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Messages - fireside

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Support / applet site
« on: February 18, 2008, 05:13:20 am »
Out of curiosity mostly, what type of site would I need to host a game applet?  I have a phone modem so a home server is out.

Projects / Re: Object3D Editor
« on: February 18, 2008, 03:50:57 am »
I'm not sure what you mean about nothing more than email, but filefront is a great file hoster that's free and never stops.  It has unlimited downloads.  You have to join and get a password.  You can keep a blog there too if you want. 

Support / Re: animation
« on: February 17, 2008, 04:01:02 pm »
I don't know if I missed this before, but I'm getting an error loading the animation files, now.  It's says "bounding box missing in this mesh".  I did the stand load exactly the same, but it doesn't give me an error for that, but when I load the walk meshes, it gives me that error.

edit: did a search and found it.  It needed a build.

Support / Re: animation
« on: February 17, 2008, 02:09:27 pm »
O.K.  That clears things up.  I was wondering just how all that could work.

Support / Re: animation
« on: February 17, 2008, 01:01:05 am »
Well, I found some animation code and tried to work it into my helloworld app that's being converted to my game.  Right now, the mouse loads and I can move him right and left with the arrow keys.  I added the animation code as shown(I'm including the game loop in case it's throwing something off).  Basically, nothing at all happens.  It works just like it did before I added the animation code.  No errors are thrown.  I tested the walk models as the stand and they all loaded.  The stand model is still being displayed in the game.

Code: [Select]
    Mouse = loadModel("stand.3ds",1);           
  Mouse.translate(0, 15, 0);;
TextureManager tm = TextureManager.getInstance();
    Texture tex=new Texture("fur.jpg");
    tm.addTexture("fur", tex);    
    tex = new Texture("red.jpg"); 
    tm.addTexture("red", tex);    
  Animation walk = new Animation(4);

    Object3D platform = loadModel("platform.3ds",1);
platform.translate(0, 20, 0);;

private void loop() throws Exception {
fb = new FrameBuffer(800, 600, FrameBuffer.SAMPLINGMODE_NORMAL);
Canvas canvas=fb.enableGLCanvasRenderer();

while (frame.isShowing()) {
  if(rotL < 16){
  Mouse.rotateY(3.1416f/16f); rotL++;}
  goingRight = false;rotL = 0;}
  if(rotR < 16){
  Mouse.rotateY(-3.1416f/16f); rotR++;}
  goingRight = true;rotR = 0;}


Projects / Re: Labyrinth Z
« on: February 16, 2008, 07:57:11 pm »
I'm running it with 4GB (3.4 usable under Vista32) on a 3Ghz Core2 Quad. It runs like a charm. I have a parallel XP installation, but i'm not using it except for some games. Personally, i really like Vista.

I'll probably pick up some more memory in a bit.  I had a computer failure and had to run down to Best Buy and grab something cheap.  It does a lot of flaky stuff for me.  I created a folder and dropped a file in it from an art program and it doesn't even show up in the Vista file manager.  If I open the art program, there it is.   I've gotten used to most of it, but I don't like steering my way around in the file manager.  I think an OS should be more of a background deal that doesn't waste system resources so it just seems kind of corny to me.  The windows are much more tastefully done than XP.  They don't stab out your eye.  But generally, I think it's kind of a Microsoft rip to get some extra money.  One of the reasons I'm moving to Java is that I don't want to be tied to a platform and I want my files to be easily portable. 

Projects / Re: Labyrinth Z
« on: February 15, 2008, 11:34:41 pm »
Yeah, kind of a Lemmings with one character and lots of switches and elevators and things.

It's Vista.  It looks nice, but it kind of sucks.  It's buggier than an ant hill, and one gig of memory is just enough to tow it.  It uses system resources like it can't get enough.  I've never seen any system access the hard drive that much.  It's like Christmas watching the hard drive light blink constantly.  And get this, it takes the OS zip utility six minutes to unzip jpct.  Luckily I found another one that's compatible that takes about a second.

Projects / Labyrinth Z
« on: February 15, 2008, 06:03:43 pm »
I realize I'm just starting with jpct and it's a bit early, but I have to work on a project to keep my interest up.  So, my project is a platform/puzzle game called Labyrinth Z.  It stars a humanized mouse and will involve getting jumps right through timing and moving a lot of levers and switches for elevators and anything else I come up with as I go along.

Support / Re: animation
« on: February 15, 2008, 05:21:10 pm »
O.K. thanks.  I'll have to just start playing around with it till I get some understanding.  I'm not quite clear on it yet.

Support / animation
« on: February 15, 2008, 09:15:52 am »
I'm just starting to look at animation.  I did a search and tried the two possibilities in Blender.  The md2 looks to be hopeless.  So I'll need to load 3ds key frames.  From what I read you load them and add them to the animation.  The part I don't quite understand is how you assign it time wise.  For instance, if I do a walk animation I might have a key at 1,5,10,15 or something.  In this case, it's evenly spaced, but other animations don't have evenly spaced key frames so how do I assign times to the key frames?

Support / Re: polling problems
« on: February 14, 2008, 03:12:27 am »
Nevermind, apparently I didn't need to do anything with WindowEvents, I just needed to add the keymapper to the frame, or vice versa, whatever.   

Support / polling problems
« on: February 14, 2008, 02:31:28 am »
I can't seem to get keyboard polling working in the hello world program.  I copied the poll and keyaffected functions from the fps and have some variables.  I don't get errors on the program, but when I try to run it with the polling I get these errors:

Exception in thread "main" java.lang.NullPointerException
   at HelloWorldAWTGL.poll(
   at HelloWorldAWTGL.loop(
   at HelloWorldAWTGL.main(

OK I think it was null because I didn't include these lines:
       frame.addWindowListener(new WindowEvents());
       keyMapper=new KeyMapper(frame);   

but now I get an error on the WindowEvents() function saying it can't resolve it, so apparently I'm not importing something.

Support / lwjgl
« on: February 14, 2008, 01:07:50 am »
Little question on LWJGL from a java noob.  If lwjgl were on the classpath of my java runtime of my system, and I clicked on a game written with jpct and run from the web start, would it use the LWJGL on my system and have a faster load time?  This probably means nothing to anyone but a phone modem user.

News / Re: Release candidate of 1.16
« on: February 13, 2008, 08:43:15 pm »
Oh, yeah, how did I miss that other stuff, sorry.  I'm going to try to set up a whole new workspace in Eclipse and try to get this keyboard polling working.  I had started with that Cartoon Network program and I see now it was missing some files it needed.

News / Re: Release candidate of 1.16
« on: February 13, 2008, 04:58:16 am »
I don't suppose you could put keyboard polling in the hello world example?  I've been trying for a while and I can't get it to work.  The other examples are a little too big for me right now.  I just know the basics of Java, haven't done any windowing. 

Also, it started working for me when I accidentally overwrote my older jpct with the newer one. But then I erased the jpct folder and extracted this new one and now the runjava bat file doesn't work anymore and I get his error:
Actually, I think it's an extraction error.  I've tried two unzip utilities and I get an error on both.  It probably has something to do with this piece of crap called Vista, but the older version of jpct  extracted o.k.  I think it has something to do with the picture for hello world. 

C:\Downloads\jpct\examples\helloworld>java -Djava.library.path=../../lib/lwjgl-1
.1.4 -Xmx128m -classpath classes;../../lib/jpct/jpct.jar;../../lib/lwjgl-1.1.4/l
wjgl.jar HelloWorldAWTGL
Exception in thread "main" java.lang.NoClassDefFoundError: com/threed/jpct/Objec
        at com.threed.jpct.World.<init>(Unknown Source)
        at HelloWorldAWTGL.<init>(
        at HelloWorldAWTGL.main(
Caused by: java.lang.ClassNotFoundException: com.threed.jpct.Object3DList
        at$ Source)
        at Method)
        at Source)
        at java.lang.ClassLoader.loadClass(Unknown Source)
        at sun.misc.Launcher$AppClassLoader.loadClass(Unknown Source)
        at java.lang.ClassLoader.loadClass(Unknown Source)
        at java.lang.ClassLoader.loadClassInternal(Unknown Source)
        ... 3 more
Caused by: incomplete literal/length tree
        at Source)
        at sun.misc.Resource.getBytes(Unknown Source)
        at Source)
        at$000(Unknown Source)
        ... 10 more

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