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Messages - hytparadisee

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Support / Re: Some questions about KeyMapper
« on: May 09, 2007, 09:39:16 am »
Yup, implementing KeyListener works perfect. :D (So I throw away the keymapper for a moment cos Im using either software or AWTGL ;D)

Bugs / Re: JRE 1.1
« on: May 08, 2007, 11:44:41 am »
hmmm. A post just slipped in before mine. Egon!! Ya, This is possibly because getAlpha() is a method from Java API (java.awt.Color), not from jpct. It's just that jpct makes use of this method. I do not have the source but I think Egon tries to clear the buffer with a specified color. Perhaps Microsoft VM does not support transparent color?  ::)

Support / Re: Some questions about KeyMapper
« on: May 06, 2007, 12:18:31 pm »
Ok, i'll give it a try on that then.

Support / Some questions about KeyMapper
« on: May 06, 2007, 09:03:33 am »
Sorry for being lazy, if this question was asked before, please redirect me, thanks. ;D

I want to know in AWTGLCanvas rendering mode, how key mapping is bound to the AWT components. The real problem I got is that once my input focus goes to other components (such as buttons or textfields), the keymapper can no longer poll the keys pressed from the GLCanvas. Even from the AWT side i can gain by the focus (by using Component.requestFocusInWindow()), the registered KeyMapper (through constructor) still doesn't work anymore. I even tried making a new instance of KeyMapper every time the GLCanvas gains the input but that does not work either.

I think this is because I do not know exactly how KeyMappers work or behave. Some helps needed thanks.

Support / Re: Sorry but I just don't get it.
« on: May 04, 2007, 02:59:54 am »
Thanks Melssj5 and Mr. Marbles. Problem Solved!

What I do is the following (from the source of Model3D), Just in case if someone as stupid as me met this problem ;D.

2. Disable software renderer
3. Enable and obtain the AWTGLCanvas
4. Add it to the container
5. In the rendering loop:
        5.1 clear the buffer
        5.2 update the buffer
        5.3 render world scene to buffer
        5.4 draw the world to buffer
        5.5 render buffer to GL (displayGLOnly())
        5.6 repaint canvas

The steps in red are what I missed.

Thanks again Melssj5 and Mr. Marbles.

Support / Re: Sorry but I just don't get it.
« on: May 04, 2007, 02:42:12 am »
OK, i'll take a look into that. Right now i still haven't solved it.

Support / Re: Sorry but I just don't get it.
« on: May 03, 2007, 05:38:26 pm »
Things are getting stranger. The screen is actually not totally black, i see some very small areas get rendered by rubbish pixels, and from the console I got something like this:

Expanding command queue to 2000 entries!
Expanding command queue to 3000 entries!
Expanding command queue to 4000 entries!
Expanding command queue to 5000 entries!
Expanding command queue to 6000 entries!
Expanding command queue to 7000 entries!
Expanding command queue to 8000 entries!

I'm afraid im in need of some code snippets to help me.

Regarding Melssj5's car program, i will take a look at the source. But from what i ran i think the app still runs on software rendering (cos i can feel the difference between software and GL, it is just not as smooth as the AWTGLCanvas on the car bench test program). Does your car program have any args to switch to the AWT GL mode?

Thanks All


Support / Re: Sorry but I just don't get it.
« on: May 03, 2007, 04:53:51 pm »
I already tried the way you mentioned in that post. But I got an all black screen in the canvas. And that's all. To make things clearer, the canvas is not totally black, i see some pixels blinking in red on the left, but im sure that's not the actually thing rendered.

Support / Sorry but I just don't get it.
« on: May 03, 2007, 09:23:14 am »
I read like tons of posts and just can't figure out how do I get a AWTGLCanvas which i can put this canvas into a Frame, and which renders using hardware (the AWTGL refer to the car bench program: mt_opengl.bat). And more importantly, how do i paint the canvas? I can get the canvas from enableGLCanvasRenderer() but apart from that i dunno what to do? And i try to paint using Frame.display(graphics, x, y) but im sure that is software way of rendering, so what about hardware? I dun need detailed explanation of the concept of GL, Software and AWT GL because i should by now understand them from all the posts. Just don't know how to make it work.

Support / Sync network player's location
« on: November 26, 2006, 09:02:57 am »
Thanks cyberkilla, i think broadcasting a set of critical values and calculate it at the client side is what i am looking for. That would be closer to your second suggestion. And to be more specific, is it like, for example, if a person is walking at a certain speed, all i have to do is to get the location he starts walking, its orientation, and speed and send it to the client to let it do the animation until the other peer stops, and then send its stop location and reflect it to the other peer? That's for synchronization on locations, what about animation frame indices the other network peer is currently playing, should we just ignore them and let the client guess it themselves?

Support / Sync network player's location
« on: November 25, 2006, 04:34:43 am »
I would like more experienced people to share their comments on how to synchronize the current location, current action of avatar of other network players, NPCs and other things you think is necessary to make the scene real in a networked game. Any comments are welcome.

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