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Messages - EgonOlsen

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News / In case you haven't noticed...
« on: January 02, 2003, 03:29:38 pm »'s 2003 now. Happy new year!

Projects / A brewing project and some arising questions...
« on: January 02, 2003, 03:28:20 pm »
Quote from: "RitschRatsch"

That shure is an option I'm actually considering, as jPCT is shurely a nice thing. I'd ask you to promise to release it under the GPL if you lose interest in jPCT, though. :-)

That time is far far away in the future... :)
But if it ever happens that i'm losing interest in jPCT, GPLing it is an option for sure.

Projects / A brewing project and some arising questions...
« on: December 26, 2002, 08:00:21 pm »
Well, i'm not really happy with the GPL as i'm not really happy with the idea to release the sources. If following projects are GPLed or not doesn't matter that much to me. My point is, that i don't want to see a bunch of variants of jPCT floating around...GPLed or not...and that i can't say "hey, just update to the new version and it'll work" anymore.
Isn't it possible to enhance the license (if required) in a way that basically says: This project is released under the GPL with all the bells and whistles but this particular part of it (jPCT for example) is not and comes with its own license (which it already has), albeit it's part of the distribution/project. I don't have a single problem with jPCT being included in whatever projects, but don't like to be forced to release the sources.

Projects / A brewing project and some arising questions...
« on: December 25, 2002, 02:53:52 pm »
First, i have to say that i remember Incubation and i also remember that i played it on an 486DX4-100 with 12MB Ram and no second level cache in software mode. That was slow...  
Anyway, back to your questions:
jPCT is a software engine which means that all geometry processing and rasterization is done by the CPU. Like all software renderers, it's fillrate limited most of the time but it also offers some optimizations to speed up geometry processing. If all of your 150 objects will be on screen at a time, the performance will be quite bad. If only a few of them are visible at a time while the others are off screen, the performance should be ok (depending on the used features and the resolution of course). jPCT culls whole objects based on their bounding boxes, so if an object's bounding box is off screen, it will be culled away very fast and not processed any further. The best way to determine if jPCT fits your performance needs, is to check it out. You may use the Primitives class to generate some "placeholder objects" (like some spheres or so) and place them into the scene in a way that roughly corresponds with what you are trying to achieve in the real game.
jPCT is JAVA and software and as such, it can't compete with a GF4/D3D hardware solution of course, but i really think that handling something like Incubation should be easily possible with it.
And regarding the license....i have to admit that don't know the GPL exactly. What is required to include jPCT into the project? I don't see a problem to include the JAR (that's what jPCT's license agreement states) but i don't want to see the sources included (which aren't publicly available anyway). I once gave the sources to some people and it got out of control, because they can never upgrade to a new version because they added their own specific stuff to jPCT which isn't included in the normal version of course. If this is ok for you, then go for it...

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.

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