Recent Posts

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31
Support / Re: 3D object from 2D drawing
« Last post by EgonOlsen on November 07, 2017, 07:44:04 am »
If you have the shape in 2d defined by the end points, you need some sort for triangulation algorithm to convert it into 2d triangles (i.e. in a plane). Once you have that, you can extend it in 3d pretty easily. There are several triangulation algos out there, just google for it. It also depends on your objects. It's getting more complex, if your objects can be convex as well (your example is concav).
32
Support / Re: getting world coordinates of point at specific distance from camera
« Last post by EgonOlsen on November 07, 2017, 07:40:45 am »
You can use this for example: http://www.jpct.net/jpct-ae/doc/com/threed/jpct/Interact2D.html#reproject2D3DWS(com.threed.jpct.Camera, com.threed.jpct.FrameBuffer, int, int, float)

I'm not sure if it does exactly what you want, because you are talking about z=0 in world space here!? However, this method takes z in camera space (which is actually natural, because that's the space into which your taps are going). Just remember that z=0 in camera space isn't a bright idea, so use 1 for 10 or whatever fits you instead.
33
Bones / Making a 3d model move by code(user input).
« Last post by Rhnbmpl on November 07, 2017, 07:35:15 am »
Hi,
I am new to JPCT and till now I have displayed a 3D model made in blender in an android app. I have made the model in Blender with the bones attached to the mesh. Earlier I was using libgdx which made the joints of the bone rotate but it wasn't running along properly with my application. The 3d model i have displayed is in the format .3ds. I have not implemented any animations on the model because I don't need them. I need to rotate the joints of my 3d model based on the user input(by variable change). There will be about 5-7 joints in the model which will only rotate.
Thanks for the help.
34
Support / getting world coordinates of point at specific distance from camera
« Last post by saadasif21 on November 07, 2017, 07:33:33 am »
Hi geeks,
i have been trying to get world coordinates at specific distance from camera. i cant use collision detection because i do not have object at that point. Iím at my witsí end!

let me explain briefly,
lets suppose my camera is at (0,0,-50) and i cant have any object in my world. If i tap anywhere on my 2d screen, where in the world space at z=0 that tap goes. please help
please ask if you need further clarification.
35
Support / Making a model move by code(user input)
« Last post by Rhnbmpl on November 07, 2017, 05:59:49 am »
Hi,
I am new to JPCT and till now I have displayed a 3D model made in blender in an android app. I have made the model in Blender with the bones attached to the mesh. Earlier I was using libgdx which made the joints of the bone rotate but it wasn't running along properly with my application. The 3d model i have displayed is in the format .3ds. I have not implemented any animations on the model because I don't need them. I need to rotate the joints of my 3d model based on the user input(by variable change). There will be about 5-7 joints in the model which will only rotate.
Thanks for the help.
36
Support / Re: 3D object from 2D drawing
« Last post by MichaelJPCT on November 07, 2017, 02:59:39 am »
these all can be done. but much maths calculation is involved, if you don't know how to calculate distance between points, you should find someone who is good in maths, geometry, computer graphics, java programming to do this. it takes a lot to do the work, you can't learn all these in a few weeks.
37
Support / Re: 3D object from 2D drawing
« Last post by dimvolk on November 06, 2017, 07:11:55 pm »
Thanks for answer.
But i'm not understand how get a distance between points. And what if is needed to create object based on curve line (bezier, round etc). it is possible?
38
Support / Re: variable shadow bias ?
« Last post by MichaelJPCT on November 06, 2017, 05:37:13 pm »
sorry i can't connect to google server. is it Naroth the RPG game ?
i tested Naroth. in the game the visual range is not large and FOV doesn't change. so in a sense it's like an indoor game.
think of a flight simulation with visual range of 20km and FOV angle range of 1 to 90 degree, the scene in view can be very large(many objects and large terrain area) or very small(need high detail of objects). the 2 extreme situations make things more complicated.
such as shadow mapping, the shadow texture can't be big enough while at the same time detailed enough. so a simple shadow mapping technique doesn't work.
i don't aim for complex graphics, i'm just telling example that some situations are difficult to handle.
39
Support / Re: variable shadow bias ?
« Last post by EgonOlsen on November 06, 2017, 10:50:01 am »
I'll add it.

Quote
i have a feeling that JPCT engine was designed and tested mostly for small scene, like indoor scene.
Not really. Most Android development that I did with it was this: https://play.google.com/store/apps/details?id=com.threed.jpct.games.rpg. And while not being Skyrim, it's still quite open and worldy.
40
Support / Re: variable shadow bias ?
« Last post by MichaelJPCT on November 06, 2017, 05:44:51 am »
Hi thanks. i don't need it, for now.
but this is something that an engine user can't(or very difficult to) get around if the situation is met, while at engine level it is easy(technically speaking) to do.
i wish JPCT engine can handle most situations (some problems can be solved by tricks without too much trouble) , but some features would require much effort from you, those are not what i would ask for , such as ortho camera.
if some features can be easily achieved from engine level, then having them would make JPCT engine better - less limitation, wider use.

i have a feeling that JPCT engine was designed and tested mostly for small scene, like indoor scene. while i mostly do open world scene. so i encounter (or fore-see) some situations that are difficult to solve, shadow bias is an example.
but i like JPCT most, and my main hobby project is made with JPCT (mostly physics simulation , with simple graphics)

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