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1966
Projects / aptal karga (foolish crow)
« on: April 29, 2005, 06:11:45 am »
hi there,

i've removed the node groups since they only make things complicated. now there are only regions and nodes where each node is mapped to a jpct world. i've also added node switching mechanism and 3rd person view. not that smooth but will do the job for a start. to tell the truth it really challanged me

a scene from karga, with my primitive animation. houses from turbosquid. not that bad i guess 8)

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1967
Feedback / kind of brain storming
« on: April 22, 2005, 12:38:15 pm »
i am at a friends home at the moment and i cannot reach it and a couple of sites either with a dns error. but i recently had a look from a different computer. some isp's block some sites in turkey but its really strange you cannot reach it from there

company's address is www.yogurt.net but strange enough i couldnt find anything about pusu there

for his busyness, thx for your motivation but i'm afraid it wasnt that
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1968
Feedback / kind of brain storming
« on: April 22, 2005, 10:51:28 am »
for no specific reason of course. possibly i was in a hurry and avoided formatting. done now

yesterday i talked with an old friends' friends' company. in a couple of weeks they will publish their first person shooter 'pusu' (http://3tegames.com/). the first turkish first person shooter i guess

well, it was a funny and dismotivating conversation. i said with enough resources this project may even end up with something like there.com. he said, why should we do sth like there.com, why should we do that with java, and why should we use someone else's 3d engine.. bla bla bla

he even didnt let me talk about karga and some of its hidden (at the moment) capabilities (like suggesting actions to others) and about jpct of course

my mind says selling a service via internet has many advantages over selling games. you can sell it continuosly, people can buy it anytime they want etc. and afterall developing such a system gives the same and maybe more satisfaction than a game gives

maybe i should look for some volunteer animators and modellers over internet

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any idea is welcome as always

1969
Feedback / kind of brain storming
« on: April 19, 2005, 01:23:26 am »
himm, strange links but r u sure u r close to home ?

personally i prefer life unruled. so i plan to make karga unmoderated but with an option like 'dont see' which both eliminates need for rule-makers and makes users get rid of disturbing ones

i am still dreaming of course, with this much motivation karga will hopefully be ready at next century

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with my best fuckin unmoderated wishes

1970
Feedback / kind of brain storming
« on: March 24, 2005, 04:47:01 pm »
Quote from: "EgonOlsen"
What i meant was that if SUN's license doesn't permit it now, i don't think that they'll do this themselfs in the future.

i still couldnt get it ? is sun restricting himself with his own license ?

Quote from: "EgonOlsen"
I think that the idea is, that a complete JRE ensures that every Java application will work with it, while a stripped down JRE wouldn't and that people would blame that on SUN or Java and not on the JRE

well, this may be the case if you use any extension packages like mail etc. java5 is quite huge but still doesnt and cant include all core (java, javax) packages

Quote from: "EgonOlsen"
They don't have to. The JRE works without any installation. My Paradroidz archive contains a jre-directory from where the VM is started and that's it. At least for Windows...

paradroidz is a standalone application, i was mainly talking about applets

Quote from: "EgonOlsen"
i think that Linux user's are more used to change their system to get things working compared to Windows, so maybe it's not too much of a problem.

quite true. i found a linux user closer to a developer than to an ordinary user

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1971
Feedback / kind of brain storming
« on: March 24, 2005, 04:01:02 pm »
Quote from: "EgonOlsen"
And there is still no Java5 for Mac, or is there?

is this true ? i didnt know that. sounds really strange

Quote from: "EgonOlsen"
The problem with a partial download/distribution of Java is, that SUN's license doesn't permit that

did you get me wrong ? i meant sun should prepare such custom java bundles. it shouldnt be that hard for them to break core packages into many pieces with a dependency mechanism similar to linux packages

for rest, i think similar. even if you manage to make a smaller bundle with its own jre, most possibly people wont like the idea of installing a plugin from an unknown author

supporting other platforms is another pain of course. i never used a mac for instance. i found it very unlikely that even an experienced developer has used all three major platforms (win/unix/mac) and afterall isnt java for getting rid of platform specific stuff ?
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1972
Projects / aptal karga (foolish crow)
« on: March 24, 2005, 01:59:36 am »
in shortest terms, karga is a 3d chat system. it can also be called a simple virtual reality enviroment

similar to multiplayer games, users can move around in 3d places, see and talk to each other, change their appearance, interact with the enviroment and each other (like dancing and kissing)

hopefully, in the future there will be much game elements like puzzles, vehicles, usable items, team based games etc.

www.aptalkarga.com

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since it still has a long way to complete 3d chat, i somehow changed my direction and updated the site accordingly. i assumed 3d artists would jump onto chat project but this was not the case unfortunately  :shock:

i prepared a demo for web to move user in a 3d model as first person. its almost nothing more than the fps sample but a 'render when necessary' version of it to make it web and cpu friendly. as always its the jpct what creates the magic

i find it a quite cool application for architects. well this is my idea, time will show if people will find it alike

the model is from (unfortunately) an anonymous artist at www.3dcafe.com

wish me luck, i wanna neither to sell my bike nor be a slave again 8)
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edit: added karga definition for newcomers

1973
Feedback / kind of brain storming
« on: March 24, 2005, 01:27:28 am »
oops, somehow forum engine didnt notify me about posts..

to test basics a plane is not that bad i guess, and on a celeron 500 box like mine it is almost necessary  8)

it almost lost its meaning to get karga back to java 1.4.x since sun updated getjava page to 1.5. to tell the truth i am quite unhappy with download size of java5. maybe its time for sun to make partial-java versions with desired packages only. afterall it is not the jvm but all that huge library packages that make java5 so download unfriendly
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and whay dont they embed jpct in it ;-)

1974
Support / camera basics
« on: February 26, 2005, 02:01:42 pm »
here it is. one must reset rotation matrix after rotating mesh, without it the result is as rotating it twice  8)

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map = Primitives.getPlane(6, 100);
map.rotateX((float)(Math.PI / 2f));
map.rotateMesh();
map.setRotationMatrix(new Matrix());


all is well now, both appereance and collision radius. men, it is really a great library !

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r a f tdamn it ! i almost gone mad

1975
Support / camera basics
« on: February 25, 2005, 09:34:30 pm »
still unclear :(

in our case direction is (0, -1, 0)  (upwards) and move speed is negative resulting in moving downwards.

this was the code piece creating and rotating the plane to make it an xz plane (to which you can approach up to ellipsoid.z)
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map = Primitives.getPlane(6, 100);
map.rotateX((float)(Math.PI / 2f));


as you suggested i added a rotate mesh:
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map = Primitives.getPlane(6, 100);
map.rotateX((float)(Math.PI / 2f));
map.rotateMesh();


very strange, it resulted in a xy plane facing -z (can be seen best when camera direction is 0, 0, -1) and can be approached upto to ellipsoid.z (collision radius is correct in this case)  it behaved like i made a rotateY(pi) :?: :?:

what s up ?
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damn ! i was almost good at linear algebra

1976
Support / camera basics
« on: February 25, 2005, 04:27:02 pm »
hi,

i am moving camera in a simple world (an xz plane at origin) with

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SimpleVector normalizedDirection = direction.normalize();
world.checkCameraCollisionEllipsoid(normalizedDirection, COLLISION_ELLIPSOID, moveSpeed, RECURSE_DEPTH);

when i move camera down (+y) i expected it go down to COLLISION_ELLIPSOID.y but this is not the case. independent of ellipsoid.y it moves to ellipsoid.z + a small amount depending on move speed.

couldnt get why ?

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RECURSE_DEPTH : 5
moveSpeed : 2 - 10

1977
Support / Animation
« on: February 23, 2005, 08:31:33 pm »
hi,

i tried a similar approach. first animated my object in 3d max than exported each keyframe to a different file.

however it didnt work me. jpct complained about mismatch of mesh sizes of the initial object and keyframes. it seems as max exports objects with different mesh sizes (possibly making an optimization)

how can i handle this ? (sorry, :oops: it is a how to use max question)
and does anyone know a good md2 editor ?

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1978
Feedback / kind of brain storming
« on: February 17, 2005, 11:56:37 pm »
hi rolz,

it is so basic that impossible to object your suggestion. however i had already implemented the node and move mechanism mentioned above. and a couple of things more depending on nodes.

so i am looking for a way to fit graphics into it. with minimum amount of change if possible

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1979
Feedback / kind of brain storming
« on: February 17, 2005, 05:55:14 am »
i have a two roomed world (each an object3d) with a door or tunnel combining the two rooms. i created an octree from each, assigned the octree to room and turned on collision detection for octree.

i assumed while going through the door a collision will be detected. but it didnt. why ? or doesnt it work that way ? if there isnt a polygon there, you cannot collide it.

if so, how can i implement such a door mechanism. i want to be notified when something passes there but i dont want that something changes its movement.

can i disable camera/object sliding in case of a collision ? in both ways: it shouldnt slide but stop and it will go into collision target.

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1980
Projects / tokima
« on: February 17, 2005, 03:53:45 am »
Quote from: "EgonOlsen"
As a rule of thumb: Never let any other thread than the main-thread (the thread that does the rendering) modify the camera or some object's matrices. Not the timer-thread and not an Event-Listener-thread (like a Key- or Mouse-Listener) because you may run into trouble. And it's a real pain to debug this stuff...believe me... :wink:


it is quite true that debugging a multi-threaded application is a real pain. however using timers greatly eases some tasks.

you may consider using javax.swing.Timer instead of java.util.Timer since the former is executed in awt's event dispatching thread. assuming your rendering is done in paint or paintComponent methods you end up with a thread-safe timer mechanism.

Quote
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