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Messages - Remo

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Projects / Re: Skeletal Animation Idea?
« on: May 30, 2007, 10:15:57 pm »
Well one of the advantages would be parametric animation.

Feedback / Re: Another sighting! Now in LevelUP
« on: May 29, 2007, 10:22:21 pm »
You could spend some time creating a network physics API for jPCT  ::)

Projects / Re: kilavuz: a guide in the polygon soup
« on: May 25, 2007, 11:54:22 am »
Daaaaaaaaaaaaaaaaaamn that's nice man! Nice implementation also! Had running the guy around with no problem! Good job :D.

Support / Re: Problem with independlent setting coordinaties
« on: May 24, 2007, 11:33:13 am »
void    translate(float x, float y, float z)  Translates ("moves") the object in worldspace by modifying the translation matrix.
 void    translate(SimpleVector trans)  Translates ("moves") the object in worldspace by modifying the translation matrix
setTranslationMatrix(Matrix mat)   Sets the translation matrix for the object.

One of the 3 should do it :)

And for rotation:

void    setRotationMatrix(Matrix mat)     Sets the rotation matrix for the object.
 void    setRotationPivot(SimpleVector pivot)      Sets the rotation pivot of the object.

Feedback / Re: I am back! I hope!
« on: May 24, 2007, 06:00:52 am »
:D. Good luck with your thesis. Let's see what you come up with :D.

Feedback / Re: Another sighting! Now in LevelUP
« on: May 23, 2007, 11:42:37 pm »
Yes, except that the company isn't big. I fully understand that they own the game/brand/whatever. I just don't understand why they cared about my remake but none of the others. I'll take it as a compliment... ;)

 :o Buy it!

Feedback / Re: Another sighting! Now in LevelUP
« on: May 23, 2007, 10:23:10 pm »
Probably copyright.... Im guessing a big corp somehow got the legal ownership of it.....   It's just sad that you could not continue with it...

Feedback / Another sighting! Now in LevelUP
« on: May 23, 2007, 02:09:53 am »

Paradroidz is shown on the intro :).

Projects / Re: DevKit / Level Editor
« on: May 21, 2007, 12:46:06 pm »
As far as I know most people will use this silently (would not contribute or tell you that they are using it) so probably there won't me a lot of collaboration to it.
Ill gladly give it a look and contribute to it in a couple of weeks when I have a little more time on my hands!

Projects / Re: DevKit / Level Editor
« on: May 19, 2007, 12:07:26 pm »
That's really nice! you are doing a great job :D.

Projects / Re: Werdy World - A Childrens Game
« on: May 17, 2007, 07:19:42 am »
Why am I bothering with a level editor?  Because merged 3DS files have drawbacks, as I found out trying to make that tree canopy.  You lose opportunity to set culling and transparency.  Also, I don't want to hardcode interactive objects or guess placement.  I want to be able to dynamically load and place objects and assign attributes such as culling / transparency and save as XML.   Also, it is really hard to place compound 3DS objects because once you translate the mesh all the child objects lose orientation and its a huge hassle reorienting them.  The Level Editor will help persist coordinate offsets etc.  It won't take very long to get something useful working.

That is also why most game engines use a special format to fit their framework :D.

Feedback / Re: Members' backgrounds...
« on: May 16, 2007, 01:27:30 pm »
I live in Mexico City. 23 Years old and about to get a degree in computer science. Working with Java for around 4 years now. Ive done some TLC/TK and shell dev back in the days (Can't remember a thing now). Last job I had was to develop a real time app for the police here in mexico. Ive done some modeling (amateur) and I'm trying to get my math to work and get a nice game going in 3D. Sadly im not a good modeler and I have like 23298 game projects unfinished...
I play all kinds of games but probably my fav is FPS and my favourite game of all time is Duke Nukem 3d!! Or maybe it is X-COM UFO Defense. I can't choose between those 2! UFO is the best turn based strategy game ever and duke nukem just rocks. I'd like to be able to transfer some of my ideas into a game soon!

I also have a thing for CO OP games and I think the world needs more CO OP games.

If your leafs are prepositioned you can just separate the models by deleting the tree from the leafs and the leafs from the tree. If not you will need an algorithm :).

Projects / Re: Werdy World - A Childrens Game
« on: May 15, 2007, 12:46:23 am »
Looks nice man! Good job. The controls and the animations look just fine :D.

Support / Re: 3DS baked textures?
« on: May 09, 2007, 09:22:38 am »
While I'm on the topic - anyone have any experience with jump animations?  Should elevation/gravity be controlled in JPCT?  Do your models literally jump in your animations or do they just do the jump without elevation?  I don't see how you can use a elevated animated jump in JPCT if you plan on jumping up to an object.  The animation will have an unwanted arc on the way down.  Animation is starting to be a full time job!


Depends on the result you are looking for. Personally I use jump animations with no elevation. I control the physics with jPCT (currently trying to get ODE to work with it) and get good results.

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