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Messages - Melssj5

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Support / Rendering different cameras
« on: February 15, 2005, 08:34:50 am »
Quote from: "EgonOlsen"

Hello again.

I found a way to render what U was looking but I have another problem now, well I hace 3 other pronlems but tgose will be different topics

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.

A craft is displaying its colors but not the others. What can it be?

Support / Rendering different cameras
« on: January 31, 2005, 02:07:30 am »
Quote from: "EgonOlsen"

You have to make sure that the renders take place in a defined order one after the other.

Yes, I am trying to render simultaneours cameras, becausse I made the game on applets, but when I run the applet, the same render is always being shown in both web pages, but I need different cameras in every web page, I am not using only one camera for every applet, I made a list called "Participantes" in wich every node is a player with is respective craft and camera, the problem is that when I asign a camera to the world to make a render, the view also cange in the other web page.

Should I use a World for every applet instead from one static World on an unique class to handle all the objects????

Support / Rendering different cameras
« on: January 30, 2005, 12:27:49 am »
Hello I am trying to make a multiplayer game, so I made a class called "Escenario", that have static fields and methods so they can be accesed from anywhere without declaring objects, The problem is that the render that I know how to do, renders the world throught an asigned camera, but I need to render what an specific and not asigned camera is viewing, for example: the examples that came with the api reference the camera to the asigned camera
Camera C=theWorld.getCamera ();

and C is the asigned camera, but if I want to use another camera I can do:

Camera C=new Camera ();
theWorld.setCameraTo (C);

and C is the asigned camera here.

But the camera to render must be always the camera asigned to World. My question is:

Is there any way to render to diferent cameras at the same time, because when I run my applet in my browser, it renders in both web pages the same camera. I dont know if my problem is being understood.

I nned to know how to render the content of a camera without asigning it as the World default camera.

Support / Watching everything
« on: January 02, 2005, 04:58:53 pm »
Quote from: "EgonOlsen"

Ok thanks, other 2 doubts.....

1) I did Config.glWindowsName="Whatever", but Whatever is not being displayed on the window, Did I Understood bad the   Config.glWindowsName ?

2) In another game I used a Map that is indoor and outdor, I used the Open Gl to render the scenes, but It moves very very very slow when any wall is in front, and too fast when nothing is in front, for example in the limit of the map, How can I do to get a good and stable performance.

Support / Watching everything
« on: January 02, 2005, 04:33:31 pm »
Hello, I what can I do to avoid that the far objects disappears, I am doing a game with huge outdoors maps, so I want to be able to see everything arround me but far objects dissaperas, everything gets black. Or how can I do to change the distance to became dark, I tried to use the Config fields but everything is the same.

Support / crooshair
« on: December 31, 2004, 05:05:23 am »
Is there any way of adding something like a crooshair to the camera, I think that I could link an Object3D to the camera, but I am looking for something like a texture placed on the camera, so I won need to move both objects.

Happy new year for everybody!!! :P

Support / my 3DS files dnt work
« on: December 26, 2004, 10:01:25 pm »
Quote from: "EgonOlsen"

Yes I will, but Its very extrange that it works on applets chanching the name from .3DS to .3ds and worked perfectly, but in frames it doesnt. I think that is the same problem that had the guy who post the topic, I think that somthing is worng with the code of the engine but, I will incestigate becausse I dont know a lot about handling files!, Thank you for all your help. 8)

Support / my 3DS files dnt work
« on: December 26, 2004, 02:06:10 pm »
Quote from: "EgonOlsen"
Quote from: "Melssj5"

Yes, I set the path as C:/proyectos/java/forte/sampledir/Games/Frame/bajos.3ds and it worked, also for the textures, thank you.

Support / Nice
« on: December 26, 2004, 01:58:58 pm »
Ok, thanks, I solved the that problem I compared the names of the Object3D part inside the for (), and if the name is what I was locking for, I set the transparency to 0 and add part to theWorld, if not I merged into the Object3D level., That was very usefull, thanks a lot.

Support / my 3DS files dnt work
« on: December 26, 2004, 12:50:13 pm »
It Should work, but it doesnt, its okay if I send you all the folder with all the files so you can check it please!!!!!!  :D

Feedback / Just suggestions.
« on: December 26, 2004, 07:01:22 am »
The web page is very well designed, but the forums should have support for other language Speakers, of course that E. Olsen wouldnt be able to answer everything as he is doing now, in fact he is the only one that answer my newbies quetions and all the questions from everybody (Great job   :P ), but being able to get replies in an own languaje would be very usefull, I say so becausse for me is a kind of difficult to understand everything on the forums, becausse of the tech terms used, that is not learned on the shool. A solution may be getting information about what language speaks all the registered people so it will be possible to ask certain things ro certain people.  :oops:

Feedback / Just suggestions.
« on: December 26, 2004, 06:50:57 am »
I made those suggestions not for trying to make everything easy for me, but for making the engine more intuitive and easy to learn, if the code is easy to learn and understand, the programmers are able to do greater things, An example is "java" and "turbo C++", java has a more intuitive and easier way to handle objects and Graphics thats why I prefer using java, is powerfull and simple; but java lost a lot of flexibility, but if not java would be even better.

Is the same with the engine becausse, All those news fields, methods, etc is like an another programming languaje with the same structure, and now I think its difficult to begin learning it.

Feedback / Just suggestions.
« on: December 26, 2004, 06:50:14 am »
The examples that came with the engines are awesome but difficult to understand especially the car one, and even more for non experienced programmers and even even more more for non English speakers. I think that the examples should be more simples and well documentated, for example is better 6 very simple examples that 1 very complex.

I think that the examples included on the engine should be for 2 reasons: one is helping the newbies like me to get started easily, and the other one is showing the power of the engine.

So the examples should do specific things like:

Loading a map

Just switching between SW renderer and Open gl

A collision detecttion between 2 primitives objects

and finally the 2 examples using what was learned before and showing how to use it.

Actually the examples are greats and very impresives but also a kind of messy, like if they were written in C++ and passed to java, the code is not well organized, functions like gameloop and domovement should be distributes in others more organized functions making it more obvius to see what is happening there.

Please dont get upset  :x  E. Olsen. I think you are doing a great great great work here, and your examples looks very nice, but they are not for learning.  :?

Feedback / useless complexity
« on: December 26, 2004, 06:16:41 am »
Reviewing the documentation I found some fields and methods that I think are repeated but with differents names, making the engine a useless complexity engine  :shock:

for example:


may be a boolean called BILLBOARDING, so the user can set it into true or false

both are booleans, seting the secong one into false means setting the first one into false.


may be a boolean called BLENDING so the user can set it into true or false


may be a boolean called BUMPMAPPING, so the user can set it into true or false


If I understood bad the documentation it means that the documentation is not well explained, and if I understood it well it means that the engine is being more complex that what is needed.

Feedback / The collision detection
« on: December 26, 2004, 05:55:29 am »
The collision detection methods implemented on the engine clases should be more intuitives to use, and should be possible to get information from them.
For example a boolean method called Collide from a method called Collision would be great for using it on the Object3D

Object3D Ball=new .....;
if (Ball.Collision.Collide (up, 1)==false) Ball.move (up);

So Collide may recieve the direction or a Simplevector and the distance to check, that would be very helpfull. Another usefull method may be CollidedWith () from Collision that returns the Object3D from wich collide or a boolean to check. For example:

boolean allowed;
Object3D White_Ball=new........
Object3D Black_Ball=new........
if (White_Ball.Collision.CollidedWith (Black_Ball)==true)
--------DoMovement (White_Ball, Black_Ball);
if (White_Ball.Collision.CollidedWith (Black_Ball)!=true)
--------System.out.println ("Error: movement not allowed");


//The player class

public class Player {
----int life=100;
----Object3D foot;
----Object3D fist;
----Object3D etc;
----public void setLife (Object3D part) {
--------if (part==foot) life-=20;
--------if (part==fist) life-=10;
--------if (part==null) life-=0;

//inside the game class
boolean action;
Player Mel=new Player (...,..., etc.);
Player ssj5=new Player (...,..., etc.);
if (action==true) {
----Mel.setLife (ssj5.body.Collision.collidedWith ());
----ssj5.setlife (Mel.body.Collision.collidedWith ());

Another  suggestion  with  the  collision  detection  is  for  the  camera, for   example   a   boolean   method   called
SphereCollide (SimpleVector or a direction, float radius). For example:

Camera cam_1=new.....;
if (cam_1.SphereCollide (up, 5)==false)
----cam_1.move (up);
else {

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