Tutorials or some help

Started by RhoX, February 23, 2011, 08:26:05 PM

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RhoX

Hey guys!

I've started to use the jpct-ae engine recently and I'm a little lost with all those classes and methods. I'm using the HelloWorld code and the other example (more complex) as guides but I'd like to know if there is some kind of tutorial which might be useful.
And, what do you think about reading the tips of jpct [desktop version] (like: how to start, the explanation about HelloWorld and other things like that) to get used to the engine?

Thanks in advance!

EgonOlsen

jPCT and jPCT-AE don't differ that much. A lot of information that applies to jPCT applies to AE too. What doesn't apply are shaders, multi-threading, different renderers...

The wiki contains a HelloWorld-tutorial for desktop jPCT. Large parts of it can be transfered to AE. It should be a good start.

Alexey

AE supports jBullet? Or other physics engines?

EgonOlsen

There's no direct support in form of some magic class or something and i don't think that it belongs into jPCT. It's a 3D engine, not a game engine. However, it doesn't prevent you from using any physics engine you like. You only have to do the mapping between the different coordinate system. The wiki contains a section about using JBullet with jPCT. It's the same thing for jPCT-AE.
For simple collision detections, jPCT offers everything you need out of the box.

Alexey

Ok, thanks. I already tried jpct collision, but need some physics. Ill try it

RhoX

Thanks for all the support!

But I've thought that jPCT-AE was a game engine, not a 3D engine...Now I see at the site: "3D engine" heheheh XD.

EgonOlsen

As the borders between the two are not that sharp, you can see it as a game oriented 3d engine. At least that's what i would call it.

EgonOlsen

Quote from: Alexey on February 28, 2011, 05:34:27 PM
Ok, thanks. I already tried jpct collision, but need some physics. Ill try it
This one uses JBullet too: http://www.jpct.net/forum2/index.php/topic,1874.0.html