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Messages - aleks1283

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1
Projects / Re: Rubik's Cube - 2D
« on: June 07, 2023, 09:16:20 am »
Thanks Egon!!! :)

2
Projects / Rubik's Cube - 2D
« on: June 06, 2023, 05:58:33 pm »

3
Support / Re: 3Dto2D
« on: July 25, 2022, 12:01:30 am »
Thanks

4
Support / Re: 3Dto2D
« on: July 24, 2022, 11:33:27 am »
Egon where are you? How to get this information??? :) :) :)

5
Support / Re: 3Dto2D
« on: July 24, 2022, 09:07:04 am »
In theory, this information is already somewhere in jpct-ae, since visible points are projected onto the screen, and so on with the calculation of the distance to the points .

6
Support / Re: 3Dto2D
« on: July 24, 2022, 08:56:33 am »
How first find the local position of each visible point on 3D?

7
Support / Re: 3Dto2D
« on: July 23, 2022, 06:15:56 pm »
I would do it through interact3D2D maybe, but how to find the coordinates of all visible surfaces of objects???

8
Support / 3Dto2D
« on: July 23, 2022, 01:40:00 pm »
Hello friends. How to find the distance to each point in 3d space from the screen. I want to make a height map from the 3d world displayed on the screen..

9
Projects / Re: Pyramid Checkers
« on: March 10, 2022, 09:49:59 pm »
I am against war!!!

10
Projects / Re: Pyramid Checkers
« on: March 07, 2022, 03:09:07 pm »
Thanks Egon

11
Projects / Pyramid Checkers
« on: March 05, 2022, 12:26:39 pm »

12
Projects / Re: Physics example
« on: May 30, 2021, 02:23:42 pm »
 I defeated the first dragon !!! Fixed.Working.


VVV2 = new GenericVertexController() {
            @Override
            public void apply() {
                SimpleVector[] aaa = getSourceMesh();
                int lll=aaa.length;
                X77 = new float[lll];
                Y77 = new float[lll];
                Z77 = new float[lll];
                for (int f=0;f<lll;f++)
                {
                    aaa[f].matMul(cyl7.getWorldTransformation());
                    X77[f] = aaa[f].x;
                    Y77[f] = aaa[f].y;
                    Z77[f] = aaa[f].z;
                    aaa[f].matMul(cyl7.getWorldTransformation().invert());
                }
            }
        };

13
Projects / Re: Physics example
« on: May 29, 2021, 09:41:09 pm »
Thanks, I hope you see a cool game this year.
I need something like object.clearRotation and preferably object.clearTranslation to apply to sourceMesh.clearRotation and sourceMesh.clearTranslation.

14
Projects / Re: Physics example
« on: May 29, 2021, 08:42:34 pm »
I understand what the problem is. If initially the object had some kind of rotation angle or movement, then when the frames are updated and when multiplied by the matrix, it does not become in its proper place, but adds value every time. Even if the original object is no longermoves and does not turn.how to solve this problem ???
So I don't like these vector movements)))

15
Projects / Re: Physics example
« on: May 29, 2021, 02:27:57 pm »
When i do - aaa[f].matMul(cyl7.getRotationMatrix());   // or  aaa[f].rotate(cyl7.getRotationMatrix());         
                    X77[f] = aaa[f].x + cyl7.getTranslation().x;
                    Y77[f] = aaa[f].y + cyl7.getTranslation().y;
                    Z77[f] = aaa[f].z + cyl7.getTranslation().z; all good(coordinates,and the shape of the object) but object wrong(infinite) rotation,instead of the original turn

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