bomb out with "out of memory", which the former version did for me. The upcoming jPCT 1.05 version may be able to improve this even further, because it uses less memory by default and you can even tweak some things in addition.
Should be ready within a week...i hope...

11905
Projects / Re: Technopolies 0.75
« on: February 17, 2005, 07:27:03 pm »
Quote from: "rolz"
available at http://213.232.242.32/technopolies
Internal server error... :cry:

Edit: Seems to work again... :D

11906
Feedback / Free 3ds files
« on: February 17, 2005, 08:11:27 am »
Have you tried these: http://www.3dcafe.com/asp/meshes.asp ?

11907
Feedback / kind of brain storming
« on: February 16, 2005, 05:27:42 pm »
Whatever you do: Don't consider to use portals for it. It's a real pain to place them and support for them, while still being in jPCT, hasn't been tested for a long time now. Simply because nobody (including me) uses them. If you want spatial subdivision, use octrees. They are much easier to handle.
Concerning the rest of your post, maybe you should ask rolz about these things. He has a cool server based multiplayer game in the works. Check it out in the projects section of this board (if you haven't already). It's called technopolis.

Quote

trying to look rationally it seems to chose outer camera and movement with mouse clicks as far more reasonable.

I think that too. Making this in first person would most likely look and feel very sluggish.

11908
Support / strange malfunction
« on: February 15, 2005, 08:22:42 pm »
It must be something you are doing. Concerning jPCT's inner workings, there's absolutly no relationship between an objects rotation and the camera...unless you are creating one somehow.
The only thing i can imagine is that something gets confused by your multi-applet-one-world-different-cameras-approach, but even then...i can't think of anything that will cause this.
By "second camera" you mean "second applet", don't you? If you do, i assume that it doesn't rotate correctly in any of them, right? Or is it ok in one and wrong in the other?

11909
Support / Rendering different cameras
« on: February 15, 2005, 10:49:55 am »
Quote from: "Melssj5"
I made a List with static variables, one of them is the position using a simpleVector, and each applet has a camera, and an aircraft, but the rest of aircarfts are moved by updating the list content, well. The pronlem is that the textures of the other aircafts are not being displayed, only the own texture in each applet.
I don't get what you are doing there...do you have a screenshot to illustrate the problem?

11910
Support / strange malfunction
« on: February 15, 2005, 10:21:00 am »
Quote
So it worked perfectly so I made a 3D aplication for that, and it worked the mouse moved along the maze by it self, but when I tried to set a camara in front of the mouse, the mouse doesnt rotate, only move, just for changing the camera, that have nothing to do with the object called "Rat".


What do you mean exactly? Does it run into the walls of the maze instead? I can't see a relationship between your object (mouse/airplane/whatever) and the camera unless you are doing something strange in your attempt to allow multiple cameras in one world but different applets. Maybe a code snippet world help that shows how you are setting up the camera and moving your mouse and the camera.


Quote
Another problem but this is not strange, when I move the rat, The mobement is not continuous. it moves like a teletransportation and not like a movement like walking, is just about moving with a slow speed?


If you do a translation like (10,0,0), it will of course jump from its current position to current.x+10. If you want to happen this smooth, you have to interpolate it yourself (for example by moving one unit per frame instead of 10 until you've reached your destination).

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