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Messages - rushtone

Pages: 1 [2]
Support / Re: Scaling on different devices
« on: December 18, 2012, 09:57:42 pm »
1. awesome. exactly what i was lookin for.
2. if i spawn enemys on x=10 y=10 world coords. will it be the same point on the screen on any device? or could it be that this position is out of the frustum in smaler devices. i have fix points for my game where for example x=-15 to x=15 and y=-15 and y=15 are my max values.
3. 50 objects to simulate movement.
its a space invader clone.. the 50 objects in the background represent stars. i move them in y direction to simulate the spaceship is moving.
so the background move and not the ship. is there a better way?
4. thank you for clarifiying.

Support / Re: Scaling on different devices
« on: December 18, 2012, 09:20:40 pm »
thank you very much for your detailed answer. :)
1. i want to check visibility of objects visible in the frustum. iam developing a 3d based 2d game.
when i fire a bullet i wanna detach it from world an recycle it in my pool as soon as it lefts the outer bounds of my scene.
right now i use max y and x values for this.
but because of the spheric view the x coords dont match the screen bounds on the max y coords. i hope you get what i mean..
the camera is not straight top down..
i possibly could use interact2d3d methods to get the world coords with 0/0 and viewport width/height to get the proper world coords to check against to determine if an object left the camera sight.. didnt tryed yet.

2. well that sounds good. sounds like its already what i wanted. that also means if i have build my game around an fixed x/y world point. this point will stay the same in any ratio?
for example if in my scene on my phone the max y value is 10 then it is on any other phone the same?

3. i think each min is not that bad.
is there no way to provide a pool or a parameter like gettranslation(simplevector) for the collisions?

i have about 50 primites moving as background objects.. maybe there is another way to simulate movement of a vehicle without creating primitives that move in a direction to simulate that..?
i will try the new released version.
i have android 4 on my phone so i dont think this is the issue.
and i only used normal for loops on android.
i thank you very much.
another question which come to my mind is..
does world.getobjects() creates an new enumeration object each time called or is it cached somehow? than i do not need to use my own arraylist to cycle through all my objects. i could use that one.. but i didnt want to create new objects without need.

Support / Scaling on different devices
« on: December 18, 2012, 07:10:42 pm »
Hello everybody,

im new to jpct and also new in game developing as well.
but at least i have a very good java knowledge so i thought i give it a try with a 3d based game.
And actually its going on pretty well.

First off i wanna thank egon for this awesome library.

sorry for my bad english, its not my native language.

so lets go ahead to my questions.
1. is there an easy way to check if an object is visible by the camera?
or do i have to check that by my own?
for example with interact2d3d methods?

2. when i put my game to another device,
will the game look the same? or do i have to take care of scaling objects and camera positioning depending on aspect ratio and so on?

sorry if these questions are kind of dumb in a way.
i would test it, but i do not own a second android device.. :/

oh and once in a while (about each minute) my game is a little bit sluggish.. it seems to freez for a few ms..
i use pools for nearly everything to avoid garbage collection.
is this freezing normal in games? or can i get rid of it?
actualy the only points where the object allocation tracker notifies of allocations is inside the collision checks in the jpct lib.
maybe its my gameloop. i dont know. maybe someone can give me some advices.

thank you guys really much.

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