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#41
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








#42
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.
#43
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()?
#44
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?
#45
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);
#46
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?
#47
Support / Re: Software Render Color Dept...
Last post by EgonOlsen - February 26, 2025, 06:29:10 AM
That's because the GL renderer discards a texture's actual pixel data once it has been uploaded to the GPU. There's a 'keepPixelData()' method in Texture to prevent this.
#48
Support / Re: Software Render Color Dept...
Last post by AGP - February 26, 2025, 02:38:36 AM
Now I want the same code to also work with OpenGL. But I'm getting:
QuoteException in thread "main" java.lang.NullPointerException: Cannot read the array length because "this.texels" is null
#49
Support / Is there any magic to compile(...
Last post by AGP - February 24, 2025, 08:52:34 PM
I can do compile(true) and not lose animations on Raft's bones. But it breaks the animations on my GLB models with my own bone structure. Is there anything that I should be overriding and adding? If not, would you have a clue as to what's doing this?
#50
Support / Re: Software Render Color Dept...
Last post by EgonOlsen - February 19, 2025, 06:58:07 AM
Yes, a little bit...  ;) It's actually a performance issue. The "old" transparency code is optimized for speed and not accuracy, which is why its results are  not on par with what the GL renderer could do. The alpha stuff has been added much later. It's more flexible but also slower.