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Topics - Dan MacDonald

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Bugs / Small Bug in the Xml Parser
« on: June 19, 2006, 10:44:55 am »
if you have an xml node element like the following

<mesh name="myMesh" path="/blah/blah/blah.3ds">
      <rotation x="25" y="0" z="0" />

The parser will never percieve mesh as having any children. I assume this is because of the '/'  characters in the attribute value, the parser assumes the mesh element is self closing. If i remove the path attribute the parser will correctly be able to read the rotation node.

Support / Feedback on proposed Level Format
« on: December 19, 2004, 08:27:39 am »
I'm trying to make an implementation decision about how best to create content for the game I am making. I would like the "terrain" in the level to have the following format. I could just build the levels in a modeling program and export them as a 3ds. However I think the nature of 3ds is that I would have too many options and create uneven terrain.  I would also like to place trees and shurbs on this terrain.

The game it self is intended to run in an applet to I'm trying to keep resources small and downloads fast. I'm thinking that it may be better to create a terrain editor with jpct and save off the terrain into the XML format that jpct supports. I believe I saw a toXML() method on the world object.  Then I could export tree/shrub locations in a separate file as a series of x,y coordinates.  Trees/shrubs could be placed on the terrain when it is loaded.

Since there will be a number of levels, I want to keep the content creation   pipeline as efficient as possible. My question is two fold, is the solution I suggested (creating an editor and using the XML format) legitimate? (is there a better way?). Secondly, is an editor even beneficial? or would I be better off just using a 3d modeler and exporting everything?

Bugs / 3DObject.rotateMesh() does not reset the exsisting rotation.
« on: December 15, 2004, 11:42:51 am »
I'm not sure if this was intentional or not but if you do


in a loop, or repeatedly, you observe what I perceive to be unexpected behavior. What I observed was the calls to rotateY were cumulative, so if i called the rotateY above 10 times, the object would rotate roughly 1 degree after the first call, 2 after the second, 3 degrees after the 3rd and so on.

I expected that rotateMesh() would reset the yRotation value to 0 since it was now permanent, so calling the above two lines of code repeatedly would result in subsequent 1 degree rotations about the Y axis.

I realize that this is not the intended use of rotateMesh, but it may be an issue just the same....

Support / Eclipse and packaging jPCT with an applet
« on: December 14, 2004, 06:15:15 am »
I realize this is slightly newbish, I just discovered jPCT and am pretty excited about making an applet based game with it. I also decided that it would be nice to learn eclipse at the same time. I've been able to get everything to run in eclipse by putting the jpct.jar in my workspace folder. However when I package up the applet in a jar using the "File/Export..." command, I'm having problems getting JPTC included properly. When I run the applet it fails, presumably because it's not linking to the JPTC classes (I can get a basic applet that doesn't use JPTC working just fine). Is there any special trick to this?

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