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Messages - dutch_delight

Pages: [1] 2 3 4
1
Support / Re: The question about the model location
« on: November 21, 2014, 11:57:33 pm »
If you're exporting a lofted object you probably need to convert it to a mesh. It sounds like you can't see your model because the loft data gets lost when importing into jpct.
Don't know about blender but in 3dsmax I would collapse the mesh then reset the xform and centre the object at world zero.

2
Projects / Re: formula legends
« on: February 09, 2014, 10:57:35 pm »
Just to let you all know that I've had to remove the game. apparently I was infringing some copyrights. :(

Egon, could you take it off the projects page as well please?

3
Projects / formula legends
« on: December 06, 2013, 09:08:38 pm »
Well, I've released my new game on google play this week.
Formula legends. Not the greatest title in the world but all the cool titles seem to have already been taken.
https://play.google.com/store/apps/details?id=formula.legends&hl=en_GB

Was wandering if anyone with a Galaxy3 could have a look? I've gotten a comment saying the controls don't work on that phone.

I know there are some collision problems. I'll try and fix those when I get a chance.

4
What I do for my AI is a very simple path finding, I've got a few paths stored in an array.
When an AI car is close enough to the current point that it is moving towards, it steers to the next point.

Getting some pretty nice results.



5
perhaps you can only check for car to car collision when they are near you so something like this:

Code: [Select]
if (playerCar.getTransformedCenter().distance(npcCar1.getTransformedCenter()) < 100) {
npcCar1.checkForCollisionEllipsoid(step, mEllipsoid, 3);
}

dont know if that will be quicker but that's what i do. i only do important calculations on the ai cars when the player can actually see them close enough.

as for the bar, cant you optimize that somehow? 8800 triangles seems a bit high for a collision mesh

6
Support / Re: Version updates!
« on: April 11, 2013, 11:24:20 pm »
works fine for me

7
Support / camera roll from object
« on: April 05, 2013, 01:12:05 am »
Hi all,

I've got a little problem with my camera and not sure how to fix it.

What I have is a car that is rotated by a dummy. the car body is a child of this dummy.
I then have an extra camera dummy that is attached to the rotation dummy. My camera uses that position.


Code: [Select]

controls_camera = world.getCamera();
controls_camera.align(playerMoveDummy);
controls_camera.rotateY((float) Math.PI);

tempVector = carCameraDummy.getTransformedCenter();
controls_camera.setPosition(tempVector);


But what happens is shown in the image below:  (front view of car)
http://www.richterdesigns.co.uk/stuff/camera_align.jpg

Image A is the setup: camera above the car.
Image B is what happens when my car rotates.
Image C is what I want to happen.

Does anyone know how to do that or point me in the right direction? I assume I need to get matrix from the dummy and apply it to the camera?

8
Support / get angle from objects
« on: November 25, 2012, 09:38:48 pm »
Here's a problem I'm having.

I want a car to align to a surface. so what I've got is 4 dummy objects that are in position of the wheels.
These dummies are always on the ground polygon where the wheels intersect the ground.
That all works fine but how do I align my car to the angle created by these?

I've got this (forward angle only) but it doesnt quite work:
Code: [Select]
forward_angle = collision_fr_dummy.getTransformedCenter().calcAngle(collision_fl_dummy.getTransformedCenter()););
player_vectortest_matrix = player.getRotationMatrix();

if (player_vectortest_matrix.getYAxis().z > forward_angle) {
car_angle_current_frame.z = forward_angle;
} else if (player_vectortest_matrix.getYAxis().z < forward_angle) {
car_angle_current_frame.z = -forward_angle;
} else {
car_angle_current_frame.z = 0;
}

player.rotateZ(car_angle_current_frame.x*2);


any help much appreciated

9
Support / Re: Looking for a bag...
« on: November 25, 2012, 09:25:00 pm »
this any good for you?

www.richterdesigns.co.uk/stuff/bagcloth.zip

let me know if you need any changes.

10
Projects / Re: cheeky monkey
« on: November 01, 2012, 02:29:25 pm »
yes, please feel free to add it. thank you.

11
Projects / cheeky monkey
« on: October 30, 2012, 11:47:02 pm »
hello everyone

just would like to announce my latest game: Cheeky Monkey.
It's a semi-3d jumping type game. Not sure how to describe it. I started this because I wanted something quick to make. Hope you enjoy it and any feedback is more than welcome.



You can download it from google play and there is a free and commercial version:

https://play.google.com/store/apps/details?id=cheeky.monkey&feature=search_result#?t=W10.
https://play.google.com/store/apps/details?id=cheeky.monkey.free&feature=search_result

12
Support / Re: project crash when remove Object3D from world JPCT AE
« on: October 11, 2012, 12:30:10 am »
Not sure what youre doing but if your object is off screen, you remove it. Then the next frame its off screen again and you remove it again resulting in the object being removed when its already removed.

Also, all this adding and removing will result in a lot of garbage collecting and will affect the frame rate of your game. What I do with my new game is have 10 objects in an array. When I don't need them I hide them and when I do need them I make them visible and reset their position so they're ready for processing again.

Also, don't define an object3d  In the render loop. That will add to the garbage collecting. Define a temporary 3dobject when you initialize your app. That way it will always be available to reuse without it needing to be recycled.

Why are you adding notes to notes2 twice?

13
Projects / Re: Gunship Assault
« on: May 22, 2012, 09:20:52 am »
I turned mipmapping off to save memory but I can try and turn it back on.

What did you do to get the sound bug? The game should run through all the fx and turn them off, then I release the soundpool and reinitialize it.
Is it the helicopter engine that keeps playing? Was it after getting killed, or running out of fuel or just exitting using the map/menu exit button?

And yes, please put it on the projects page. I'd be honoured.


14
Projects / Gunship Assault
« on: May 21, 2012, 07:54:56 pm »
Gentlemen,

It's been tough going at times and it sure has taken a long time but my first game on android is finally ready; Gunship assault.
You can choose a helicopter of your choice and fly it through 3 big environments. There are enemy helicopters, boats, tanks, and plenty of objects to destroy.

I admit that graphically it could have been better but my team mate abandoned the project and was left to do it all myself. Framerate is a bit dreadful at times but you can adjust
detail levels in the menu. In the end I decided to release it otherwise I would be working on this forever.

Controls are best with the joystick and instructions are a bit unclear.
Basically, you press the radar to get to the map and once an objective is in the center of the screen, the objective is selected as your current objective. The arrow at the top points to it.

I hope you enjoy it and I welcome any feedback and suggestions


Oh and Mr EgonOlson and the forum; Thank you very much for all your help and making this engine available. (for us to abuse) :)


paid app:
https://play.google.com/store/apps/details?id=gunship.assault&feature=search_result#?t=W251bGwsMSwyLDEsImd1bnNoaXAuYXNzYXVsdCJd

Free version:
https://play.google.com/store/apps/details?id=gunship.assault.free&feature=search_result#?t=W251bGwsMSwyLDEsImd1bnNoaXAuYXNzYXVsdC5mcmVlIl0.























15
Support / Re: out of memory...again
« on: May 13, 2012, 10:25:13 pm »
No screenshots yet. Need to add some more scenery objects so the world looks more detailed. Hopefully it will (finally) be finished at the end of the month so you can play it yourself. I'll add it to the projects page once it's done.

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