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Messages - zbych

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31
If you would be so kind, I would be very grateful.

32
Projects / Craft Your Landscape - live wallpaper in Minecraft Style
« on: April 14, 2013, 09:47:48 pm »
My latest production - live wallpaper with landscape similar to Minecraft. I was forced to change the apperance of Creepers (they have ears, it is called Noncreeper now) but in it's original version it might violate some copyright.
Anyway I was trying to make flat shading int jPCT but I have failed - the landscape look nice but on few "fillers" and models you can see smooth-Gouraoud shading.

This wallpaper has a lot of bad ratings, because peoples don't know how to set live wallpaper, or they are thinking that this is a game  :D

https://play.google.com/store/apps/details?id=com.zr.minecraft.landscape


33
Projects / Re: Space Flight Simulator
« on: April 14, 2013, 09:20:51 pm »
Looks nice. Somehow it reminds me the game from Amiga (and PC too) - "Frontier". The effect of city lights in the menu screen looks great.

34
Projects / Re: Music Game: Sound of Infinity
« on: April 14, 2013, 09:09:37 pm »
Sounds interesting. You are "detecting" notes or rythm? What kind of algorithm do you use, or you have separated file with precalculated beat/note data?
I am asking because I was trying diffrent kind of beat detection algorithms and my results weren't as good as in Audiosurf.

35
Projects / Live wallpaper: 3D Night City Clock
« on: March 17, 2013, 12:35:23 am »
I want to present my another small production: 3D Night City Clock. It is nothing special... but the final effect with bloom shader looks great (at least on my SGS II).
Thanks to Egon for fast fix in jPCT. I am not sure if my solution is fastest but the bottleneck is in the Gaussian blur shader.

https://play.google.com/store/apps/details?id=com.zr.night.city.clock


36
Support / Re: Discarded geometry while rendering to texture
« on: March 05, 2013, 09:19:45 pm »
Thank you! It works perfect now :D

37
Support / Re: Discarded geometry while rendering to texture
« on: March 05, 2013, 08:07:37 pm »
This problem has something to do with FrameBuffers's setVirtualDimensions. The buildings doesn't disappear when virtual dimension is not set, but in that case the bloom is rendered int totaly wrong place.

38
Support / Discarded geometry while rendering to texture
« on: March 04, 2013, 11:03:00 am »
Hi.

I wanted to add bloom effect to scene, however sometimes when camera is moving, some of the objects are not rendered when I make first rendering to texture.
As you can see on this screen, the bloom effect of few buildings is rendered on the roof of closest buildings - the buildings closest to camera were discarded in first render pass. Can I do something about this?


39
Projects / Re: Music Ride
« on: February 15, 2013, 09:23:09 pm »
I made a small update. I am still learning about shaders, and I wanted to make bloom effect. I managed to do something alike, but the blur effect doesn't look as good as on PC (maybe I have done something wrong) and the framerate has reasonable value only on high-end devices - that's why it is disabled by default, but I like this effect :)
Why the blur look so bad on phone, what is wrong - I have no idea. I was using tutorial and shader source from this page: http://devmaster.net/posts/3100/shader-effects-glow-and-bloom
The texutre for bloor rendering has size 256x256


40
Projects / Music Ride
« on: January 19, 2013, 11:31:15 pm »
In a fact I didn't want to write next game - to much work for nothing - I prefer to write wallpapers (less work more profits), but... I like to write games, the idea was good and I thought... ok I will do it last time, and here it is: "Music Ride" - the game driven by music. The idea comes from PC game (guess the name), where track and other stuff are generated based on selected song. The analyzer routine is written in C, and compiled to three CPUs (ARM, ARMv7, x86), so if you have floating point extension in CPU you will be happy, but if you don't, and have low end device... you have to have "a lot patience my young padawan :D ". I hope you will like this project. To Egon: You can put this game to projects page if you like ;)

https://play.google.com/store/apps/details?id=com.zr.music.ride


41
Projects / Re: Bringing Space Combat to Android
« on: January 19, 2013, 11:03:40 pm »
Looks like I am using the same ship model ;D

42
Projects / Re: Virtual Photo Gallery (spot lights in jPCT)
« on: November 21, 2012, 07:16:42 pm »
My problem was with overlaping initialization. In onSurfaceChanged I was trying to execute it as fast as possible (I wanted to show other view with "loading" screen, but it will not show until the onSurfaceChanged method is executing), thats why the only thing I do here is create FrameBuffer, and start separate thread which, do the rest of initialization.
If I don't set explicity device orientation then when the orientation was changed I have noticed that the initialization was still executed by first activity, and the second instance of activity started its own initalization  :o Because there is no system wide synchronization method both instances started to make changes in one texture manager - I thought that TextureManager was created separately for Activity but I was mistaken.

Finally I set "synchronized" on texture manager object and it solved my problem :)

43
Projects / Re: Virtual Photo Gallery (spot lights in jPCT)
« on: November 19, 2012, 11:27:10 pm »
Dalvik is specific VM, so it looks like singleton is created per Dalvik instance ??? = application ??? but not per activity as I thought.

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Projects / Re: Virtual Photo Gallery (spot lights in jPCT)
« on: November 19, 2012, 10:56:31 pm »
... or it is instance per application BUT not per activity ???

45
Projects / Re: Virtual Photo Gallery (spot lights in jPCT)
« on: November 19, 2012, 10:51:54 pm »
Well I thought it was created per application instance but it looks  it is per application - subtle difference :D

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