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Messages - Disastorm

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16
Support / Re: out of memory help
« on: August 07, 2012, 11:25:36 am »
Do you know what error this is: "OutOfMemoryError: bitmap size exceeds VM budget" And why would this happen when the Memory Compactor says im only using 3000KB of memory?

Is that related to textures?

17
Support / Re: out of memory help
« on: August 07, 2012, 11:01:36 am »
Also keep in mind that, in case you are reusing instance variables, that

Code: [Select]
world=new World();

is not the same as

Code: [Select]
world=null;
world=new World();

The former one will use twice the memory while creating the new instance of World (or Object3D or whatever...) while latter won't.

really? Is this only in the case of making a World or for all objects? I have actually been setting objects to null to try to reduce memory usage but I wasn't sure if it was actually affecting anything or not.  Why does not setting the world to null first use twice the memory? wouldnt the old World have nothing pointing to it so it should be cleaned up?

*edit oh do you mean it uses twice the memory until after the new world is created than the memory usage goes back down?

18
Support / Re: out of memory help
« on: August 07, 2012, 10:58:09 am »
Hm that helped a bit but now it gets out of memory on the third start up after stopping twice. Its weird thouh because it says the "Memory usage after compacting" is only just under 3000KB but then I get an error saying "VM won't let us allocate 131072 bytes" "OutOfMemoryError: bitmap size exceeds VM budget"

19
Support / Re: out of memory help
« on: August 07, 2012, 10:20:28 am »
What if I want to dispose all of the textures and world though to load a new level or something like that?

20
Support / out of memory help
« on: August 07, 2012, 09:34:51 am »
Hello,

I'm making a game and it can start the first time fine, but after I close the Activity and start it back up, it gets an Out Of Memory error.  I unload all my textures, dispose the world and the buffer in the OnStop() method.  What is the best way for me to resolve this error, do I really need to decrease the memory usage, even though the first startup can start fine? Or perhaps I should just make my application kill the process when you quit, although I heard thats not a good thing to do in android?

21
Projects / Re: Thinking about some RPG..Android version.
« on: July 16, 2012, 11:05:18 am »
This game looks really good. I feel like if you add combat and a story that it could probably do well on the android market.

22
Support / Re: What am I doing wrong?
« on: June 27, 2012, 08:01:57 pm »
Thanks that worked.

23
Support / What am I doing wrong?
« on: June 27, 2012, 11:12:46 am »
Hello, I am trying to make an object move toward the camera. I was having some problems so i commented out the normalize call and tried to see if i could just make the object translate to the camera, but I couldn't do it.  This is the code I am using.

Code: [Select]
                                Object3D obj = data.getObject();
Camera cam = visualWorld.getCamera();
SimpleVector desti = new SimpleVector(cam.getPosition());
SimpleVector objCenter = obj.getTransformedCenter();
SimpleVector dest = desti.calcSub(objCenter);

System.out.println(objCenter.x + " " + desti.x + " " + objCenter.y + " " + desti.y);
//dest=dest.normalize();
// dest.scalarMul(0.05f);
obj.translate(dest);
objCenter = obj.getTransformedCenter();
System.out.println(objCenter.x + " " + desti.x + " " + objCenter.y + " " + desti.y);


Output:
973.6122 921.0 -13.489336 -21.0
2551.978 921.0 -483.8615 -21.0

Can you tell me what I am doing wrong?

Thanks.

*edit it looks like it has something to do with me setting a parent object.  When I remove the parent object it translates as it should. Do you know why this is? Could it be related to scaling on the parent?

24
Support / Re: weird problem
« on: April 13, 2012, 10:48:56 am »
It should work with shareCompiledData too. Have you tried the latest beta (http://jpct.de/download/beta/jpct.jar)? I remember that i fixed a similar issue in it...
You are right it works now.  I was originally using 1.23.

25
Support / Re: weird problem
« on: April 10, 2012, 07:55:10 pm »
I think I figured it out, I was sharing compiled data, so after disabling that its fixed.

26
Support / Re: weird problem
« on: April 09, 2012, 12:49:58 am »
Hello try again, meant to set it to unlisted.

27
Support / weird problem
« on: April 08, 2012, 01:45:52 pm »
Hello, do you have any ideas as to why this flashing happens on my objects texture, like it flashes from bright to dark depending on camera angle.
Heres a video: http://www.youtube.com/watch?v=3YF4sRAGFR8

Thanks.

28
Support / Re: Running multiple instances of program slow?
« on: April 01, 2012, 04:56:57 am »
Ok thanks.  I'm just trying to figure out exactly how shadow map should or can be used.  If I wanted each character to have a shadow for example, would it be best to have one projector source or is it possible to actually have a projector on top of each character and then have the shadowmap switch to each one and render them all in the main loop? Can you use multiple projectors or shadowHelpers?  Or is the best thing to do to have a single shadowHelper that follows relative to the camera.

29
Support / Re: Running multiple instances of program slow?
« on: March 29, 2012, 11:49:58 am »
is shadow map not intended to be used for big areas or games, because even at like 2048 it looks a bit pixellated?

30
Support / Re: Running multiple instances of program slow?
« on: March 29, 2012, 09:49:58 am »
It looks like its the Shadow Helper. If I lower the maxSize the lag decreases (with multiple instances).  Without the ShadowHelper the speed only decreases a little bit.

Here is a link to a rar with both the version with shadowhelper(using 8192 maxValue) and version without.  They both suffer speed decrease with multiple instances, but one is more severe than the other.  Just run Project3D.jar .


http://disastorm.com/files/ProjectBuilds.rar

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