Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - andresjesse

Pages: [1]
06-04 09:59:32.355: A/libc(2495): Fatal signal 11 (SIGSEGV) at 0x00002600 (code=1), thread 2508 (Thread-117)

This was a common error when stopping an OpenGL-ES app on Intel x86 AVD (every launch crashes at onStop()). Here's a quick solution (worked fine for JPCT-AE Engine):

- Open AndroidManifest.xml, add android:allowClearUserData="true" tag to the application node.

        android:allowClearUserData="true" >

May be useful for some users.

Projects / Blender Scene Exporter (OpenSource)
« on: December 02, 2013, 09:15:05 pm »
Hi JPCT Community,

I'm here to show you a little project i've been working last days. It is a small scene exporter that allows to use Blender as a Sandbox (create/edit Objects, Camera, Lights and Actors).

It is, in fact, a re-build of my old scene exporter (,2531.0.html). Unfortunately i lost the source code of the old one, so i decided to re-implement it as an opensource project, this way everyone can test and suggest improvements. I don't think it will be a big tool, but can help to create small 3D scenes for JPCT. I know, there is a lot of tools and ways to create scenes for JPCT, but i like Blender scripts and this will help my students in a University Project that uses JPCT.

How it Works?
1. Create a 3D scene in Blender, add Lights and a Camera, add Some Actors (this is the cool part) and export. The script generates a xml file, exports each object into a 3DS file and collects all textures used in the scene.
2. Create the Actors in Java following a small pattern that i designed ("IActor" interface).
3. Copy&Paste JPCTBlend Core Java classes (the importer) to the JPCT project and load the xml.
4. Run.

Sample Scene in Blender:

Sample Scene in JPCT:

Sample Scene in Android:

Source Code, Javadoc and Tutorials (Wiki) can be found at Any suggestion is welcome.

PS: Some features are not implemented yet (see details in GitHub), but the actual project is fully functional.

Support / Octree Culling Implementation
« on: June 28, 2013, 09:50:08 pm »

There is some resource in jpct to do culling using octree?

I've built this one for my tool (IrrRPGBuilder):

I'm thinking in re-code a new version to use in jpct and improve the rendering performance on android/desktop.
This will be an university project, so what do you think about it? it is a good contribution to JPCT?

Here's some references (targets), i plan to build something like that:
and my old irrlicht octree (wich had a good performance improvement).

Projects / Blender Scene Exporter
« on: January 19, 2012, 05:11:37 pm »
>>>> Thread moved to the new Exporter topic:,3711.0.html <<<<

Hello everybody,
This is an extension i'm working to create game levels for jpct-ae. It uses blender as the level editor, with custom objects and properties like particle systems and cameras.

Everything is done on blender (mesh edition, texturing, object placement,...) and then exported as an complete scene.

Current features:

* Complete mesh edition + texturing + animation tools from original blender;
* Shared Mesh and Texture data manipulation on JPCT-AE (avoiding save and load of duplicated copies of the same mesh and textures)
* Export blender Lights (Points + Ambient)
* Basic Particle system

In progress Features:

* 3D Audio compatibility (also exporting blender speakers)
* Actor System: Animated Meshs + Behavior override in JPCT-AE
* Basic cutscenes system

I'm also working on performance improvements, specially on my particle system.

Working Device: ZTE Racer (also known as ZTE X850), Android 2.1
Blender Changes: Custom objects and Python Exporter on Blender 2.61

Device Tests:

Blender Scene:

Pages: [1]