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Messages - kbjansen

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ok, thanks Egon for your advice, I will research how to implement that.
So you are pleased with Google Play.
Are there any experiences with Amazon's Appstore?

Hey all,

I was searching for an inapp Bug/ Error reporting system. Are there any suggestions?
I want to give the user the chance to e.g. simply click on a button to send a bug report to a specific server/E-Mail-Account/... .
Do I have to implement this by myself or are there any libraries?

And the second topic:
What are the pro's and con's of the two platforms 'Google Play' and 'Amazon Appstore'?
Who has experience with those (developer fee, features, disadvantages...)?

I want to hear/ read your opinions before I decide to use any of these technologies. :)


Projects / Re: Android-Game 'Autoball' [v0.1a] [Update 2013-03-23]
« on: March 25, 2013, 01:37:41 pm »
updated first post :)

Projects / Re: Android-Game 'Autoball' [v0.1a] [Sneak Preview]
« on: March 15, 2013, 02:34:41 pm »
Thanks to Thomas jBullet optimization (from here)
the game physics seem to work more fluently. Great Work Thomas and Egon!

Hope this will have big influence to the network mode, updates coming soon.

Projects / Re: Physics example
« on: March 14, 2013, 10:33:56 am »
Woooahh! Thanks for the jBullet optimization, I will try it.

Sensastional! The physics are now looking very fluently.
Great Work :D

Projects / Re: Android-Game 'Autoball' [v0.1a] [Sneak Preview]
« on: February 23, 2013, 01:10:08 pm »
Thanks!  :D
An online multiplayer mode is another challenge. But I believe the performance would be terrible with the current setup.
Even the offline multiplayer mode doesn't work like excepted -> The vehicle movements and ball movements are transmitted fast and fluently once per frame (49 fps in average) . But the reassignment of these values to the jBullet physics engine make the game lagg :/ Some optimizations have to been made.
I work on it... Maybe swap jbullet with another physics engine (I guess thats the bottleneck of jBullet that was mentioned by thomas!)

I don't know if this port opening is difficult or not. I think, for an online mode it would be better to create a lobby or guest room. This peer2peer solution isn't good enough for online mode,  imo.
I believe, for online gaming i would put the physics computation to a web server.
but thanks for your thoughts! If you have other ideas just post it :)

Support / Re: Performance monitor
« on: February 04, 2013, 12:10:41 am »
Great!  Thank you very much!

Projects / Re: My game for Android
« on: February 03, 2013, 02:19:32 pm »
your whole project looks just awesome - Congratulations!
Very nice object textures, lights, shadows and impressive 'debug' menu. This CPU-Display looks good, too!
I believe that this will become an awesome game. Please stay tuned and keep us up to date :D

Projects / Re: Android-Game 'Autoball' [v0.1a] [Sneak Preview]
« on: February 02, 2013, 11:08:39 pm »
@thomas: ingame I get 49 fps in average, maximum is 60 fps! Only one sphere(ball) and two boxes (both vehicles) are dynamic objects that are handled by jbullet. the other 10 collision objects are the static walls, floor and ceiling. with a raycast vehicle simulation it would be more performance hungry - so i left this out. all in all jbullet works nice with jpct - although the documentation of bullet still sucks, its hard to configure the physics-engine without a good description :/

@egon: the action comes with the sound and multiplayer mode ;)  originally i planned that the audience interacts indirectly with the game members by throwing some bengalos or other stuff into the field to block the player's vehicle.  but now the options emotional, peaceful, off and aggro determine the sound environment.
i will upload another video of a multiplayer match with sound , or maybe upload the apk when network connection over Bluetooth is implemented completely - wifi connection works perfect

and yes, if the thesis is defended you will get the chance to read it, no problem ;)


Projects / Android-Game 'Autoball' [v0.1a] [Update 2013-03-23]
« on: February 02, 2013, 01:37:10 pm »
Update 2013-03-23
Hi again,
after 2 month break caused by my Prof's illness the Master Thesis finally got defended successfully on last Thursday.
I used the following videos to present my application to the audit committee.
The recording app, i used, runs in background and lowers the fps rate a little bit. So without recording its more fluently.

First video shows the game in multiplayer mode with sound!:

Second video presents the singleplayer mode with enhanced physics and sound:

(btw., youtube really messed up the video's sharpness :( )
More information and screenshots will be coming soon.

Edit: If someone is interested in reading the Master thesis (in German) - just pm me :)

Autoball v0.1a [sneak preview]

Hi all,
after a long time of inactivity on jPCT-forums I want to show you my game for Android systems in a sneak preview.
Autoball is a prototype as a result of my Masterthesis (already printed and published, will be defended and finished soon).
If you are interested in some more information then I will give it to you after my thesis colloquium.
The thesis is about developing Android-3D-Applications with jPCT-AE, jBullet and (for local area network gaming).

Here is a video:
(looks only a lil bit muddy and slow in video!)

Support / Re: jPCT-AE + JBullet vehicle
« on: February 02, 2013, 12:51:54 pm »
Hi Iblis,

so you say your wheels are vibrating!?
What physical features did you applied to the Raycast vehicle/ Wheels and the box on ground?
It is really hard to discover the right values for restitution, friction, mass, lin. and ang. damping because there are only really poor docs about it ;)
This drove me insane, too....

Support / Re: [JBullet] A new rigidBody problem.
« on: August 16, 2012, 11:38:09 am »
I have a cylinder object with its rigidBody on a plane. I want to move this object without physics.  But the object seems to locked by its rigidBody.
One way is to use a Kinematic rigidbody: more here
If you want to use Kinematic rigidbodies, you need to do the following:
Code: [Select]
float rigidbodyMass = 0;
//...some operations to create the rigidbody and assign the rigidbodyMass to it (I guess you know how to do that)



According to the requirement of my program, this object is upside down when it moves.(Fliped) But when I drop it, the object upside down again.(Not Fliped) It is not correct. And I can not find out any functions to set the initial rotation of the new rigidBody. Is this problem have any solutions?
Honestly, I don't get the whole problem. But keep in mind that there is a difference according to the world axes of jPCT, jBullet and for example 3DS-Max. I've attached an image that should explain the difference.

[attachment deleted by admin]

Support / Re: Question about jBrush
« on: June 29, 2012, 08:57:30 am »
The downloadable jBrush you can find here (linked within your mentioned page) contains a zip with the subfolders '/assets', '/data', '/doc', '/lib', 'sample resources' and a executable 'jBrush Editor.jar'-file.
Just double click the last one and jBrush should work! Hope this helps...

thanks zammbi! that virtualizer-object seems to be a good workaround for later OOMs.
Anyway, for now the bitmap reduction should do it.

hi zammbi,
thanks for your idea, but I already managed that. All GUI elements are only loaded when needed.
But I could reorder, dismiss and group some GUI elements to save 'bitmap space'.

I tried a bitmap reduction from 2048 to 1024 and double scaled the elements programmatically.
Good: it worked! No OOM!
Bad: On first view it looks like 'eye cancer'  :D, but after a time you get familiar with it.

So a lil bit more optimization on those graphics and the work could finally continue.... :S

If I replace some buttons with a generic one and "blitted" text then a 2048x1024 bitmap is possible without losing quality.
Is anyone familiar with blitting text. The text should have a custom font style.

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