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Messages - Melssj5

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Support / I did it
« on: September 06, 2005, 09:15:58 am »
Well, after 24 hours breaking my soul I did it.

The collision detection really brang me troubles, I just couldnt understand why does my Colli... didnt worked. It result being easy, the problem was that as the checkCameraCollisionEllipsoid and the checkCameraCollisionSpherical return a boolean depending if they collide or not, I thought that the methods only returns the result of CHECKING for a collision, but in fact they do more than that. They also move the camera, thats why I was moving the camera more than once for every movement. And also the speed have to be set in that method.

A suggestion is to do a method that only checks for a collision, it may be useful, when I learned programming in java (a year ago), I learned that a method should do only its specific task, thats why when I read the name of the method checkCameraCollision......, I thought that it only checks it.

Well, its just my opinion.

Support / Detecting OpneGL capability
« on: September 05, 2005, 09:29:11 am »
Hi, when I began trying this engine again, I tried to use the openGL but all what I got was a white screen, so I tried all what was possible, but I just couldnt, then I thought that it could be due to my graphic card, because I lend my GForce 4 to my brother and I was using my sis651 of 64MB that is supposed to have OpenGL compatibility.

When I bring my GForce again it worked perfectly, so I want to know if is there any way that the engine API can detect this capability!!!!!

Support / Using the mouse when using OpenGL
« on: September 04, 2005, 08:11:21 am »
Well, I have a pair of questions:

First is about using the openGL rendering, it opens a new Frame, how can I change the properties of that frame created when enabling the openGL render, for example, changing the title or things like that?

Second: KeyMapper is used to manage key events, but what about the mouse events?

Support / Whats wrong with my collision detection
« on: September 04, 2005, 03:24:53 am »
Hi, I have not used the engine in ages, so 2 days ago I began to do little project, but I just cant do the collision detection.

When I thought that it was good, I noticed that it didnt worked on the corners, I tried with other ways, but now the camera moves very quickly and no matter the speed I set.

here is my code for managing the events taken from the KeyState

Code: [Select]

public void movimientos () {
        boolean piso=false;
        try {
            if (Mundo.checkCameraCollision (new SimpleVector (0, 1, 0), alturaPersonal, alturaPersonal, false))

            if (adelante)
                if (Mundo.checkCameraCollision (camaraPersonal.getDirection (), alturaPersonal, alturaPersonal, true))
                    camaraPersonal.moveCamera (Camera.CAMERA_MOVEIN, velocidadPersonal);

            if (atras)
                if (Mundo.checkCameraCollision (camaraPersonal.getDirection (), alturaPersonal, alturaPersonal, true))
                    camaraPersonal.moveCamera (Camera.CAMERA_MOVEOUT, velocidadPersonal);
            if (izquierda) camaraPersonal.rotateAxis(camaraPersonal.getBack().getYAxis(), -0.02f);
            if (derecha) camaraPersonal.rotateAxis(camaraPersonal.getBack().getYAxis(), 0.02f);
            if (salto)
                if (Mundo.checkCameraCollision (Camera.CAMERA_MOVEUP, alturaPersonal, alturaPersonal*4/3, true))
                    camaraPersonal.moveCamera (Camera.CAMERA_MOVEUP, velocidadPersonal);
            if (agache) camaraPersonal.moveCamera (Camera.CAMERA_MOVEDOWN, velocidadPersonal/2);
            if (salida) System.exit (0);
        catch (Exception E) {

Well, the gravity done on the second line works good, the problem is when moving the camera to the front and back.

If I have to use another kind of collision detection please could someone explain me why and how?.

Feedback / Free 3ds files
« on: February 17, 2005, 01:56:51 am »
Somebody knows where can I download some free .3DS files, I am tired if doing own models, they are ugly.

Support / strange malfunction
« on: February 15, 2005, 08:45:23 am »
Hello, I made a program, not a game, just for my University, about a mouse inside a maze that must find the chesse. So it worked perfectly so I made a 3D aplication for that, and it worked the mouse moved along the maze by it self, but when I tried to set a camara in front of the mouse, the mouse doesnt rotate, only move, just for changing the camera, that have nothing to do with the object called "Rat".

Another problem but this is not strange, when I move the rat, The mobement is not continuous. it moves like a teletransportation and not like a movement like walking, is just about moving with a slow speed?

by the way someone have a rat model .3ds  U can use, vecausse as long as its very difficult to do a rat using 3D sturio max, I used an airplane  :oops:

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.

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