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Topics - 9kaywun

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Support / 110-160mb mem usage??
« on: October 24, 2012, 02:19:05 am »
I've been working on a multiplayer game using jPCT for quite some time now.. and it's been a very long work in progress. Lately I've done a full client/protocol optimization because I have an ETA set in December to publish it on my website. This is the most time consuming and long term application I have probably developed, and no code should be considered unstable or not efficient.

To the point here.. I am not sure why, but I cannot get memory usage to a satisfying level. Are there any common jPCT high memory solution techniques? So far my game consists of a plane, 5 animated npcs, a local player, and a 2nd user connected for most testing, and even when it's only the local player I have this issue.

Another note: Frames per second is between 55-60 usually, but memory is still way up there..

Edit: I ran VisualVM and apparently 117mb of memory is being used by int[] (has to be jPCT, maybe I am not doing something as intended, ie: vector usage?)

Edit 2: Even the login state (no world/object3d instances, just 2 and 4 lines of text) has the same issue with memory usage.

Support / multiple jpct worlds
« on: October 21, 2012, 02:42:19 am »
Is there a performance difference between sharing a single world using an abstract design, or just simply creating a new world in each application state?

Edit: The application I am developing, if I removed the abstraction, would have 3 world instances: 1 for login state, 1 for game state, and 1 for the skybox (in the game state).

Support / y rotation
« on: October 15, 2012, 11:08:54 pm »
Tryin to setup a 12 directional movement system in a game I've been developing..

When I walk around in the game, let's say I am going east.. my character rotates in a circle the entire time instead of JUST face east.. I've read the javadocs for Object3D and I'm still very lost as to how I can do this properly.. I need a way to either reset rotation before each directional face update, or something because it increments the new rotation request into the old one, and over rotates..

Here's a snippet:

      switch (direction) {
      case 2: // north west
         translate(new SimpleVector(-3.2, 0, +5.55));

Support / Object Merging
« on: October 10, 2012, 10:20:46 am »
Is there a specific reason jPCT only supports 100 Object3D instances being merged into a single object? Was experimenting with a "region system" and realized I couldn't merge more than 100 "tiles" together.

Also, just noticed if I try to use this:

      // region.createTriangleStrips(); // Good for OpenGL performance
It seems my region instance gets stuck before being created, as soon as the above code is called, and my client just stops at that.

Feedback / Snippets / Example Board?
« on: October 10, 2012, 09:36:40 am »
I noticed the support board has many duplicate/very similar threads.. So why not add a snippet board?
It would most likely encourage more developers to jump onto the jPCT wagon due to a wider array of reference/example function usage and help them catch on quicker.
I've used the lib since April now, and have struggled with some things due to lack of experience/understanding for the first few months myself.
I have created a few general systems in my client that I'm willing to share, that I think people would find helpful, but there's no board I think it's worth posting in because if it goes in support it will be bumped away...

Support / tile system?
« on: August 14, 2012, 01:06:49 pm »
I need to implement a simple tile system into my 3d game client for npc/prop rendering.. I am using Primitives.getPlane(quad, scale) to generate a small region, but I can't figure out how I could go about making an imaginary 96x96 grid with textures rendered over it.
I have already written a method to load map data from a file and would render the scene like so <regionId, tileId, textureId>
I also would like to be able to not have any negative ids for tiles because it over complicates certain functions I intend on integrating server-sided in the future.

Support / text above object3d
« on: August 06, 2012, 10:06:33 am »
I know about text blitting, but what determines the coordinates I would use to place text above models..?

Support / Rendering Textures over 256x256?
« on: June 16, 2012, 10:30:51 am »
When I render a sprite such as this one: it comes out deformed on the game screen.. How can I render it to be the same size as the actual image?

Code used to render the sprite.. (works fine with sprites under 256x256)
getBuffer().blit(TextureManager.getInstance().getTexture("chatbox"), 0, 0, (int) x, (int) y, X, Y, FrameBuffer.OPAQUE_BLITTING);

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