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Messages - ollioikarinen

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1
Support / Re: Dynamic texture loading?
« on: March 19, 2008, 09:33:36 am »
Did you use the FremeBuffer's render-target mechanism or something home brewn to render into the texture?

I used FrameBuffer's setRenderTarget (_your_ home brewn method ;).

2
Support / Re: Dynamic texture loading?
« on: March 17, 2008, 12:36:31 pm »
I think I managed to render "the world" onto my model's texture-surface. I can't be sure - it is black at the moment - but I think it's rendering it but all the models are so small or the direction for the camera is wrong and that's the reason I can't see anything.

EgonOlsen, do you think you could publish your TV-example's sourcecode? Or have you even published it already?

Thanks again,
Olli

3
Support / Re: Dynamic texture loading?
« on: March 15, 2008, 03:48:48 pm »
Quote
If you want to use both, i recommend to flip the result by using an ITextureEffect when using the software renderer. If you limit yourself to one renderer, it doesn't matter...

Thanks for the notice, I'm gonna use the software-renderer only.

4
Support / Re: Dynamic texture loading?
« on: March 15, 2008, 09:53:28 am »
Which engine takes less code to do the same thing jpct or jmonkey? I not thinking of dumping jpct, just wondering. I really do like how simple jpct is to use.

Both engines are really easy to use, but for my taste jMonkeyEngine is nowadays almost too easy to use. You don't need your own code almost at all to get started (importing your model and attaching some physics onto it). Anyway, programming tends to be "choosing engines and libraries" and "putting as small amount your own 'glue' as possible" today - which is kind of a good thing anyway...

I try to do some testing with render-to-texture today. I try to make a mirror and a reflective surface with jPCT.

5
Support / Re: Dynamic texture loading?
« on: March 14, 2008, 04:10:35 pm »
Thanks for your reply!

Almost the only way to really "benchmark" jPCT and jMonkeyEngine is to put them side by side both using OpenGL. Since I have used jMonkeyEngine's native libraries (.dll and .so), but actually never tried jPCT's OpenGL-support, I really can't tell. But what I can tell is that jPCT seems to be really fast engine. Some models I've loaded in jPCT-applets (pure java, 1.1) and they seem to run as smoothly as in jMonkeyEngine (with jMonkeyEngine you can't even make java 1.1 applets, only 1.4 and above and it's not even easy, needs extra effort and hard work to get them working!).

But there must be people here at these forums who have used both engines with the same models and both using OpenGL?

OO

6
Support / Dynamic texture loading?
« on: March 13, 2008, 10:58:04 pm »
Hi again!

Nice to notice, that I come and go, seek and seek, try different things (jmonkeyengine, ruby with several 3D native bindings, Jirr etc.), but I always come back here - at home! ;)

Do you think it's possible, even easy enough to load and change 3D object's texture "on-the-fly" using JPCT?

Thanks,
OO

7
Feedback / Re: ODE physics engine
« on: June 07, 2007, 10:56:50 am »
I noticed that ODEJava is Java 1.4 based, so it's not suitable for cross-browser applets (without plugin). Does anybody know a physics engine written in Java 1.1?

Thanks!
OLLI

8
Feedback / Re: ODE physics engine
« on: June 03, 2007, 08:13:57 am »
Yes, thanks, solved the problem (world=new com.threed.jpct.World();).

Now I ONLY need to get familiar with JOODE, seems to be hard without any tutorials, only doc.

Thanks again manumoi,
OLLI

9
Feedback / Re: ODE physics engine
« on: June 02, 2007, 09:38:05 pm »
Oh,

I imported joode.jar to my jpct-project. There's a conflict with two World-objects...

I import:
import com.threed.jpct.*;
import joode.world.*;

...so Netbeans says naturally "reference to World is ambiguous, both class com.threed.jpct.World and joode.world.World match" because they both have "World"-class.

Is there anything I can do?

10
Feedback / Re: ODE physics engine
« on: June 02, 2007, 09:10:59 pm »
Yes, you're right. I just compiled succesfully joode into an one jar, so I'm able to import it to jpct-project. But there is no documentation (at least I can't find). I try to find some help from for example jmonkeyengine's forums...

If someone has succesfully implemented JOODE to JPCT, please let me know. I try to figure out something and post here an example, if I success...

Thanks!
OLLI

11
Feedback / Re: ODE physics engine
« on: June 02, 2007, 07:57:40 pm »
Hi Helge again!

How about now after 4 years when we have JOODE (https://joode.dev.java.net/). Since JOODE is pure Java there's no need for any native bindings.

OLLI

12
Support / multiplayer: send and receive coords and angles
« on: May 27, 2007, 10:11:24 pm »
Hi!

After about 5 years I'm back - things have come and go but JPCT stays and stays strong! ;)

I have a question about multiplayering, how to send and receive object's coordinates and angles. I have a game (an applet) with a planet and 2 ships. The applet creates a socket connection to my GameServer.java which receives strings and sends them back to both.

I manage to send a string like this:

out.println(id+"|"+shipMe.getTranslation());

...where id is an unique int (so you don't deal your own coordinates). But I have a trouble to find a way to "set" this translation to the other ship. And the same for the angles...

Any help - a code-snipplet with Float.valueOf(thewholemessagewhichneedstobeparsed.trim()).floatValue(); parsing examples - would be great!

Thanks everybody, especially Helge!

P.S. It's late and too many lines of code, maybe I'll figure it out tomorrow by myself. ;)

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