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Messages - vickt

#1
Projects / Re: Simple 3D Client
October 21, 2012, 09:02:49 PM
Looks pretty good! Any long term plans?
#2
Projects / Re: Simple 3D Client
October 16, 2012, 12:12:32 AM
I think your links are broken.
#3
Support / Re: text above object3d
August 06, 2012, 04:16:03 PM
What kind of effect are you looking for? Statically sized text above an object that cannot be occluded, or text that appears to be physically above the object and translates with it?

If you're trying to do the latter, the way I would go about this is instead of using blitting, texture a 2d rectangle with bill boarding enabled, and attach it as a child to the object it should be above, then translate it up some number of units until it is above the object.

If you are looking for statically sized text using blittting, this could take some thought.
#4
Support / Open GL ES 1.0 Lighting
July 08, 2012, 05:11:39 AM
The effects of lights in either OpenGL ES 1.0 or 2.0 are not changed by distance (the intensity of the lighting on objects does not fade out). This can beeasily accomplished by modifying the default shaders, but that would require OpenGL ES 2.0, which would bring a performance drop. Is there anyway to create this functionality in OpenGL ES 1.0?
#5
Support / Re: Texture/ memory usage ?!
June 20, 2012, 12:39:19 AM
#6
check_self lets other objects collide with the object, check_others lets that object collide with others. You can use the | to combine them.

After finding the object ID with one of the collision methods, you can compare it to a list of your Enemy and Block's object IDs.
#7
Support / Re: tablets
May 07, 2012, 01:33:27 AM
The Kindle Fire implementation of Android is pretty decent. It runs everything on their Amazon AppStore which has no restrictions on Android APIs and such. It costs $99 a year to publish to their store, but the first year is free. I actually have not tried developing on a Fire, but I do have an app on their store.

As you may know, BlackBerry Playbook now can run Android apps (they have a Dalvik VM running in the OS), but they limited developers from a lot of lower level stuff like interfacing directly with a camera. I haven't tried OpenGL performance on mine, but lightweight android apps run terribly when scrolling and drawing UI animations. Actually, on second thought, everything runs terribly on BlackBerry Playbook...
#8
Support / Removing lights in JPCT-AE
April 30, 2012, 03:12:30 AM
For my explosion and muzzle flare effects I'm adding lights to the world for a set number of frames and then I'm calling light.disable() on them. This works about the first six times, but then the lights fail to show up anymore.

Is there a limit on the number of lights that a World can contain in JPCT-AE, and if so what is a better way to remove lights than calling disable()? JPCT-AE's implementation of World does not allow to remove lights by ID.
#9
Support / Re: About texture mapping
April 26, 2012, 03:32:03 AM
The texture dimensions should be a power of 2.

Instead of using 461, either move up to 512x512 or down to 256 by 256.