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Messages - cyberkilla

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376
Support / 2D Isometric Maps With 3D Models...
« on: December 12, 2006, 08:40:52 pm »
Hello everyone! I have managed to achieve this quite well....

My problem is, Im not sure how it would scale in terms of speed.

Please, please do me the huge favour of reading this through. My deadline is christmas, and its drawing dangerously near:O



I currently have all tiles and objects(including npcs) in zordered linked list.
I draw the full list, including the models in the right order.

Unfortunately, I cant really cache the 3d models when its their turn to be rendered. It uses way too much memory. So, I must render them each time they are needed.

I have implemented a "dirty rectangles" system, so only the objects(tiles/npcs/etc) that intersect a dirty rectangle will be redrawn.

Here are the steps in order...IGNORING DIRTY RECTS:)

-Iterate through map objects, painting each at the right location...
-If its a tile, then paint a tile...
-If its an avatar(npc/player), then render model to 200x200 framebuffer,
with a MAGENTA background. Create new image with MAGENTA set to TRANSPARENT. Paint onto main backbuffer.


Now, that works. It really does. The problem is it seems like a lot of trouble. Is there any ways I can improve this?

Is faster/possible to make the map into some kind of 3d object itself, dynamically?
Is it possible to set the framebuffer jpct renders onto transparent, to cut out an extra step?

Also, how on earth could I have several different avatars?
I would think a separate world for each model would work perfectly,
but is it too memory intensive?

Thank you in advance for this!


BTW: My FPS is ~80 when im not painting anything new, but drops to
~30 when im in fullscreenmode, and moving my character.
In window mode, im lucky if i get 18, and its only ONE character:(.

377
Feedback / subBlack
« on: December 12, 2006, 01:46:05 am »
Just a little nudge to let you know im still hanging around:)

I would like to start a project thread at some point,
after ive got isometric slopes working. I need stairs to work:)

378
Support / collision basics
« on: December 10, 2006, 06:04:13 pm »
Good job:D

379
Support / Optimization
« on: December 09, 2006, 08:24:51 pm »
May I also call attention to Thread.yield()

380
Support / rearview mirror
« on: December 02, 2006, 02:58:52 pm »
Well done man:) I knew that would be possible.


I didnt read everything, so i dont know exactly what you did, but this is what id do...


2 Cameras. One for front, one for rear.

render view from REAR to bufferedimage.


render front view, and blit buffered image into place.

381
Projects / Buggaroo
« on: December 01, 2006, 11:56:54 pm »
nice work:)

the ai is more than enough. i dont use a* either, because
i want a bit of stupidity in my players.
its not apparent on your game though;)

382
Support / Adding clothing, weapons, shields to 3d model.
« on: December 01, 2006, 10:36:46 pm »
Is is possible to do the following......


load model of naked body...

load model of tshirt, both transformed to 0,0.

render....


and get something that doesnt z fight?
I havent tried it yet, but I am curious.


EDIT:

Is it possible to "envmap" in  jpct? i mean, set objects faces so they are
color of background, and so, invisible effectively. however, they keep their  position, in that objects behind are not seen either.

383
Support / Keyframe animations from single 3ds file
« on: December 01, 2006, 10:21:34 pm »
I know this is not supported by default.
And I am not trying to force someone to implement it for me,
because people have better things to do.
My "preference" in an ideal world, is as follows...


One 3ds file for each state of my model(walk,attack,sit,etc).
Inside the 3ds file, are keyframes for the animation.

So, the walk.3ds file, has the animation for walking in.


I know you do not support this, so I have the following...


Once 3ds file for each keyframe of animation of each state.
At run time, i load all of these keyframes into an animation, and then into
a separate sequence, so all animations are in one Object3D.


It seems fair enough. Its not a huge inconvienience, provided I CAN export each keyframe as a separate 3ds file. Im using blender.



Does anyone have a better way of evading this issue?
If not, it is no big deal, but I thought it worth asking.

Thanks again.

384
Support / jPCT can't load instance objects in 3ds file?
« on: November 30, 2006, 07:49:43 pm »
What the heck are instance objects?

385
Support / 2 questions when using JPCT
« on: November 29, 2006, 02:18:44 am »
Ive never experienced this, and I will be using 3DS heavily.

386
Support / Sync network player's location
« on: November 26, 2006, 03:30:27 pm »
No problem:) Im glad I can be of some help.

A few months back, I did read up on this. I found a document on the quake
engine, which was quite helpful. Ill try to track it down for you:).

I use the grid system, as I said above. I use a simple textual message protocol for things like this.
Without going into too much depth, I use TCP for important data, and UDP for positional data, and everything else.

When a player moves on the map, his client sends something like this to the server...
Code: [Select]
move <locationid>
The server then checks that there isnt any speed hacks, and that the new location is next to the old one. If its OK, then it broadcasts a similar message(plus player's id) to all other clients on the same map.

I also have "face <direction>", etc.


For you to properly send data in a 3d game, I cant give the definative answer. I havent looked into this more than I needed to, because it wasnt relevant. I would start trying something like this though....

I would not focus on exact positional data. I would, however send it periodically, to ensure the players are in the right place.

I would focus on sending rotational data(as in, what direction are they facing), and speed. So, velocity essentially.

If you were to implement jumping, you would have to make sure the client knew just how high they could jump.

In answer to your question about synchronised animation frames, I really wouldnt try it hytparadisee:).
There isnt really a need to do it, and people will not really notice the difference.
The IDEAL game to look at with this, is Unreal Tournament!
You just tell the client whats happening and it is up to it to cycle through walking animations, or swinging a sword.


I hope this is even slightly helpful:) I am here a lot now,
so I will try to answer all I can:)

If you happen to be working on a game like UT, then you will need to know how to swap guns and items of clothing on your 3d models.
I am trying to get a foolproof method for this too:)

Edit: Yes, it would be smart to send a stop command when the player stops. It will be tricky, as all things are. But im certain you will get the hang of it. Im just glad I dont have to do any of this right now;)

387
Support / Sync network player's location
« on: November 26, 2006, 12:07:46 am »
I use a gridded system with each location having a unique id.

Mine is an rpg however.

Games like UT seem to broadcast data about rotations, momentum, etc.

Lag is reduced, because the clients simple interpolate/guess the movements.

EG, if a tank is moving forward at 100km/h, and the client doesnt
get a new packet of data, then its resonable to assume its going to go
in the same direction at the same speed:)

388
Support / Adding clothing, weapons, shields to 3d model.
« on: November 26, 2006, 12:04:24 am »
thanks for the info:)

Ill try it out:)

389
Support / Iniciando...
« on: November 24, 2006, 03:30:49 pm »
Wow, im a little shocked:)

I would very much like to learn german.

390
Support / Iniciando...
« on: November 24, 2006, 01:13:48 am »
Argh, I wish I was fluent in german, aber mein deutsch ist nicht so gut weil ich bin doof.

Es ist nacht, und ich schlaffe musse(must? no special symbol:P).

My grammar is all wrong for the most part.

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