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Messages - Bryan

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Support / Re: Tile Blending
« on: February 03, 2013, 03:17:44 am »
So what if things weren't tile based. What is the best way to handle terrain, like you said texture splatting for your project but it not translating well to tile based textures.

Can you provide a good example of texture splatting on a terrain type mesh? I'd be curious to see and/or re-write the terrain stuff he has now to utilize your method.

Support / Re: Tile Blending
« on: February 01, 2013, 11:32:08 pm »
Each tile is an individual textured object?

I was the one to actually write the terrain code he is using right now (which was also based off a generation example).

What I did was generate each tile with 2 polys (trigs) and there are a specified amount of tiles in an object. Each object is also a "Region" in code and they are just placed adjacent to the previous Region/Object.

He wanted me to let you know how it worked. But if he wants tile blending, he will also have to blend through multiple objects to make the Region->Region blend for edge tiles.

Support / Re: VertexController mesh size
« on: November 03, 2012, 09:40:29 pm »
Awesome I will check that out when I get back on the computer. I figured it would be something easy like that, thanks! 

I really like working with the library so thank you for that too.

Support / VertexController mesh size
« on: November 03, 2012, 06:37:39 pm »
I've been messing a bit with an editor for somebody and am trying to deform the terrain.

I can get the polygon they clicked on which is fine, but in the VertexController the mesh size is only 1024 (the terrain region is currently 32x32 with 2 triangles per 'tile'). So I was wondering how exactly the getDestinationMesh()
  • applies to the actual mesh.

The array size seems to be 1024 so 1 index per tile, but each tile is made of 2 polygons so how does this work?

When I try to deform the terrain the polygon they clicked on I thought might have been just *2 the index since there are 2 triangles per, but it doesn't seem to be the case and the actual location I change is off from where I am clicking.

Thanks in advance for the help.


Projects / Re: Simple 3D Client
« on: October 23, 2012, 04:30:28 am »
None as of right now. This is my first go with 3d but it's quite fun to mess with this. So who knows what is next for this. Thanks for checking it out!

Also I made a quick page to showcase this if anyone is interested.

Projects / Re: Simple 3D Client
« on: October 20, 2012, 03:30:05 pm »
I updated this a bit, I will make a full feature list in the future but here is info about the new one.

New Features:
  • Height-map images (grayscale images) that load at startup to create the terrain
  • Scaled all the things down to proportionatly fit terrain
  • Cleaned up a lot of the code to do with Player stuff and warriors

If you would like this version: Download v3

Projects / Re: Simple 3D Client
« on: October 16, 2012, 04:09:02 am »
I think your links are broken.

Ah you were correct. Thanks! I fixed them now, it was because of the format for URL bbcode being different than another forum.

Projects / Simple 3D Client
« on: October 15, 2012, 02:00:26 am »
Hi everyone,

I recently started messing with jPCT and just seeing what I could do for fun. I plan on continuing with this slowly and just making it into something, possibly a game. I also have released a few versions of it and below you can find the links to download and use this or even just take a look at. The zip contains all the files you need: source, libs and assets.

  • Basic Camera to fly (WASD + Q/E to go up or down)
  • Basic player movement (Left, Right, Up, Down arrow keys, Space to jump)
  • Very basic terrain/region system
  • Very basic GUI system (Toggle pause menu example with Escape)

Some Extra Keys
  • 'R' Toggles render mode (textured -> texture+wireframe -> wireframe)
  • 'M' Regenerate the terrain
  • 'N' Add a new light (random color and location)
  • 'H' Changes 'sun' color
  • 'L' toggles the 'sun' light
  • 'K' Sets light position randomly on terrain (if not snapped to player)
  • 'J' Snap light to above player
  • 'F1' Toggle mouse grab (so you can use your mouse on your desktop again)
  • 'Escape' Toggles the pause menu

Version 2

Version 1


Thanks to: EgonOlsen and hakan eryargi (TexturePack and GLFont classes)


Projects / Re: Thinking about some RPG..Android version.
« on: January 10, 2012, 02:50:32 am »
The progress on this is really looking good man.

What are you using for modelling?

Projects / Re: Thinking about some RPG..Android version.
« on: December 24, 2011, 12:03:35 am »
Hahaha that grin!  :D

News / Re: Merry Christmas...
« on: December 24, 2011, 12:02:27 am »
Thanks Egon!

Same to you too.

Merry Christmas to everyone.

Projects / Re: Thinking about some RPG..Android version.
« on: December 22, 2011, 02:26:49 am »
Wow the graphics remain pretty constant even as you're increasing the frame rate. Nice job

Projects / Re: Thinking about some RPG..Android version.
« on: December 21, 2011, 04:00:28 am »
Well hey it still looks great man. I am sure that's totally a playable fps, just have to see how it goes with some game logic. Keep us updated! I check this thread everyday lol

Projects / Re: Thinking about some RPG..Android version.
« on: December 20, 2011, 02:25:07 am »
OH wow, it still looks really great even on the phone. Shame it's only running with 10 frames a second. But still.. ;D

Bugs / Re: Crash report while just messing around
« on: December 17, 2011, 11:29:58 pm »
Yeah so I guess instead of trying to find the correct videomode I will just supply my own (creating my own display).

That will work fine, thanks for letting me know about that.

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