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Messages - manumoi

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Support / Using Mouse
« on: December 12, 2006, 10:11:35 am »
Hello, according to Egon, there is a mouse mapper in the paradroidz source code

You should be able to do what you want wuith it.

Support / help
« on: December 12, 2006, 10:01:04 am »
The client 3D rendering aspect of a MMORPG is not the biggest issue and in fact not so different than a classical 3D RPG
I think you should try to get information about network topology for such kind of applications... If you means massively multiplayer, you should be able to have more than one node/server that share a similar world , maybe look at the data grid concept (--> OGSA recommandations but it s more oriented on web services than on real time apps) or else you should have a very powerful (and probably very expensive) server....

But the first step is to be able to manage correctly your network. What do you have to send in order to ensure similar version of the world for each client??? and at the same time (synchronisation probllem)???

Practically, take a closer look at the nio package in the java API. it is aimed at developing applications with high scalability... But maybe not enough to be called massive :P

Support / JPCT eats so much CPU and Memory
« on: December 09, 2006, 07:55:55 pm »

what do you mean by "so much"? What is the complexity of your environment? And what renderer are you using?

Support / I need the world looks like a real world.
« on: December 07, 2006, 05:34:27 am »
I dunno if this is off topic but having a skybox (with a big blue sky :P) may also help to have your world and lights feel realistic

Support / GUI development with JPCT
« on: December 07, 2006, 05:30:24 am »
yep it would be... but in fact JPCT GUI programming may greatly depends on the renderer that you are using... For example i m using AWTGLRENDERER that allows to mix swing/awt and JPCT panels... But it has also negative aspects (such as thread management sometime :P)   Software renderer is great but slow... and i don t exactly have a strong knowledge of pure hardware renderer....

Support / trying to understand the Car sample 2
« on: December 07, 2006, 05:23:43 am »
for what i understand (and i did something that works more or less correctly), what you are looking for is located in the "place" method of the car class

By default, the car is located 10 upper than its last position with the following call:
Code: [Select]

translate(0, -10, 0);

Then, you have those lines :
Code: [Select]

  float rightFrontHeight=ground.calcMinDistance(rightFront.getTransformedCenter(), dropDown, 4*30);
      float rightRearHeight=ground.calcMinDistance(rightRear.getTransformedCenter(), dropDown, 4*30);
      float leftFrontHeight=ground.calcMinDistance(leftFront.getTransformedCenter(), dropDown, 4*30);
      float leftRearHeight=ground.calcMinDistance(leftRear.getTransformedCenter(), dropDown, 4*30);

Each of the value obtained determine the distance between one of the wheel of the car and the ground...

The rest of the place method will consist in dropping down the car until each wheel collide with the ground... (as expressed by the lines you gave before). If i remenber, the angle will be used to orientate the body of the car but not so sure of that... Egon will probably complete it with his "magical expanations" :P

Support / How to solve opacity problem in jPCT
« on: November 29, 2006, 10:19:36 pm »
not sur to know what you are talking about with "opacity problem"

Are you looking for Object3D.setTransparency(int)?

Support / Too much Triangle in an object?
« on: November 29, 2006, 10:17:07 pm »
Hello Folks

I dont remember. Is there a way to expand the number of Triangle per object? something in Config???

java.lang.ArrayIndexOutOfBoundsException: 20800
        at com.threed.jpct.Object3D.addTriangle(Unknown Source)
        at com.threed.jpct.Object3D.addTriangle(Unknown Source)
        at com.threed.jpct.Object3D.addTriangle(Unknown Source)
        at com.threed.jpct.Object3D.addTriangle(Unknown Source)


Support / Iniciando...
« on: November 24, 2006, 06:40:50 am »
On peut parler en Francais aussi???

Damn this thread looks like the babel tower now :D

PS: good to see that the activity is back on the forum... Welcome to new members.

Support / Networking optimized!
« on: November 07, 2006, 10:02:31 pm »
De nada  :wink:

Support / Networking optimized!
« on: November 05, 2006, 11:41:35 pm »
Hello Melssj. I did something pretty similar to you but with some differences

A message is sent from the client to the server only if the player modifies his position, status... If so, i send the name, position, orientation and status

The server itself is always broadcasting data concerning the whole world.

Client takes these data at the beginning of each game loop.

I use the NIO package for all of that. I think it is set up for TCP by default.

I tried it with 7 clients in a LAN at my university and it was running perfectly (in fact it is too fastand i had to regulate the game loop frequency). I didn t tried on the Internet

So i think if you correctly implemented your option, there should not be problem. Or maybe your server CPU isnt as powerful as it should be... or your network is not efficient...

Good luck


Feedback / Software development
« on: October 24, 2006, 07:14:41 pm »
By design errors, i meant you can see where you failed... what becomes too complicated to make evolve. So next time maybe you could spend time thinking about it and how to have a solution you could easely modify.

The basic thing to do (but I suspect you already do that) is to separate  codes dealing with interface, AI/logic, networking... in order to be able to modify one of these elements without having to touch the others.Hence for example, if one day you want to change from JPCT to another 3D engine (but i dont see any that rules like it) you should be able to do that without major changes excepted for the 3D part of your code... Use of java interfaces may be very suitable for this task.
In general i try to separate those parts also in term of package.
But i think you already do all of that.

I read somewhere that you should begin a PhD soon (ggod luck;P). That s what i m doing currently... (multi agents systems and stuff like that, jpct to represent visually the MAS). What is interesting in such a working environment is that you frequently have to write architectures of your system for presentation purpose. In term of architecture, i m talking about modules and interactions between them (i basically define a module as a part of the system that has a specific objective and given abilities. A module may consist in one or more classes). It makes me rethink some mistaken parts of the system and i have also the opportunity to confront my view with peers.

Another classical technic i use (which is not pure object oriented) is to have a specific "tool"package, mostly with static classes that will resolve very frequent problems.

And some basic advices... (probably you know it but i don t know what your programming style is)
Classes that are too big are by definition hard to maintain
A method must not exceed the size of one screen (else split it)
I hated commenting my code... but recently i had to modify some parts of my project I didn t touch for months... And there was  few classes that i already commented. Damn It was VERY easy to modify it compared to those that were hard done.

I am pretty sure some people will not agree with some of those points. But the idea is to find the style you are confident with. Many ways exist to reach a goal.


Feedback / Software development
« on: October 23, 2006, 12:02:28 am »
I think experience is one of the key to finish projects...
I mean when you already programmed (and maybe failed) the basic concepts behind the type of project you want to begin. You know where to go, what to avoid... which design will be helpful for modularity etc...

So i dont think you lost your time... Next time you want to do a big project... you will take profit from the design mistakes you made this time

Taking time to think about your project (what tech to use... how to do the main features.... networking, AI, 3D...) sure also help to avoid errors. I always try to see my projects in term of modularity and reusability.

I also sometimes take 1 week to update my code, during the programming process, retro working on my code in order to obtain a more homogeneous programming style... It has been very helpful for the next steps...

Hope this helps.

News / Away from keyboard for 2 weeks
« on: October 18, 2006, 12:08:32 am »
What a handsome guy  :P

(but don t worry, I m completely straight hehe)

Hope you had a good rest.

Support / A question about "Alien running" applet
« on: October 12, 2006, 09:52:02 pm »

I am not completely sure but i think this is an MD2 model. So the alien itself was not made by Egon (i remember that he said somewhere that he was definetely not an artist).... For bipede animation, 3DSmax 8 provide very useful tools to made them (that s what i am currently learning to do and the tutorials are very well done).
After that you have many possibilities. Either you try to export them in the MD2 format. Plugins exist for this task. Or you try to develop your own animation format. I think raft told me that he did that using interpolation to obtain movements between two states of a given object. Correct me if I m wrong.

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