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Messages - Melssj5

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76
Projects / Re: Flier Match
« on: October 20, 2008, 04:37:27 pm »
Thats exactly what I am doing. But the bullet is rotated 90 degrees and I dont know why. another problem is that I set the initial position of the bullet on the camera.getPosition SimpleVector but is not being fired exactly from the camera position. And when I move the camera down and lookAt the old camera position I dont look ant the center of the bullet. I also checked about the pivot of the bullet and everything is right.

I will continue trying it and post the code by tomorrow to see if I can fix it on somehow.

77
Support / Camera getZAxis vs getDirection
« on: October 20, 2008, 03:45:42 am »
Hi, Should be the same the getDirection and the getZAxis methods? as the Z axis of the camera should be looking to the front of it. The same of getDirection.....??  ???

or getZAxis gets the projected vector of the get direction over a World plan or something? In my game I was trying to use the getZAxis for seting the direction of my shots by I had strange results like shotting the right and the bullet moving the left. shooting up and the bullet moving to down. Anyway I tested the getDirection method and worked perfectly.

78
Projects / Re: Flier Match
« on: October 20, 2008, 03:40:12 am »
Hi, I am having problems here. My problem is mainly that I am confused about how to set the initial position and direction from my bullets. I made some code here and there and I have now bullets being shot from my camera position "aparently". But I am having some problems, I guess I messed arround the rotation matrix of the camera and the bullets. Egon would you mind checking it a bit. Actually, I guess that is all that is missing from the client visulization. I have not added the shotting on the server yet. I just have a small code for shooting a bullet from my client. I will post the code tomorrow.

79
Feedback / Re: Getting some sounds!
« on: October 19, 2008, 06:30:55 am »
ok, and what about some explotion animations? Any idea?

80
Support / Re: Ongoing Support for jPCT?
« on: October 17, 2008, 09:38:20 pm »
Well, jpct is more a 3d engine than a game engine. I Mean, with jpct you can manage the 3d part of your project. The bullet demo uses another API for the physics and jpct for the 3d stuff. About the sound, jpct has no sound on it by now but you can of course use open AL to have audio 3d, the sound is linked to the space as you say, becausse objects that make sounds existes in the space, but inside a computer the linking is virtual. Anyway Paul Lamb (paulscode) make an audio API easy to use and 100% compatible con jpct and is free.

About getting the source code of jpct, well you cant. JPCT is not open source, is just free.

About the future of jpct well, I dont know but I discovered jpct some years ago and its an API that is always getting better so you can be sure is not a short term project.

81
Projects / Re: Flier Match
« on: October 17, 2008, 05:21:49 pm »
Well, I began coding this 2 days ago, I make a Bullet class, a Shot class and a movingThread for the bullets. I will have a Thread just for moving the bullets. On that way it wont depend on the speed of the rendering Thread nor on the lag from the server. I have not been at home this last 2 days (HANGOVER) but with a bit of luck I would have the basics of the shooting stuff by tomorrow.

82
News / Re: Software renderer and Java6 Update10
« on: October 17, 2008, 05:03:27 pm »
Well, if that can be enabled or disabled it should be able to do it in execution time, becausse it differs from machine to machine, to maybe it should do a small test with the first calls to display and cheking that it should take the desicion. Maybe?! :o

83
Is it posible to have an invisible Object3D??? added to the world and built????? Setting the maxium transparency doesnt make invisible objects.?

84
I do not know about the performance but there is an issue about precision.

A big terraing gives you a precision of a poligon size, and a lot of small squares gives you a presicion of a whole square size. Which is the idea of this collition listening? I can imagine for example placing a circle under a player on a game like warcraft!

85
Projects / Re: Flier Match
« on: October 15, 2008, 11:28:16 pm »
Yes, there is no reason for the array of ending bullets!

86
Projects / Re: Flier Match
« on: October 15, 2008, 11:26:11 pm »
mm yes. anyway will lag everything shoting is free so there is no reason for people to not fill the map with as many bullets as they can.

Maybe only tarnsfering the info of the bullet (just an ID of the bullet class, position and direction) when it starts and the id of the bullet to finish it. grouped in 2 Lists. One for starting bullets and one for ending ones.  The animations of the bullets are checked and calculated on eah client, sonsidering that each server iteration refreshes all the crafts position, then it will be a good thing to trust the client to check for the impact and the server listens the collisions and upgrades the life of each client to avoid cheating.

I guess this is a good idea!

87
Projects / Re: Flier Match
« on: October 15, 2008, 10:40:45 pm »
Well, I read once a ebook in which the idea of a client-server game is to do the movements on the clients and in the server, the client moves the camera or anything until a new response cames from the server with the fixed information, in that way some lag request/responses wont make the game to be felt lag. But I am worried about the performance and the consistency between one client and all the other clients. I have the rendering Thread separated from the "event listening/network interaction" thread. so maybe a faster machine will move the bullets faster unless I make a new Thread for this "automotion" objects with a determined sleep time to be consistent. or something. but in anyway I would need to transfer the bullet position and direction from time to time and that will lag the game if the amount of bullets are high.

FOr example:

100 bullets at the same time flying in the game (100 groups of 2 simplevectros)
+
information about dead bullets (maybe 30 groups of 2 simplevectors)
+
information about where to play which animations (when a bullet hit something, maybe 30 groups of 2 simplevectors)

that will lag a lot the game, even transfering each 10 iterations.

88
Projects / Re: Flier Match
« on: October 15, 2008, 09:53:13 pm »
Well, I am ready to add the sounds to the game, all the method to play mp3 and 3d sounds are coded and tested, but I decided to first finish the shooting stuff.

I guess I will create a Bullet class that extends from Object3d to keep some information as the owner, the damage, the speed, the sound to play, etc etc. Well my mainly doubt is:

The movement should be done: in the client, in the server or both?

89
Support / Re: Setting a Camera's orientation
« on: October 14, 2008, 10:59:25 pm »
Yes

90
Support / Re: Setting a Camera's orientation
« on: October 14, 2008, 09:42:11 pm »
o the camera are setBack and getBack methods! Those are the ones form the camera.

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