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Messages - acorn98

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1
Projects / Technopolies
« on: April 18, 2006, 02:04:20 am »
Sorry to hear that rolz. I hope things work out for you.

2
Projects / Technopolies
« on: November 16, 2005, 11:27:10 pm »
hey rolz - this is looking amazing.

Can you offer any advice on animating people? Are you using MD2 or something of your own?

3
Projects / tokima
« on: November 14, 2005, 10:43:40 pm »
heh heh..  oooops!!  :oops:

it must be feature  :wink: Better fix it quick..

4
Projects / tokima
« on: November 13, 2005, 10:48:12 pm »
Quote from: "Raven"
Did you change something? Because I tried it a few times before and it didn't work.


I was doing all kinds of changes, so that's probably what happened - I'm glad it's working again.

Quote from: "Raven"
Regarding gameplay.... am I supposed to be able to escape from that little corner I start in?


No, there's nothing to do - this is just a test applet. I put it together last night as an experiment.

I'm really just killing time while the game is in development. The modeller is busy creating levels and scenes at the moment.

As an aside, it is possible to escape the corner - use C and V (crouch and stand) whilst moving forward to do a sort of 'jump'  :wink:

5
Projects / tokima
« on: November 13, 2005, 07:22:23 am »
There's a new applet here:

http://www.tokima.com/2005b

6
Projects / tokima
« on: November 12, 2005, 04:14:16 am »
i have been away for a week, hence late reply.

does the java console show any errors?

7
Projects / tokima
« on: November 04, 2005, 11:12:56 pm »
I have added a bunch of optimisations for speed and improved lighting  here:

http://www.tokima.com/2005a/

I've removed the map from the JAR for testing purposes, so loading time takes a while longer.

8
News / Version 1.08 has been released!
« on: November 04, 2005, 05:20:34 am »
It's here:

http://www.jpct.net/doc/com/threed/jpct/FrameBuffer.html#enableGLCanvasRenderer(int)

Have you got the latest version of the docs?

9
Projects / tokima
« on: November 04, 2005, 01:51:25 am »
A changed cursor is a good idea - much less frustrating!

Unfortunately, there's nothing more to do after the briefcase is open in the posted version, which is little more than a sandbox right now.

Regarding optimisation.. As you rightly point out, it's way too slow at present, and it will be optimised soon. I'm not too worried though - I think it'll be quite easy to do. The thing that really hurt the speed was when I stopped merging objects into one mega-object (I ran into problems with object picking) so I'll go back to merging the walls/floor. Also, my isIndoor=false, my farPlane is huge, so there's plenty of stuff for me to tweak  :)

Right now, the modeller is busy building new scenes, and trial audio loops and clips are being prepared. Once we have enough scenes we'll storyboard it properly and see what happens.

I thought that scripting a good story would be easy.. it's hard!  :lol:

10
Projects / tokima
« on: November 03, 2005, 05:13:17 pm »
Thanks for the feedback Raven. I've hired some graphics/modelling/audio talent to turn this into a proper full-length game.

I'll have a think about ways to improve the clues that something is happening when you click stuff :)

11
Projects / tokima
« on: November 03, 2005, 05:45:25 am »
There's a new tokima demo here:

http://www.tokima.com/2005/default.html

12
Support / using camera.lookAt
« on: November 02, 2005, 04:28:07 am »
Thanks - that code snippet worked perfectly, and movement parallel to the floor seems to be unaffected.

I tried using getBack() last night, but without invert3x3(), and had some strange results  :)

13
Support / using camera.lookAt
« on: November 01, 2005, 01:23:50 am »
I'm actually using world.checkCameraCollisionEllipsoid().

I'm using a matrix (playerDirection) to move the camera forwards using world.checkCameraCollisionEllipsoid(), like this:

tempVector=playerDirection.getZAxis();
..
if (!theWorld.checkCameraCollisionEllipsoid(tempVector, ELLIPSOID_RADIUS, MOVE_SPEED, 4)){
   //ok, moved the camera
}

But in the code where I perform the camera.lookAt(), I think I need to somehow rotate playerDirection to match the new orientation of the camera. I'll have a play around and see what turns up.

14
Support / using camera.lookAt
« on: October 31, 2005, 05:26:16 am »
Hi Helge,

I'm trying to point a camera at an object with this:

camera.lookAt(obj.getTransformedCenter());

It works, but afterwards my camera movement develops a fault. If I move the camera forward, the camera moves along the 'old' path (the path I would expect it to take if I hadn't performed the lookAt() ).

Any idea what might be happening?

15
Projects / ┐how much pleople still using jpct?
« on: October 30, 2005, 11:24:22 pm »
I'm still here.. +1  :D

Let's face it: Even with the magic of jPCT, building 3D projects takes lots of time - hundreds of hours. When you're doing it for love (not because it's your job), it's easy to get derailed. I like to think there are lots of jPCT creations out there, they just haven't been posted yet.

Quote from: "EgonOlsen"
BTW: I got mail from acorn98 some days ago who is still using jPCT


..my project is on its way - just a bit more work..  :wink:

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