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Messages - Uija

Pages: 1 [2] 3 4
16
Feedback / F*** off all you spammers!
« on: January 11, 2006, 09:53:06 am »
new version of phpbb have those visual validation stuff in it. where letters are generated with GD library and user needs to type in those on registration.
As 95% of the forumspammers are bots, they will fail there.
Well, this would mean, you need to disable anonymous posting, but I think that wouldn't be a problem.

17
Support / Featurerequest ;)
« on: November 28, 2005, 09:36:11 am »
\o/

Edit: Works great. Sorry, I looked for a method in OcTree to export or serialize and didn't look up the Javadoc :(

18
Support / Featurerequest ;)
« on: November 27, 2005, 11:44:25 pm »
Is there a way to serialize OcTrees?
I currently have a converted heightmap with nearly 32k Triangles. Without an octree this isnt useable, but, construction the octree needs around 1 minute, that I don't want so spend everytime I start a new Map :P
I tested it against a smaller map, with and without octree, it doesn't make a too big difference in memoryuseage. (Small map (3200 triangles) without octree uses 104MB B RAM, Big Map (32k triangles) with octree uses 116 MB ram. I could split the map into several smaller parts and only display those, that I see, but the memoryuseage would be the same I think. So it would be realy cool, to save the OcTree into a file, or better, Build a containerobject, where you can add an Object3D and a OcTree and Serialize them together =)
Dunno if it is doable, but it would save alot of time doing the same thing over and over again.

19
Support / Another Problem, now with checkForCollision
« on: November 27, 2005, 12:29:12 pm »
I think I fixed the problem.
I have 2 "Maps". My big one (400x400 units and 2 Tris) and another one 400x400 with 40x40x2 tris. they look the same so I used the big one all the time. now after changing to the one with 40x40x2 tris, the problem is gone.

the 30 was a testvalue after I checked everything other :P my player is 8 units high and I use a gravityray from 4f to get the result I want.
Another thing: My "Map" contains currently 40x40x2 Triangles. when I build a octree with it, I get a stackoverflow. isnt it meant to be used on big objects?

20
Support / Another Problem, now with checkForCollision
« on: November 27, 2005, 01:23:33 am »
I have the following scenario:

Code: [Select]

     O


___________


I have a plane, that is more than big enough to fit the Object above it.
I place the Object around 300 points above the plane and do the following:

Code: [Select]

// Vector to define Ray
SimpleVector trans = new SimpleVector( 0, 1, 0);
// Check for other object
int id = object.checkForCollision( trans, 30);
// If no object, move
if( id == Object3D.NO_OBJECT)
{
   object.translate( trans);
}


I tried "every" setting with collisionstype (let plane check other, let plane check self let plane check both, same with object and both checking) and the objects falls through the plane all the time.

I am very new to the collision thing and red your documentation in the manual about it.
I wanted to use this type of collison-detecting, as the ellipsoid one let me flow down every floor that is not 100% straight.

Am I using the checkForCollision wrong?

21
Support / OutOfMemoryError
« on: November 26, 2005, 12:12:18 pm »
Ah, okay, I thought that :P
I just use it, because it is so easy in the first step.
Thanks thou.

22
Support / OutOfMemoryError
« on: November 26, 2005, 12:24:02 am »
hm, I found it, i think.
my card has a problem with the FOGGING_PER_PIXEL option.
I used that, because my ground is a 600x600 pixel big plane containing 2 triangles and the result was the best.
I set this to FOGGING_PER_VERTEX and see the ground again.

the same moment something new, strange occured: I have, as you may see on the sreens, the fog at the top border of the screen. when I walk north, its getting darker and darker until I come near the border of the plane. there the fog is gone and it gets lightened again.

dunno if it has something to do with the PER_VERTEX option and my simple plane.

23
Support / OutOfMemoryError
« on: November 25, 2005, 11:45:59 pm »
Card is: Ati Mobile Radeon 9700

Driver... hmm, i am using the ati driver that were shipped with my acer notebook.

I just found out, that I can see the plane, when I comment out the shadow code.

@test: sure, just tell me what to du.

24
Support / OutOfMemoryError
« on: November 25, 2005, 09:04:40 pm »
Hmm, my goal is to have something like a mmo game.
I am heavily interrested into the server thing and the way how client and server work together.
I play those games for years now and partly hate the companies for their bad Networkcode or heavy Lag, when many people are doing something together.
Now I try to build this thing step by step myself until I find out, why all those games lag like hell :P If I don't find it out, perhaps I can sell my idea and knowledge *lol*.

The models are md2 files I found on planetquake.com. I use them because its alot easier for my to handle the basics first, with good looking mobs and less work.

25
Support / OutOfMemoryError
« on: November 25, 2005, 08:57:30 pm »
2 Screens:

Software:


OpenGL:


funny thing is: this only happens on my notebook (ATI) and not on my MainPC (NVidia)

Edit:
Screen from MainPC with OpenGL:

26
Support / OutOfMemoryError
« on: November 25, 2005, 08:37:41 pm »
hm, was logged out =(

27
Support / OutOfMemoryError
« on: November 25, 2005, 07:29:23 pm »
Thanks alot, that helped.

28
Support / OutOfMemoryError
« on: November 25, 2005, 06:55:57 pm »
Hm something wierd.

I render 5 x 5 models
Code: [Select]

      N

1x  x  x  x  o
2x  x  x  x  x
3x  x  x  x  x  C2
4x  x  x  x  x  
5x  x  x  x  x
                      C
      S

My Cam(C) looks with birdview with lookAT onto my mainobject (o)
My Problem is: I only see 2 rows (10 Objects)
As soon as I move nearer to my Objects (position C2) I begin to see the 3rd line but loose some of the first 2.

Is there a limit of models?
I moved them around over the place to verify if its a view-range-problem, but it seems not to be.
I can post some screens, if you need to :P
Code: [Select]

29
Support / OutOfMemoryError
« on: November 25, 2005, 03:04:55 pm »
well, I can run 5 with -Xmx128M but I dunno if I may get other problems as soon as I want to have 100 mobs running around and need some trees and stuff.

30
Support / OutOfMemoryError
« on: November 25, 2005, 02:41:44 pm »
have a little test, where one md2 Model runs in circles.

I added a "Mob" Object to my system holding the object and a tick() function, where the animation and movement is done.
in my loop() I run through my List of Mobs and call .tick() on every mob.

I works perfectly until I add a 5th Mob to my list. While loading the Object3d with Loader.loadMd2() I get a:

Exception in thread "main" java.lang.OutOfMemoryError

when the engine is procressing the 5th Model while loading the animations.

Is there a way to stop this? Is md2 the wrong source to work with? I like them as there are alot to use in the net and I already have animations to use for running, idleing and fighting.

~Jens

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