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Messages - Disastorm

Pages: 1 ... 4 5 [6] 7 8 ... 11
76
Support / Re: how to use reflectionhelper?
« on: July 08, 2011, 10:16:17 pm »
I managed to make it look not distorted by changing the FOV and the YFOV of the mirror's camera.

77
Support / Re: how to use reflectionhelper?
« on: July 06, 2011, 09:55:02 am »
oh ok, whats the best way to make a mirror.  the way i used works alright except if i make the mirror really wide the image gets distorted to be wide.  I use a camera inside the mirror that renders to the mirror texture.

78
Support / Re: nvidia quadro JRE crashes?
« on: July 06, 2011, 09:29:30 am »
Oh ok, it doesn't increase performance too much?

79
Support / Re: nvidia quadro JRE crashes?
« on: July 06, 2011, 09:06:53 am »
It looks like the multiple thread thing messes up my FengGUI initialization, so I was wondering if I can set multiple threads to true later on and it will start doing that, or if its one of the configs that u need to do befoer starting the renderer.

80
Support / Re: nvidia quadro JRE crashes?
« on: July 05, 2011, 11:34:45 am »
Ah I see thanks, Ill just use the regular one then.  Are you referring to the boolean useMultipleThreads?  is this set to true by default?

hmm if i set this to true, i get the same mouse error.

81
Support / Re: nvidia quadro JRE crashes?
« on: July 05, 2011, 11:10:38 am »
Sorry I havn't gotten aroudn to trying this yet, but I was wondering how to use AWTGL renderer? When I tried to use it, it has an error saying my Mouse is not Created.  If I try Mouse.create() somewhere, it says error that Display must be created. 

Also, I saw some threads from years ago that said AWTGL is faster on multi core cpus, is this still the case, is it basically faster than the regular GL renderer?

82
Support / Re: how to use reflectionhelper?
« on: July 04, 2011, 10:19:20 am »
ah i thoughtit was just planar in general.  so what you are saying is i cant make a plane on a wall and have the player look at it like a mirror using the ReflectionHelper?

83
Support / how to use reflectionhelper?
« on: July 03, 2011, 07:03:45 am »
Hello I was just wondering how to use ReflectionHelper class (to make a mirror)?  I made a mirror myself which work kind of OK but they aren't as accurate as they should be so I wanna try out this class but Im not sure how to use it.

Do I just call the ReflectionHelper's drawScene method in my main loop, because that didn't seem to work for me.

84
Support / Re: nvidia quadro JRE crashes?
« on: July 02, 2011, 12:44:13 am »
Ok Ill try both true and false when I get home and let you know if one of them fixes it.  I'm not sure of the renderer I am using, is there a default? Sorry I'm not home right now so I can't check the code.  I just know that I have software disabled, actually I didn't even know there was more than one OpenGl renderer, perhaps I can also try changing that, too.

85
Support / Re: nvidia quadro JRE crashes?
« on: July 02, 2011, 12:27:57 am »
I believe the version of the game I tried had that set to true already, however I will double check when I get home by building my game again and running it on this laptop.  Are there any other possible suggestions or is that the only one?

86
Support / nvidia quadro JRE crashes?
« on: July 01, 2011, 11:45:35 pm »
Hello, I normally do not run my game on nvidia quadro, but the other day I tried it on 2 laptops that have Nvidia Quadro FX 880M and it seems like it crashes often (on one laptop it crashes as soon as it starts) with an error:
#
# A fatal error has been detected by the Java Runtime Environment:
#
#  EXCEPTION_ACCESS_VIOLATION (0xc0000005) at pc=0x0000000069fa6356, pid=6244, tid=7452
#
# JRE version: 6.0_26-b03
# Java VM: Java HotSpot(TM) 64-Bit Server VM (20.1-b02 mixed mode windows-amd64 compressed oops)
# Problematic frame:
# C  [nvoglv64.DLL+0xaa6356]

Do you know if there is some problem with Nvidia Quadro, is it not possible to run on this video card?

87
Support / Re: how to do this?
« on: June 29, 2011, 11:25:12 pm »
What do u mean?  You mean if the difference between the y's is greater than a certain value (which will be different for each object) then don't have the object move?

88
Support / Re: how to do this?
« on: June 29, 2011, 10:01:25 am »
I was thinking of doing that, but I was thinking that wouldn't work if my player was taller than the object itself, then he would never be able to push the object because the y coord of the player's center would always be higher than y coord of the object's center.

89
Support / Re: how to do this?
« on: June 29, 2011, 12:53:23 am »
sorry what do you mean? do you mean there is a way to ignore collisions due to y vector?  My object does not move in the y direction it moves only in the direction that the character is facing, either x or z or combination of the two, but even when my character is on top of the object the gravity keeps colliding him with the object below and it moves forward even with my character not moving.

90
Support / how to do this?
« on: June 28, 2011, 11:36:40 pm »
Hello I was wondering how I can make my main character push objects?  I made it so when he collides with a pushable object, it will move in the direction he is facing, but then when he jumps on top of it, it will move out from under him.  How can I detect that he is colliding with the top part of the object to prevent it from moving?  Does this involve getting the mesh and then the bounding box?

Thanks.

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