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Messages - dl.zerocool

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46
Support / Re: Version updates!
« on: May 27, 2010, 10:10:18 pm »
It worked like a charm !
Just had to make the game wait until frameBuffer is made available.
(I create frameBuffer inside the onScreenChanged, because I need w,h for buffer as phones do not have the same w,h screen :P )


[EDIT]
WOOOO !!!
I didn't look at compiling time.
Code: [Select]
05-27 22:12:04.297: INFO/jPCT-AE(12492): Subobject of object 89/Bear9 compiled to fixed point data using 12 vertices in 0ms!
05-27 22:12:04.308: INFO/jPCT-AE(12492): Subobject of object 89/Bear9 compiled to fixed point data using 732 vertices in 8ms!
05-27 22:12:04.328: INFO/jPCT-AE(12492): Subobject of object 89/Bear9 compiled to fixed point data using 1674 vertices in 23ms!
05-27 22:12:04.338: INFO/jPCT-AE(12492): Subobject of object 89/Bear9 compiled to fixed point data using 228 vertices in 4ms!

1 full object took around 30-40 ms ! on the nexus.
with the last version of course it was really fast compare to spica but around 50-100ms.


47
Support / Re: Version updates!
« on: May 27, 2010, 09:40:28 pm »
Awesome, thank you so much ! :) You are always responding to my questions.

I needed this because I wanted to have a loading screen.

It's quite annoying to have the user/player seeing a simple ui without any models shown because not yet compiled.
And the IA of the objects where started too soon due to the same problem.

So yes, that was exactly what I needed. :)

I'm sorry that I haven't ask this sooner but this was not my job in the project... But apparently one of my teammates didn't worked at all.
And what he did was totally wrong, calling Loader.Load3DS each time he created a new object !!!
That's why I never saw the problem coming... So I'm quite stressed lately to have something functional.

Thank you for your help again :) (Very precious !)

48
Support / Re: Version updates!
« on: May 27, 2010, 04:38:26 pm »
Ho... thank you and sorry to disturb.
But so, is it possible to know when compilation is over? Or is it possible to compile before drawing?

49
Support / Re: Version updates!
« on: May 27, 2010, 01:53:35 pm »
You told me that nothing was threaded, but it's strange, because I've a method initialize that I do use to load all objects

The first one from the Loader.Load3DS
then I reuse the Object3D meshes in my classes that inherit Object3D with the calling of super(obj, true);

I'm know looking at logcat, I just printed a System out in the end of my initialize method.
and it ends before all meshes are compiled.

On spica :
Code: [Select]
05-27 13:45:16.488: INFO/jPCT-AE(6389): Object 8/Bee2 compiled to 5 subobjects in 580ms!
05-27 13:45:16.778: INFO/jPCT-AE(6389): Subobject of object 9/Bee3 compiled to fixed point data using 1236 vertices in 157ms!
05-27 13:45:16.828: INFO/jPCT-AE(6389): Subobject of object 9/Bee3 compiled to fixed point data using 306 vertices in 49ms!
05-27 13:45:16.893: INFO/jPCT-AE(6389): Subobject of object 9/Bee3 compiled to fixed point data using 600 vertices in 65ms!
05-27 13:45:16.893: INFO/jPCT-AE(6389): Subobject of object 9/Bee3 compiled to fixed point data using 12 vertices in 3ms!
05-27 13:45:16.953: INFO/jPCT-AE(6389): Subobject of object 9/Bee3 compiled to fixed point data using 204 vertices in 56ms!
05-27 13:45:16.953: INFO/jPCT-AE(6389): Object 9/Bee3 compiled to 5 subobjects in 464ms!
05-27 13:45:17.618: INFO/System.out(6389): End initialisation
05-27 13:45:17.953: INFO/jPCT-AE(6389): Subobject of object 10/Bee4 compiled to fixed point data using 1236 vertices in 823ms!
05-27 13:45:18.428: INFO/jPCT-AE(6389): Subobject of object 10/Bee4 compiled to fixed point data using 306 vertices in 459ms!
05-27 13:45:19.333: INFO/jPCT-AE(6389): Subobject of object 10/Bee4 compiled to fixed point data using 600 vertices in 861ms!
05-27 13:45:19.338: INFO/jPCT-AE(6389): Subobject of object 10/Bee4 compiled to fixed point data using 12 vertices in 2ms!
05-27 13:45:19.723: INFO/jPCT-AE(6389): Subobject of object 10/Bee4 compiled to fixed point data using 204 vertices in 343ms!
05-27 13:45:19.838: INFO/jPCT-AE(6389): Object 10/Bee4 compiled to 5 subobjects in 2884ms!

And other objects continue compiling after that.

So apparently there's a thread compiling them.

I don't understand T_T

Thank you in advance.


50
Projects / Re: Alpha version of Benchmark, was: GUI example anyone?
« on: May 26, 2010, 11:41:40 pm »
The last test looks like a quake map :P

I forget to say last time, on spica high poly make the phone totally freeze on loading, had to remove battery.

Nexus Results of new version :
Results(533*320)
ST/MT : 10.02/10.29 Mp/sec
High object count: 18.70fps
Multiple lights: 51.70fps
High polygon count: 23.43fps
Game level: 24.83fps

51
Support / Re: Moving an Object3D to another smoothly.
« on: May 26, 2010, 11:17:23 pm »
Thank you !
:)
"those vectors have to be perpendicular solved my problem"
I didn't tough they had to be perpendicular.

I was seeing dir as   vector director from A to B
and up like the vector OY of B

Thank you ;)

52
Support / Re: Moving an Object3D to another smoothly.
« on: May 26, 2010, 10:42:25 pm »
No atm I'm using something like this
Code: [Select]
" if (getTransformedCenter().x < obj.getTransformedCenter().x)
    translate(speed, 0f, 0f);
etc."

Just wanted to know if there was something better.

I don't know pretty much 3D math, I know basic vectors equations etc...
find an opposite point of a plan, distance between a point and a line or a plan, projection of a point to a plan, apply matrice to transforme an object (rotate,
scale, translate)  etc..
So very basic IMO.

^^ I try to do a function to lookAt another object but I think I didn't understand it correctly XD
   public void lookAt(Object3D obj){
   lookVector.set(getXAxis().x-obj.getXAxis().x,
      getYAxis().y-obj.getYAxis().y,
      getZAxis().z-obj.getZAxis().z);
   
   setOrientation(lookVector.normalize(), obj.getYAxis().normalize());
    }

53
Support / Re: Moving an Object3D to another smoothly.
« on: May 26, 2010, 09:13:56 pm »
hmm... I didn't explain myself very well certainly. (sorry)

I want to move and object X to another object Y  position, but smoothly, and I want to use calculation time as low  as possible

The best would be to be able to render à simple vector between both objects and make the object X follow this vector.

So if needed I can apply some math to this vector to make it less straight to the other object.

I don't know if I explained myself pretty well.
I already have a way to do it. But it's not very clean, and use too much calculation.

at moment I've a function "move" proprietary to each of my objects and make them move not in a straight line to a direction.

But I've to store few last pos value to be able to decide the next point to move to.

I don't want my object to move   like this ->    ___/\/\/\/  etc... I want something more smoth like a sinus or a cos ;)

54
Support / Re: Moving an Object3D to another smoothly.
« on: May 26, 2010, 08:29:19 pm »
No no just a simple translation algorithm :P

55
Support / Moving an Object3D to another smoothly.
« on: May 26, 2010, 07:55:02 pm »
Hello.

I would like to know if someone know how to move an Object3D to another smoothly,
without using too much resources ?

Thank you in advance.

56
Projects / Re: Alpha version of Benchmark, was: GUI example anyone?
« on: May 26, 2010, 01:48:41 pm »
Okay,

Thank you so I'll keep my current jpct.

I've a looooooooooooooooooooooooot to do !

Rush time XD

57
Support / Re: First alpha version released
« on: May 26, 2010, 01:47:41 pm »
he said that the bones apk is already the same I don't think he changed the Jpct-AE did he ?

58
Support / Re: First alpha version released
« on: May 26, 2010, 09:50:24 am »
Yes that's a nice improvement :)

59
Support / Re: First alpha version released
« on: May 26, 2010, 01:22:44 am »
(My nexus one is not overclocked, stock 2.2, just rooted)
Nexus one froyo 2.2 :
Bones test results :
- No animation 1 model
60
- Animation 1 model
~(depend on the selected animation)40fps -> 60 after a second(do not depend on the animation all of them go to 60 after a second).

- No animation 2 models
56-60
- Animation 2 models
~36->55 after a second

- No animation 8 models
42-44 ~

- Animation 8 models
17-25  (depends on the animation)


Rotating arround the models don't change too much the results (1-2fps)

60
Support / Re: First alpha version released
« on: May 26, 2010, 01:04:23 am »
I'm on 2.2.

Tell me what to test and I'll post the results.

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