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Topics - Mizuki Takase

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1
Feedback / Collision Ellipsoids!
« on: August 10, 2007, 06:31:51 pm »
I might have gotten mixed up with whichever is the most current JPCT, but is there a Primitives.getEllipsoid() yet? I would like a way to visually see the ellipsoid so that whenever I am calling Object3D.checkForCollisionEllipsoid(), I would know if I would need a bigger/smaller sized collision ellipsoid. Thanks a bunch~!

2
Feedback / Storyboards...
« on: December 20, 2006, 03:37:58 pm »
How does one even make a storyboard? I do not know how to approach programming a storyboard class.

3
Support / A clothing problem~!
« on: December 12, 2006, 10:45:02 pm »
I have been constantly deleting my own thread about this topic simply because I am not completely proud or happy with what I have done... Because I wanted clothing simulation sooooo badly~ I did some googling and yahooing for such, and encountered a C++ source for clothing simulation... I decided to try translating the code from C++ to JPCT, and I did sort of got it to work... My problem is that the rested cloth looks like this...




I know that cannot possibly be correct because I did not apply any forces onto the cloth yet... Since I can not find out how to contact the original author, I decided to try to tackle the problem myself, but as usual, failed... Here is the complete source and a texture for my project!
*editted: I took the file down for now!*

Anyway, I suspect that the problem has something to do with the way the SpringConstraints are set up; SpringConstraints hold data on how far particles along a plane can stretch...
Code: [Select]

    int off = 0;
    for(int i = 0; i < numParticles; i++){
      if(i % (gridx) < gridx-1 && i < numParticles-gridx || i == 0){
        //System.out.println("i: "+i+" 1");
        constraints[off++] = new SpringConstraint(particles[i],particles[i+1],spacing,stff);
        constraints[off++] = new SpringConstraint(particles[i],particles[i+gridx],spacing,stff);
        constraints[off++] = new SpringConstraint(particles[i],particles[i+gridx+1],spacing*rt2,diagstff);
        if(i % gridx > 0){
          //System.out.println("i: "+i+" 1a");
          constraints[off++] =  new SpringConstraint(particles[i],particles[i+gridx-1],spacing*rt2,diagstff);
        }
      }else if ((i % (gridx) == gridx-1) && (i < (gridx*gridy-(gridx)))){
        //System.out.println("i: "+i+" 2");
        constraints[off++] = new SpringConstraint(particles[i],particles[i+gridx],spacing,stff);
        constraints[off++] = new SpringConstraint(particles[i],particles[i+gridx-1],spacing*rt2,diagstff);
      }else if (i > numParticles-2){
        //System.out.println("i: "+i+" 3");
      }else{
        //System.out.println("i: "+i+" 4");
        constraints[off++] = new SpringConstraint(particles[i],particles[i+1],spacing,stff);
      }
    }


To Egon: this code is updated from the last time I sent it to you...

To everyone: you can use your mouse to click and drag some vertices/particles around... Since I pretty much used Egon's code, "w" is wireframe mode and "x" is hardware render mode... You cannot play with the vertices on hardware render mode...

If there is anyone knowledgeable on such a subject, I would love to be your friend, since my game programming background is pretty much non-existent...

4
Support / Questions about meshes~!
« on: September 17, 2006, 12:24:55 pm »
Is there any way to get some sort of rows or columns data for meshes? I am still trying to make a cloth simulator and a lot of algorithms that I have found seem to depend on a concept of rows and columns... Personally I think that the answer to the question is no, but I wanted to make sure. I wonder if there are any other ways to do  cloth simulation without the knowledge of rows and columns... Oh well... I sort of feel like ranting... Thanks again~!

5
Feedback / What motivates you to move on~?
« on: August 24, 2006, 11:00:46 pm »
Due to work, friends, games, anime and family, I have been noticing that game programming time is reduced to zero minutes.. I was wondering how does a programmer get the motivation to keep moving on. I just feel that there are times where I feel that the day does not have enough hours in it. To make things worse is that my job is computer related, so by the time I get home, I really do not feel like typing anything on the keyboard... I made this post because I wanted to know what goes on inside the mind of a professional~



PS: If EgonOlsen is reading this thread, I wanted to know if the source for the deformed plane is available for studying. I am referring to the program that uses IVertexController. The screen capture that you supplied was http://www.jpct.net/pics/vertexcontrol.jpg Thanks Egon~!

6
Support / Problems with pixels~!!
« on: July 27, 2006, 02:12:55 am »
Oh my goddess~!! I have been sooo out of programming, and eventhough its been a while since I last worked on a project that uses JPCT, I still have not given up~!!! Anyway, I am going to have a problem with pixels! If you can remember my project, (if not, then go here: http://www.cs.uno.edu/~tvle/hotaru/New%20Text%20Document.htm) I wanted to make 2D sprites that exist in a 3D world and have them do whatever...

My problem is that in 2D games, if I wanted a player to jump, I would say something like move a certain number of pixels up and then after a certain amount of time, I would say go down until the player touched the floor. I wanted to know how I can translate the player by an amount of pixels of the player.

Even if I got tired and decided not to bother with accuracy, I still need to be able to do something like that because I need to do collision boxes~!! Again, the boxes would need to be based on some sort of specified size while using the player's sprite size as a reference. What I mean is that I want the collision box to be a certain amount of pixels based on the pixel size of the player. I hope that I do not come off as confusing!! Its like... I do not want to use Interact2D because sometimes the camera may pan or zoom thus messing up the size of collision boxes. My player is based on a 1 x 1 polygon and the textures are 256 x 256 size.

For anyone who dares to try out the URL, you will need Java 1.5 Runtime. up, down, left, and right works, Z = punch, X = kick, Z+X = float upwards, w = wireframe. Thanks in advance~!!!


Another question as well... I have been looking at a source code for Continuous Level Of Detail terrains and also Clothes Flowing algorithms... Just incase, clods are nice to have because you can have a lot of small maps that blend together seamlessly like in Grand Theft Auto or Oblivion. They can also appear lower in detail if you are far away from the target. The clothes algorithm, I think that many people can get the idea of it easily without an explanation... I wanted to know if JPCT would give me enough power to implement such features.. If so, I would be really happy!

7
Support / needing some concept help~!
« on: June 07, 2006, 05:49:20 pm »
Hihi~! I am trying to make a 2d/3d game like Castlevania: Symphony of the Night and Strider 2.

For my first approach on such a task, I tried to simply load the textures onto JPCT and blit the sprite over a drawn world. However those plans were quickly placed onto a halt because I do not know how to flip an image horizontally as well as scaling the sprite. Blitting also gave the sprites too much screen priority which was not favorable. A possible solution for flipping images was to load the sprites onto the TextureManager twice; one for facing left and one for right. That however does not seem like a good approach at all...

So my second attempt was to make a plane and have that moving about in the world. Object3D has transparencies and I can always use backculling on the plane, so that was fine. Everything went well until I noticed that both renderers applied the sprite onto the plane differently. One of them tiled the image onto the plane while the other just scaled. I also do not know how to place the sprite at a certain point on a plane. (some sprites will need some sort of offset to get the images aligned so that the animation looks nice)

Does anyone have any better solutions? Thank you in advance~!!!

8
Support / Being silly...
« on: May 09, 2006, 05:52:49 am »
I was reading on a cellshading tutorial and was wondering how bad is it for me to try to implement that with JPCT? I noticed that JPCT was nice enough to handle some of the mathematical stuff like normalize and dot products, but does not seem to have a way to disable lighting (or maybe not?).

Basic Rendering
-Disable lighting.
-Disable blending.
-Draw the colored vertexes.

Basic Lighting
-Create the Sharp Lighting map.
-If using a light radius, do a point-in-sphere check to see if the point is within range.
-Get the vector from the light position to the vertex and normalize it.
-Get the dot product of the new vector and the vertex normal.
-Repeat 2-4 for every vertex.
-Render as usual.

Outlines and Highlighting
-Draw the object as normal.
-Switch face orientation.
-Set the color to 100% black.
-Change to wireframe mode.
-Draw the mesh again, but only specifying the vertex positions.
-Restore the original modes.

Basic Texturing
-Load the Sharp Lighting map from file and store in an array (remember to convert values to a range of 0-1).
-Calculate the lighting as normal, but multiply the dot product by the width of the texture - 1 (remember 0-15), and cast it to an integer.
-When drawing, lookup the color to use in the Sharp Lighting map array, using the lighting value as the index.
-Use this value for the red, green and blue values of the vertex color.
-Render the object like you would normally, but remember to update the color for each vertex. Don't forget to disable lighting, etc.
-Draw the highlights (same as before).


Oh well.. That reminds me~!! I have not experimented it yet but can JPCT use alpha channel textures for opacity? I was trying to make a model with lovely anime hair and desperately need alpha channels for that to look right, if its not possible then that is where the cellshading tutorial came in~! Thanks again for reading this thread~!!

9
Support / New to everything~!!
« on: April 24, 2006, 09:45:08 pm »
Hihi~! I first off wanted to say that JPCT is an unbelieveably kick-ass 3D engine. I am still at awe at how simple the classes seem to be and how the first person shooter example is done in so few lines... After being inspired from watching a couple of JPCT's demos, I decided to try and see if I can make some sort of third person view game. I started by looking though the first person shooter source and I tried to understand it. I even played around with it by adding a couple of lines of code, as well as modifying some values and see what happens.

Currently, I am having problems trying to understand why I cannot get the model to land properly on the ground.

First off, I initialized the player's model and textures using this code... I also placed the model 100 units above the normal starting point so that I can see the model falling down and hopefully land properly...
Code: [Select]
texMan.addTexture("ctf_r",new Texture("3ds"+c+"ctf_r.png"));
player = new Object3D(Loader.loadMD2("3ds"+c+"tris.md2", 1f));
player.setTexture("ctf_r");
theWorld.addObject(player);
player.translate(STARTING_POS.x,STARTING_POS.y-100,STARTING_POS.z);


And then at the doMovement(), I decided to take out all the camera "landing" features and changed that to this...
Code: [Select]
SimpleVector playerPos=player.getTranslation();
SimpleVector dir=new SimpleVector(0, GRAVITY, 0);
dir=theWorld.checkCollisionEllipsoid(playerPos, dir, ELLIPSOID_RADIUS, 1);
player.translate(dir);


I noticed that if the scale of the model is 0.5 and less, the model will land on the ground properly like so...


If the model is scaled to anything higher than 0.5, then the model kinda goes though the floor like this...


Thank you in advance to anyone that can help me figure out the problem and also a HUGE THANK YOU to JPCT and its author~~! I really hope to get comfortable with the engine and eventually make something really nice with it~!

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