Recent Posts

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21
Support / Re: Crash (native)
« Last post by EgonOlsen on October 25, 2018, 08:35:09 am »
Is that one different from the one included in the SDK?
22
Support / Re: Crash (native)
« Last post by AeroShark333 on October 24, 2018, 03:57:35 pm »
Hmmm, this is the AVD emulator I use to reproduce the error (I think I also had a Genymotion emulator that'd crash if you want that one...):
https://drive.google.com/open?id=1-iNRd9xdTU7j-WCzYIWcOqfgIxt4eRe6
Unzip these files to C:\Users\<your_username>\.android\avd
(Also edit the .ini file to make it match your path (probably only change the username twice)
And it should pop up now when you try to run the application from Android Studio I believe
23
Support / Re: Mouse-Walking on a Simple Plane
« Last post by EgonOlsen on October 24, 2018, 08:21:23 am »
Looks ok to me at first glance. Is this what works with multi-polygon planes? Then it will work with 2 polygonal planes as well if it's able to detect the actual collision/intersection, which depends on the offset setting mentioned above.
24
Support / Re: Mouse-Walking on a Simple Plane
« Last post by AGP on October 23, 2018, 07:14:50 pm »
Should the above code work? Am I forgetting anything?
25
Support / Re: Mouse-Walking on a Simple Plane
« Last post by EgonOlsen on October 23, 2018, 08:39:16 am »
The same method that works on planes with multiple polygons will work on planes with two polygons. The logic is the same, but you might have to adjust Config.collideOffset to some higher value.
26
Support / Mouse-Walking on a Simple Plane
« Last post by AGP on October 23, 2018, 06:59:02 am »
I've made three dozen attempts. I have had success on a plane with multiple polygons, but I'd like to make it work on a large plane with only two triangles. My best (unsuccesful) attempt:

Code: [Select]
     public void mouseClicked(MouseEvent e) {
        moveByMouse(e.getX(), e.getY());
     }
     private void moveByMouse(int mouseX, int mouseY) {//WALKBYMOUSE; CALLED ONCE TO SETUP THE WALK DIRECTION
SimpleVector ray = Interact2D.reproject2D3DWS(camera, buffer, mouseX, mouseY);
if (ray != null) {
     SimpleVector norm = ray.normalize();

     float f = theWorld.calcMinDistance(camera.getPosition(), norm, 1000);
     if (1==1/*f != Object3D.COLLISION_NONE*/) {
SimpleVector offset = new SimpleVector(norm);
norm.scalarMul(f);
norm = norm.calcSub(offset);
origin = hero.getRoot().getTransformedCenter();
SimpleVector destination = new SimpleVector(norm);
destination.x += camera.getPosition().x;
destination.z += camera.getPosition().z;
destination.y = origin.y; // Make y the same as for the hero to avoid moving up/down.
hero.getRoot().setRotationMatrix(destination.calcSub(origin).getRotationMatrix());
this.destination = new SimpleVector(destination);
     }
}
go = true;
     }
27
Projects / Re: Conways Game of Life in JPCT
« Last post by lawless_c on October 22, 2018, 12:11:26 am »
Note for anyone running this.
It starts Paused.

you have to double tap to un-pause it.
28
Projects / Conways Game of Life in JPCT
« Last post by lawless_c on October 21, 2018, 10:58:59 pm »
Thought this might interest people here.

https://github.com/lawlessc/GameOfLife  :)

It's an implementation of Conways Game of Life that i'm working on, i've done the computation in the shaders itself using the textures to store the state of the world, it runs very fast  if i do say so myself  8)

For anyone interested:
https://en.wikipedia.org/wiki/Conway%27s_Game_of_Life


29
Support / Re: Crash (native)
« Last post by EgonOlsen on October 19, 2018, 10:21:51 pm »
Nope, I'm not able to reproduce it. It runs just fine on everything that I've tried it on...
30
Support / Re: Crash (native)
« Last post by EgonOlsen on October 19, 2018, 08:57:59 am »
I'll go through my more obscure test devices this weekend and try to reproduce it.
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