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Messages - Varanda

Pages: 1 [2]
16
Support / samples under latest Android Studio
« on: March 11, 2016, 03:07:20 pm »
I really like everything I learned so far about this engine. A show stopper is the mess that Android did with this grable. I tried for 6 hours to get Bones and Ninja demos and so far no luck.

I tried using the AS project. It complains about missing android 4. Downloaded Android 4 and still no luck. Hacked the grable to set another API level, no luck. Tried to import Eclipse project. After many hacks still does not work. Tried to create a brand new project and move the java and libs. No luck either.

I completely acknowledge that all this nightmare is Google's mess. But it is being a show stopper for me. I would suggest to have contributors sharing successful projects for the latest AS for key features sample code. Otherwise, more people may give up for the stupid removal of gnumake and a gradle which does not provide any real and meaningful error messages.

17
Support / Re: Normal Map for Texture
« on: March 01, 2016, 08:36:30 pm »
Thanks. I know what you mean. I wrote the live streaming stack for BB10 (at QNX). I built a nice code base and have implemented the full stack in 4~5 months. Then, I spent 1.5 years or so making that stack to work with dozens of media content providers who had different interpretation of protocol, codecs and everything else you can think of. My beautiful base code became a mess in order to work with all providers.

18
Support / Re: Normal Map for Texture
« on: March 01, 2016, 08:29:49 pm »
Fantastic. I never wrote a GLSL shader but I was debugging a port for Mac where we where getting GLSL compiler errors in runtime. It was a collaboration for the following Blender branch done by Clemment:

http://www.clement-foucault.com/#blender_pbr

Anyways... it is great to have something to start up.

Thanks, Thanks, Thanks !!!

19
Support / Re: Normal Map for Texture
« on: March 01, 2016, 08:06:40 pm »
Both would be welcome  ;D
However, I do not want you to waist much of your time.

Those effects are desired. However, I need to publish this game ASAP in order to take advantage or the political momentum.
If it will demand too much investigation/learning then I may postpone these effects to a rev 2.

Thanks,
Marcelo

20
Support / Re: Normal Map for Texture
« on: March 01, 2016, 07:42:37 pm »
Thanks... will look at a GLSL code for that. BTW... the waving bushes, flowers, tree-branches on Naroth was animated or was implemented on their shades? On Distortion game, a game that I collaborated in the past, we used a proper shader for waving (we used the former C4Engine ).  If so would you have a sample code to point me out? Thanks.

21
Support / Re: Normal Map for Texture
« on: March 01, 2016, 06:23:12 pm »
Hello Egon,

About

Quote
keep in mind that shaders aren't as fast on mobile devices as the fixed function pipeline in many cases

Before I create/bake my normalmaps is your statements still valid for the 2014 and beyond devices?
I was considering to use NormalMaps for provide depth for all doors/windows for the building that I am modeling. Would rather be better to use geometry for them?


22
Support / Re: Prof. Giovanni's Video
« on: February 29, 2016, 04:34:23 pm »
Good news,

Prof. Giovanni has authorized the publication of his video.
It is available at:

https://youtu.be/6SLz7tMBA8k




----------------------------------
Quote
Begin forwarded message:

From: "MALNATI GIOVANNI" <d002235@polito.it>
Subject: Re: Your video about jPCT
Date: February 29, 2016 at 9:24:50 AM EST
To: "CGLabs" <cglabs@mail.com>

Hi Marcelo.
If you think it may help someone, please do it.
Would you mind, once you have published it, sending me the link?
Thanks in advance
gm


23
Support / Re: Performance with many objects, low fps
« on: February 29, 2016, 02:38:15 pm »
Naroth looks fantastic. Left a rate/review there. It is a big motivator for anyone to choose jPCT. I am sold already... will bug you guys for the nex few months :-)

My game will be much simpler. It has political motivation to fight corruption in Brazil... it will focus more on sending a message than the gameplay itself.
However, I believe that will be fun. A corrupt guy is climbing a particular building in a KingKong style; the Player, first person with a small chopper cockpit overlay, will flies around the building shooting fruits towards the kong. The idea is to stop him to reach the top. surround the building are other building (a couple 3D but most drawn in the Skybox). Kong can throw back rocks and may damage the chopper. All these elements have political meaning. I want to deliver this game ASAP to take advantage of the current political context; otherwise, It may not make much sense anymore.

Thanks for your help,
Varanda

24
Support / Re: Prof. Giovanni's Video
« on: February 29, 2016, 01:35:28 pm »
Thanks.... just sent an email to him. I hope he get it and authorize as it is a great video.

25
Support / Re: Performance with many objects, low fps
« on: February 29, 2016, 01:53:39 am »
Hello,

I am searching on the forum for performance numbers but I was not able to find much data.
I would like to get a sense how much vertexes I can have in my scene to get >15 fps running in a 2 year old Android.
Also, how "expense" is bone animation (if relevant in terms of FPS dropping).

Is there any topic where developers report numbers like that?

Thanks,
Varanda

26
Support / Prof. Giovanni's Video
« on: February 29, 2016, 12:13:00 am »
Hello All,

I have placed a copy of Prof. Giovanni in my YT Account as private.

Does anyone have Professor's Giovanni contact? In case he authorizes to make it public then I would do so.

Thanks,
Varanda

27
Support / Re: choosing a game engine
« on: February 28, 2016, 06:55:35 pm »
Thank you all,

I will do my homework and play a bit with jPCT.
For the records my name is Marcelo Varanda, Brazilian/Canadian. I write code for living (mostly for embedded in C, some LUA, Python, very little in java). My websites are:

http://www.cglabs.com.br
http://www.cglabs.ca

Latest published game (gameplay3d engine):
https://play.google.com/store/apps/details?id=com.gclabs.gaminandes_sp

Latest published animation:
https://youtu.be/1CUxdGwYU3U

Egon: I believe that you are the guy behind jPCT; amazing having guys like you providing foundation and support for the game community. I believe that collaboration will transform our world for better.

Anyways...  I may bug you guys more for a while.

Thanks once again,
Varanda

28
Support / Re: choosing a game engine
« on: February 28, 2016, 03:28:24 pm »
Thanks for the answer Thomas, you game looks fantastic. The color and other attributes control were really cool.
Yea... I like being in control... used C4Engine and Gameplay3D in the past for that reason.

If anyone else want to add more inputs would be welcome.

I noticed that YT has removed the "An introductory lecture by Prof. Giovanni Malnati" video. Is it hosted in any other sharing video site?

Thanks in advance,
Varanda

29
Support / choosing a game engine
« on: February 28, 2016, 01:17:39 pm »
Hello All,

I wrote in the past a couple mobile Games and Apps using BlackBerry Java, C++ (Gameplay3d), Objective-C.
I am starting a new simple game for Android (maybe port to iOS if game is successful). As the last GE I used was based on NDK portability was a bit of problem across the diversity of Androids themselves. I came across JPCT and it looks like a very solid project. Therefore, I would like to consider using it. I someone could help answering the following questions I would appreciate:

1- How lighter (or heavier) is jPCT comparing to Unity3D in terms of footprint and performance? a list of pro/cons on jPCT vs Unity would be very appreciated.

2- I am very proficient in Blender. How easy is to export models with Armature to jPCT? Is required another library?

3- I am not very familiar with the latest Android Studio. I was not able to run the two sample after frustrading hours dealing with gradle. Tried to run under Eclipse but was not much luckier. Is there samples out there that builds fine for the latest Android Studio (crappy gradle)

4- Would jPCT-AE  run under iOS in the future?

5- For gameplay3d.org I collaborated with a Blender add-on and a scene viewer for that engine. That made very easy to create a scene in Blender and see the very same in gameplay3d. Anyone wrote a similar utility using jPCT? That would be very handy.


Thanks a lot in advance,
Varanda

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