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Messages - raft

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1906
Projects / aptal karga (foolish crow)
« on: March 08, 2006, 02:38:48 am »
re-wrote balloons:
* changed the way they are drawn (i dont know why, previous mechanism hangs a bit on windows during first popup),
* changed their appearance,
* added some smoothness to their movements,
* and they are kind of (not that much) smart now: they try to avoid overlapping each other.

still needs some improvements for a clearer view in crowd

the new balloons


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1907
Projects / aptal karga (foolish crow)
« on: February 28, 2006, 11:45:42 am »
yeap, he is a really talented 3d artist. but unfortunately i couldnt attract his interest, he doesnt reply my emails  :roll:

i use mesh animation initially stored in a series of 3ds files. then they're saved using standart java serialization to reduce loading time

for the test tool, it is a player more than an animation editor indeed, one can only fine tune and test some aspects of animation (loop time, distance to pair etc)

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1908
Projects / aptal karga (foolish crow)
« on: February 27, 2006, 03:13:38 pm »
* added the new boy avatar.
* improved avatar mechanism to allow mixing texture and mesh based variations.
* changed avatar panel to use thumbnails.
* improved avatar tool to test and fine tune paired animations (can be found at demos section).
* slightly changed camera behaviour based on distance: one may feel it while adjusting camera with shift + arrow keys. i'm not quite happy with the new default angle but i have to since those avatars arent made to be viewed from above back

the new boy avatar


girl and boy kissing in test tool


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1909
Projects / Technopolies
« on: February 27, 2006, 03:13:14 pm »
yeap, memory is a constraint :/ it's not a problem for me since i have no jPCT world on server side but you may run into trouble..

maybe you may have a custom package, writing to them and trying wont hurt i guess

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1910
Projects / Technopolies
« on: February 27, 2006, 02:57:14 pm »
yeap, they're cool, they provide private jvm, shell access etc..

1911
Projects / Technopolies
« on: February 27, 2006, 02:14:52 pm »
Quote from: "rolz"
The most obvious problem now is laggy server. It just makes the game unplayable. I would be very grateful if someone here could offer a shelter for the game server for a while, until i find better channel.


you may wish to take hosting from http://www.jsp-servlet.net/. reasonable prices and good performance. i'm quite happy with their hosting

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1912
Projects / aptal karga (foolish crow)
« on: February 17, 2006, 09:48:29 pm »
thx :D she's really cute, in fact i may fall in love with her ;) and she's only 470 polygons

for the old avatar, i suspect he's better than quasimodo :oops:

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1913
Projects / aptal karga (foolish crow)
« on: February 16, 2006, 10:53:06 pm »
* added the new girl avatar (she's from turbosquid by bogdan iliesiu)
* fixed a bug about setting default accessories
* finally implemented normal talk mode at server side :/
* improved user movement resulting in smoother movement and less stuck
* added spring period to jump

the new girl avatar


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1914
Projects / aptal karga (foolish crow)
« on: February 09, 2006, 04:04:01 pm »
* fixed run mode for windows & linux (hope it will run at MacOS & Solaris too)
* extended LoD mechanism to cover avatars too
* some more small improvements for sending user movements

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1915
Projects / Technopolies
« on: February 05, 2006, 12:44:23 am »
brave decision !

why ? what went wrong ? talk about details please.. i really wonder as (i guess) many others do

1916
Projects / aptal karga (foolish crow)
« on: February 02, 2006, 08:59:09 pm »
* added run mode: double tap forward key to run (1)
* improved animation load mechanism to allow using same mesh in multiple sequences: resulting in reduced load time, disk and memory usage
* seperated walk forward, backward, turn, strafe left, right and run animations
* improved footstep synchronization
* improved the way user movements sent to other clients: they are almost replicated now in an efficient way

(1) i've just noticed that run mode doesnt work on win32 platforms since Java generates different KeyEvent sequences on win32 and linux. i'll fix it soon

test tool running to show the sent user movement


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1917
Projects / aptal karga (foolish crow)
« on: January 20, 2006, 04:31:42 pm »
since my last post,

* tcp communications are compressed now
* added the tube: it's an old fashioned multi purpose device, used as both personal teleporter and dressing room (binded to key t for some time)
* replaced the sky-box with a better one
* added third person custom view: both camera distance and angle can be adjusted by shift and arrow keys
* regions panel does not show up anymore if there is only one region
* added server side configuration files
* camera now moves smoothly
* implemented basic paired animation mechanism: right click to a user to suggest him some action

new sky-box and the tube in action:


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1918
Projects / Technopolies
« on: December 15, 2005, 06:31:43 pm »
good luck rolz ! and tech site looks cool  8)

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1919
Projects / aptal karga (foolish crow)
« on: December 08, 2005, 11:54:42 am »
well, since i'm busy with lots of 'life' issues, nothing new yet.  but i just feeled i left my thread and project too lonely..

just for reference this is what 'aptal karga' (foolish crow) means:

foolish crow is the crow who resurrected for revenge after his death but forgot his reason of resurrection because of the happiness of returning life again. foolish crow is not real, just an urband legend among crows

(in turkish)
aptal karga ölümünden sonra intikam için geri dönen, tekrar yasamanın büyüsüne kapılarak varoluş amacını unutan kargadır. gercek degildir. kargalar arasında bir $ehir efsanesidir.

this should be in the first post of thread but who cares  :wink:

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1920
Projects / Imperio - Galaxy-wide strategy
« on: December 07, 2005, 12:47:50 pm »
Quote from: "rolz"
Raft, What i NICE IDEA !!!!!!!!!!!!!!!!

:lol:  8)

Quote from: "meinfilter"
The second balloons you use, the blitted ones, do they hide behind objects? How did you do it if they do? I can't figure how to do it if they are not 3D objects in the scene.


i simply decide to blit or not, by checking object's visibility and casting rays and see if they reach target.  blitting always done after rendering, so they never hide behind any objects. to interfere with rendering, i once thought of a object or polygonRendered method to add to paintListener interface but Egon said it wont do the trick since rendering is done from front to back for optimization purposes (Egon please correct me if i remember it wrong)

not a perfect solution but handles most cases. if you find a better one i would like to hear..

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