Recent Posts

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Support / Re: sphere model texture
« Last post by AeroShark333 on December 29, 2023, 07:07:09 am »
Personally, I use:
Code: [Select]
Object3D.invertCulling(true);
See: https://www.jpct.net/jpct-ae/doc/com/threed/jpct/Object3D.html#invertCulling-boolean-

Alternatively, it is possible to use: https://www.jpct.net/jpct-ae/doc/com/threed/jpct/Object3D.html#invert--
I don't think there is much of a difference...
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Support / sphere model texture
« Last post by srymurphy on December 29, 2023, 05:28:23 am »
I used the JPCT framework to implement a 360 degree video player based on a sphere model, and I found that the texture I pasted is on the outside of the sphere. What interface should I use to paste the texture inside the sphere? Threejs can use sphere. geometry. scale (1, 1, -1) to change the direction of z, so how should JPCT achieve the same effect.

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Projects / Re: OpenRoad - Arcade racing
« Last post by EgonOlsen on December 21, 2023, 10:58:01 am »
My approach is highly simplified as well. It only has to work for this kind of retro-styled arcade racer. Generating an actual landscape with free roaming would have been a completely different and much more complex story.
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Support / Re: GLB
« Last post by EgonOlsen on December 21, 2023, 06:56:41 am »
Nice one!
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Projects / Re: OpenRoad - Arcade racing
« Last post by MichaelJPCT on December 20, 2023, 06:30:55 am »
Great!
i also wished for a game that has auto-generated roads, preferably a rally game, so i would have unlimited stages to drive on. but that project would be too difficult for me.
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Support / Re: GLB
« Last post by AGP on December 19, 2023, 11:20:24 pm »
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Projects / OpenRoad - Arcade racing
« Last post by EgonOlsen on December 09, 2023, 12:20:24 pm »
Long time no new project here...so I thought that I might as well contribute something.

It's not really a "project", but something that I'm working on from time to time. It started out as an experiment to see, how feasible it is to generate a road based on the random number generator alone. Over the months, it turned into something that you can actually "play" albeit it's far from being a game of some sort.

The road and the AI vehicles are all generated, nothing has been placed by hand. It has basic sounds, arcade like vehicle controls, traffic and a very crude collision "model".

Here's a video: https://youtu.be/o3MthgPRDsE?si=GEl1AJA2DRFxJCaJ

And this is how it looks:



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Support / Re: Obtain normals to adjust vertex controller normals
« Last post by EgonOlsen on November 28, 2023, 07:35:36 am »
If that's the case, I guess that there must have been a reason for it... ;)

...I just can't remember it...
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Support / Re: Obtain normals to adjust vertex controller normals
« Last post by AeroShark333 on November 27, 2023, 07:58:18 pm »
I see. If you call refreshMeshData() on the controller, the newly calculated normals should be updated in the controller and you can obtain them from there.
Thank you, works perfectly! :D

Also, this might be a minor bug: I think the 'shininess' value is not seem to be passed to the fragment shader (while the other uniform variables from the default vertex shader seem accessible though in the fragment shader). I don't need this as I can put custom shader code anyway... But I thought it would be nice to know.
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Support / Re: Obtain normals to adjust vertex controller normals
« Last post by EgonOlsen on November 27, 2023, 10:57:32 am »
I see. If you call refreshMeshData() on the controller, the newly calculated normals should be updated in the controller and you can obtain them from there.
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