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#1
Projects / Re: Sky Maze 3D
Last post by raft - April 17, 2025, 01:47:56 PM
Thanks Egon! It's always fun to do 3D :)
#2
Projects / Re: Sky Maze 3D
Last post by EgonOlsen - April 09, 2025, 09:47:54 AM
Nice to see you back in action. Game is still looking great and runs fine in Chrome.
#3
Support / Re: Is there any magic to comp...
Last post by AGP - April 06, 2025, 09:25:41 AM
To elaborate, I get a List<Channel> for the entire animation set from my importer. But without knowing what's what, I don't know how to create the individual clips of the different animations.
#4
Support / Re: Is there any magic to comp...
Last post by AGP - April 05, 2025, 09:04:39 AM
I will make a minimalist demo. Would you also help me parse the animations? Because that's basically the one thing that I haven't yet added to the glb thing. At some point I'll go back to the cloth simulation, too. I want to have all of these toys in jpct.
#5
Projects / Re: Sky Maze 3D
Last post by raft - March 29, 2025, 10:01:59 PM
I had ported Sky Maze 3D to WebGL.

Game code is still in Java. Transpiled into JavaScript via JSweet transpiler. Instead of JPCT, she now makes use of three.js JavaScript 3D library via JSweet threejs candy.

UI code is also written in Java using GWT, then compiled into JavaScript.

Game is complete with all the original levels. Music, high scores and some UI elements are missing.

I was working on this project during corona times, but possibly I will never finish it. And worse yet, JSweet server and their repository is down nowadays  :-\

The game can be found here.
The controls are: arrow keys, space and control

And the source code is here.

Cheers,
r a f t








#6
Support / Re: Is there any magic to comp...
Last post by EgonOlsen - March 06, 2025, 06:53:09 AM
Can you provide a test case that shows that it works uncompiled not not compiled? So that I can see what's actually wrong? I assume that it's a kind of configuration issue, but it's hard to tell without knowing what the actual problem looks like.
#7
Support / Re: Is there any magic to comp...
Last post by AGP - March 05, 2025, 09:31:30 AM
GenericVertexController. Is there another way? Anyway, what values should I plug in for compile()?
#8
Support / Re: Is there any magic to comp...
Last post by EgonOlsen - February 27, 2025, 09:11:53 AM
How are you applying your animation? In an IVertexController or in some other way?
#9
Support / Re: Is there any magic to comp...
Last post by AGP - February 26, 2025, 08:46:00 PM
I just tried, since I don't know what to put in for batchSize, the following. Still breaks the animation.

obj.compile(true, true, true, false, -1);
#10
Support / Re: Is there any magic to comp...
Last post by EgonOlsen - February 26, 2025, 06:33:46 AM
compile(true) compiles the object to use client side data for the GPU (i.e. it resides in the system's memory) while (false) compiles it to use server side memory (i.e. on the GPU). The former is more suitable for objects that change after compilation while the latter is faster for static objects. Have to tried to compiled it with (true) and indexing disabled?