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Messages - zammbi

Pages: 1 ... 6 7 [8] 9 10 ... 25
106
Bugs / Re: setScale doesn't seem to work for serialized objects.
« on: March 05, 2012, 11:40:09 pm »
Ok, I'll create one now.

107
Bugs / setScale doesn't seem to work for serialized objects.
« on: March 05, 2012, 11:10:50 pm »
I was converting one of my models from 3ds to a serialized object with jBush. Basically just a simple swap but setScale in my code doesn't seem to work(works fine for the 3ds model). I even scaled it in jBush also but that had no effect.

Is this some kind of bug or am I missing something?

108
Support / Trouble adding Android UI on top
« on: March 05, 2012, 09:54:41 pm »
Currently having trouble with adding Android UI on top. I can't seem to find a stable way to do this and support resuming.

I first had everything in the xml layout but going back to the previous activity and then forward again makes everything black every time.  It can do it by just minimising at rare times(does this in my game).
I believe its something to do with the GLSurfaceView needing to be recreated every time. Nothing online has really helped me - that I need Android 3.0+ or a custom GLSurfaceView.

I'm currently now doing this in code in the create method after I create the GLSurfaceView each time.

Code: [Select]
tvScore = new TextView(this);
tvScore.setText("-");
ll = new LinearLayout(this);
ll.addView(tvScore);
this.addContentView(ll, new LayoutParams(LayoutParams.FILL_PARENT, LayoutParams.FILL_PARENT));

But I'm not sure if this is the right way to go.
There is no removeContentView, so I can't reuse the above controls for the new Activity. And I'm not sure if the old ones are being released. But I know that I need to keep adding them each time or my UI stuff will never show.


109
Support / Re: Tile texture on a SkyBox
« on: March 05, 2012, 09:18:01 pm »
Ah thanks I'll give it a try later.
Are you going to disable clamping from skyboxing (or give a option) into JPCT? or/and add a disableClamping method?

110
Projects / Re: Spaceship game
« on: March 05, 2012, 01:57:30 pm »
Quote
Runs fine so far @52-57fps on a Nexus S/Android 4.0. Judging from the log output, you might want to consider to use shared data for the meshes
Thanks. I missed that one. I have now included it and it helped improved fps/load speed.

New version update. Though not much has changed.

111
Support / Re: Tile texture on a SkyBox
« on: March 05, 2012, 01:31:50 pm »
Quote
Maybe the SkyBox-class does something that prevents this from working...i'll look into it.
Ok thanks.

The texture only shows once and then repeats the edge, doesn't matter what do.
Btw I'm not clamping the texture.

112
Support / Re: Tile texture on a SkyBox
« on: March 05, 2012, 12:48:00 pm »
Seems I'm doing something wrong, it doesn't want to tile.

Code: [Select]
skyBox = new SkyBox("stars", "stars", "stars", "stars","stars", "stars", 200);
Object3D skybox3DObj = skyBox.getWorld().getObjects().nextElement();
tileTexture(skybox3DObj, 2);

113
Support / Re: Tile texture on a SkyBox
« on: March 04, 2012, 09:12:37 pm »
Is this the code you talking about?

Code: [Select]
private void tileTexture(Object3D obj, float tileFactor) {
PolygonManager pm = obj.getPolygonManager();

int end = pm.getMaxPolygonID();
for (int i = 0; i < end; i++) {
SimpleVector uv0 = pm.getTextureUV(i, 0);
SimpleVector uv1 = pm.getTextureUV(i, 1);
SimpleVector uv2 = pm.getTextureUV(i, 2);

uv0.scalarMul(tileFactor);
uv1.scalarMul(tileFactor);
uv2.scalarMul(tileFactor);

int id = pm.getPolygonTexture(i);

TextureInfo ti = new TextureInfo(id, uv0.x, uv0.y, uv1.x, uv1.y,
uv2.x, uv2.y);
pm.setPolygonTexture(i, ti);
}
}


Quote
The remaining question is: Why would you want to? A tiled sky isn't a real sky anymore, isn't it?
Since some devices are very low in memory this is one way to save memory. Get a tileable texture and it will look perfect(stretching small images are ugly). For example my spaceship game, space can tile easy :)
I'm surprised no one has done it before.

114
Projects / Illumalaxy (spaceship game)
« on: March 04, 2012, 01:33:12 pm »
I coded up a small spaceship game today(needs a name). Quite incomplete and a number of bugs at this stage.

Would be great if I could get some fps readings on random devices, see if there are any crashes and feedback on controls.

So far you can shoot, destroy ships(100 scattered around), fly around, zoom in and out, it has background music and tries to scale graphics depending on your device stats.

Minor update: http://www.mediafire.com/download.php?d66s4t96qa8s6wq

Update:
Should be a bit more optimised now.

Update 2:
I have decided that this will be an online game. I have already added logging in,registering and some positioning on the server.
I've fixed up a number of client bugs.
Can't allow any testers yet until I get a server. For now I'll leave the old installer if anyone wants to test that.



[attachment deleted by admin]

115
Support / Tile texture on a SkyBox
« on: March 04, 2012, 08:08:07 am »
I might be missing something but I can't see how to tile a texture on a SkyBox.
Is it possible?

116
Projects / Re: ObjectsEditor
« on: March 04, 2012, 02:55:04 am »
Doesn't seem to support Windows 64bit. Missing lwjgl 64bit versions?

Edit:
Got it working had to add the missing lwjgl 64bit and update the lwjgl library to get it to work.

117
Support / Re: Version updates!
« on: March 02, 2012, 02:13:44 am »
You are awesome. Smooth as butter. I have it now using OpenGL 2.0 on mid range devices and turning AA on for high end.

Now to do some testing on all the devices around here.

Edit: Smooth all around and looks better than the iphone version :)

118
Support / Re: Version updates!
« on: March 01, 2012, 11:25:37 am »
Quote
It should be possible to improve this. I'll create myself a test case this evening and see if i can improve it.
Awesome stuff.

119
Support / Re: Version updates!
« on: March 01, 2012, 11:08:45 am »
Quote
But lines without AA in ES 2.0 are fine?
Other than still being just about as slow, yep they were fine.

120
Support / Re: Version updates!
« on: March 01, 2012, 10:53:51 am »
Oh silly me, I didn't realise you didnt need to do
Code: [Select]
mGLView.setEGLConfigChooser(new GLSurfaceView.EGLConfigChooser() {...That problem is solved  :)


With the 400 lines (yes we need to support that many lines) OpenGL 2.0(No AA) is still very slow compared to 1.1. I'm going about 17-22 fps on my Galaxy Nexus. No trouble in 1.1 (smooth 60fps).

However OpenGL 2.0 + AA seems to be smooth also when there is no lines.

Is there any optimisations you can do with OpenGL 2.0 and lines? No big problem if you can't.

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