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Topics - Thomas.

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Projects / Source codes of my projects
« on: May 29, 2014, 04:40:09 pm »
Because I am no longer working on my projects, I offer source code. If anybody want it, just let me know. But keep in mind, I started programming by these projects, code is not perfect ;)

Physics example
It is port of desktop example + some manipulation with objects by touching them, controlled camera (zoom, height and rotation around point) and throwing spheres.

Sources are already published in Physics example topic

Game for Android
I have no hundreds more hours to complete this game. It should be some first person shooter or puzzle game. There is a lot of interesting code like shadow mapping, depth of field, motion blur, blur, distortion effects, pixel lighting (point, directional, spot), normal and parallax mapping... There is also my own implementation of GUI with buttons, labels, lists, groups, switches,... Method for loading maps from XML files.... Unfinished map editor with supports only lights and particle emitters. There is also dynamic water based of modify height of vertices. Objects that can interact by touching them (buttons, valves, levers, displays)... Maybe, Egon will find some time and implement graphics features into jPCT or someone creates extension ;)

You can find short demonstration of older version on youtube
And topic My game for Android

Next of my uncompleted games. There is simple pixel point lighting, particle effects, grain (vertex manipulation) and implementation of raft's bones.

Bugs / Compilation error
« on: November 11, 2013, 12:57:53 pm »
I got this message, during the export signed application package.

Code: [Select]
[2013-11-11 12:54:26 - Game] Proguard returned with error code 1. See console
[2013-11-11 12:54:26 - Game] Warning: com.threed.jpct.BufferUtilNative: can't find referenced class com.badlogic.gdx.utils.BufferUtils

Support / Change GPU for rendering
« on: May 23, 2013, 11:36:19 pm »
Please, how can I change GPU for rendering? I have in my notebook Intel HD Graphics 4000 and GeForce 650M, and after update driver is used Intel HD Graphics 4000...

Support / Shader uniforms
« on: May 10, 2013, 09:04:49 pm »
What differences are between these two methods? GLSLShader.setUniform(String name, float[] array) and GLSLShader.setFloatArrayUniform(...). I think you have added a second one for me, but I can not remember why. I came across a strange behavior. When I set number into shader, performance goes up from 33 to 44 fps. But if I set this number into array  uniform, fps is 33. How is this possible? I've never seen such a large drop in the fps for one array uniform ???

Support / Remove texture
« on: May 10, 2013, 07:11:49 pm »
Please, could you add method for remove texture from PolygonManager (PolygonManager.removeTexture(int stage))? So each textures on higher stares will be moved down.
It would be helpful if the method TextureManager.addTexture(...) return texture id.

Feedback / Mobile shaders
« on: May 09, 2013, 01:02:46 pm »
Interesting video presentation about mobile shader, how optimize,...

Projects / Texture assistant
« on: May 06, 2013, 10:11:06 pm »
This is very simple application for merge normal and offset texture. If someone wants, I can extend the application of a few functions. Application require .NET Framework 4.5.


update: I've added the ability to change the texture size.

   - support for opening files by drag and drop
   - added ability to choose the color channel of offset texture
   - new option menu
   - added progress bar
   - added ability to change size and interpolation of merged texture
   - fixed some small bugs

   - renamed textures in merge tab
   - drag and drop across tabs (merge result -> resize input)
   - drag and drop to save texture
   - fixed black dot bug on some textures

   - added application icon
   - support ctrl + s to save result

Support / Specular lighting
« on: May 06, 2013, 03:44:19 pm »
Please, could you add getter for specular lighting attribute?

Support / Shader limitation
« on: May 05, 2013, 12:08:57 pm »
In javadoc for GLSLShader class are mentioned four texture layers, but most of newer mobile GPUs support 8 texture units. Is supported more than four texture units?
What is maximal length of arrays in shader? In javadoc are arrays with length of 8. Is it maximal size? When I set array length of 16, will I get 16 positions of lights?

Support / Shadows
« on: March 17, 2013, 03:40:30 pm »
Shadows are working now. But I ran into a few problems...
How can I set cube map?
Please, could you implement transform listener (this I can not do from my side) and do public method for finding visibility of objects in view frustum? I want update depth texture only, where it is needed.
You probably somewhere parse GPU extension. Please, could you do method for getting extensions public? Otherwise, how can I find which extensions GPU have?

Support / Upload and render concurrently
« on: March 16, 2013, 10:49:20 am »
How can I upload textures to GPU and render concurrently?

Support / Context changed
« on: March 14, 2013, 01:39:57 pm »
Is really needed upload all textures and compile shaders again after context changed? Many games from play store are running immediately after I back into game. And please, could you compile default shaders only when are needed, or maybe when is called FrameBuffer.compileDefaultShaders() or GLSLShader.compile()? Compilation of default shaders take on lower devices almost 2 seconds and I do not use any of them.

Support / Performance monitor
« on: February 03, 2013, 06:59:49 pm »
This is source code of performance monitor, that I used in my project. By the class you can record CPU core load and VM memory usage. Rendering graphs is on you. Example contains very simple graphs, but they are well suitable only on 720p display.
As an example was chosen Physics example, because physics calculations highly loaded CPU and is evident, that jBullet has no multi-core support.


Support / Logger listener
« on: January 28, 2013, 11:17:57 pm »
Please, could you implement listener for Logger? It is for testing on many devices and easier debugging. I want to save warning and error messages into file. Thanks

something like:
Code: [Select]
public void log(String msg, int type);

Bugs / Loader - thread safe
« on: January 26, 2013, 04:23:30 pm »
Is Loader thread safe? I tried to load objects in many threads for more speed, but something is wrong...

My test case

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