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teletubo
« League of Dukes » Sr. Member      Posts: 430 Medals: 15
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Reply #781 on:
2010-05-20 10:34:44 » |
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Man you're a national star ! congratulations ! (I guess)
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gouessej
JGO Kernel      Posts: 3433 Medals: 26
TUER
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Reply #782 on:
2010-05-20 11:16:22 » |
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Man you're a national star ! congratulations ! (I guess)
Thanks 
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Julien Gouesse
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Games published by our own members! Go get 'em!
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kappa
« League of Dukes » JGO Kernel      Posts: 2268 Medals: 50
★★★★★
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Reply #783 on:
2010-05-20 11:45:45 » |
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The Tuer Revolution begins 
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irreversible_kev
Full Member   Posts: 174
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Reply #784 on:
2010-05-20 14:31:56 » |
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awesome  well done. Looks like you were having an argument about JOGL vs LWJGL at 3:40 in that video. 
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Eli Delventhal
« League of Dukes » JGO Kernel      Posts: 3478 Medals: 39
Game Engineer
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Reply #785 on:
2010-05-20 16:07:06 » |
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Hahaha good stuff. I wish my French was better, I only got partial comprehension of all that. But I did see you ask the lady if it was an accident she became a waitress, and it gave me a good laugh. 
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See my work:OTC Software<br /> Currently Working On:Secret project... I edit JGO in production, because I simply don't waste time writing bugs
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CommanderKeith
JGO Wizard     Posts: 1447 Medals: 9
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Reply #786 on:
2010-05-20 23:19:44 » |
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Wow that's incredible! I'm going to ask my french friend to tell me what's going on there. Looks like those girls are a little bit stuck up! awesome  well done. Looks like you were having an argument about JOGL vs LWJGL at 3:40 in that video.  
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gouessej
JGO Kernel      Posts: 3433 Medals: 26
TUER
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Reply #787 on:
2010-05-31 08:43:36 » |
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Wow that's incredible! I'm going to ask my french friend to tell me what's going on there. Looks like those girls are a little bit stuck up!  There is a version subtitled in English somewhere.
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Julien Gouesse
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bobjob
JGO Ninja    Posts: 646 Medals: 13
David Aaron Muhar
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Reply #789 on:
2010-05-31 13:36:23 » |
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1
| how did you become a waitress, was that an accident? |
Poor girl is probably crushed.
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Games published by our own members! Go get 'em!
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gouessej
JGO Kernel      Posts: 3433 Medals: 26
TUER
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Reply #790 on:
2010-07-28 06:36:52 » |
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Hi! I have to fix an annoying bug in the sound system, then I will end the implementation of the optimization and maybe start using Netbeans RCP in JFPSM. If someone knows where I can find a nice model of animated cop, let me know. Edit.: the bug fix is below: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25
| try{soundSystem=new SoundSystem(LibraryJavaSound.class); if(System.getProperty("os.name").contains("linux")||System.getProperty("os.name").contains("Linux")) {Mixer.Info[] infos=AudioSystem.getMixerInfo(); if(infos.length>0 && infos[0].getName().contains("Camera")) {Mixer mixer; for(int i=1;i<infos.length;i++) {mixer=AudioSystem.getMixer(infos[i]); if(!infos[i].getName().contains("Camera")&&!infos[i].getName().equals("Java Sound Audio Engine")) {LibraryJavaSound.setMixer(mixer); break; } } } } SoundSystemConfig.setCodec("ogg",CodecJOrbis.class); } catch(SoundSystemException sse) {System.out.println("The initialization of the sound manager failed: "+sse);} |
http://tuer.svn.sourceforge.net/viewvc/tuer/pre_beta/engine/SoundManager.java?r1=224&r2=242
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Julien Gouesse
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Eli Delventhal
« League of Dukes » JGO Kernel      Posts: 3478 Medals: 39
Game Engineer
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Reply #791 on:
2010-07-29 12:34:47 » |
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See my work:OTC Software<br /> Currently Working On:Secret project... I edit JGO in production, because I simply don't waste time writing bugs
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gouessej
JGO Kernel      Posts: 3433 Medals: 26
TUER
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Reply #792 on:
2010-07-29 13:10:46 » |
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Thank you but even the most expensive model is not animated and none are in collada format  bobjob succeeded in converting my MD2 model into OBJ format  Maybe we're going to kill cops soon.
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Julien Gouesse
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gouessej
JGO Kernel      Posts: 3433 Medals: 26
TUER
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Reply #795 on:
2010-07-30 13:37:29 » |
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Thank you markus.borbely, these seem to be good models, especially the British cop. Someone who made these models has just proposed his help: http://www.md2.sitters-electronics.nl/models.htm
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Julien Gouesse
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bobjob
JGO Ninja    Posts: 646 Medals: 13
David Aaron Muhar
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Reply #796 on:
2010-07-30 17:40:44 » |
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thats a great collection of models. Im downloading... them all now
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gouessej
JGO Kernel      Posts: 3433 Medals: 26
TUER
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Reply #797 on:
2010-08-01 17:01:08 » |
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Hi!
I have almost finished to port the MD2 importer of JME 2 to Ardor3D as I think it is a better solution than tinkering WaveFront OBJ models obtained by the conversion of MD2 models with Blender. I hope it will work fine.
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Julien Gouesse
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gouessej
JGO Kernel      Posts: 3433 Medals: 26
TUER
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Reply #798 on:
2010-08-05 07:07:54 » |
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Hi! My MD2 importer for Ardor3D is temporarily there: http://www.ardor3d.com/wiki/md2I need to test it a bit more.
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Julien Gouesse
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gouessej
JGO Kernel      Posts: 3433 Medals: 26
TUER
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Reply #799 on:
2010-08-08 08:22:47 » |
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Hi! People using the latest update (update 21) of Java 1.6 (Sun and OpenJDK) gets the following exception when launching the very experimental version of TUER: net.sourceforge.jnlp.LaunchException: Fatal: Launch Error: Could not launch JNLP file. at net.sourceforge.jnlp.Launcher.launchApplication(Launcher.java:462) at net.sourceforge.jnlp.Launcher$TgThread.run(Launcher.java:725) Caused by: java.lang.IllegalAccessException: Class net.sourceforge.jnlp.Launcher can not access a member of class engine.Ardor3DGameServiceProvider with modifiers "public static" at sun.reflect.Reflection.ensureMemberAccess(Reflection.java:95) at java.lang.reflect.Method.invoke(Method.java:607) at net.sourceforge.jnlp.Launcher.launchApplication(Launcher.java:454) ... 1 more Caused by: java.lang.IllegalAccessException: Class net.sourceforge.jnlp.Launcher can not access a member of class engine.Ardor3DGameServiceProvider with modifiers "public static" at sun.reflect.Reflection.ensureMemberAccess(Reflection.java:95) at java.lang.reflect.Method.invoke(Method.java:607) at net.sourceforge.jnlp.Launcher.launchApplication(Launcher.java:454) at net.sourceforge.jnlp.Launcher$TgThread.run(Launcher.java:725) I have tried to fix this bug, it should work now: http://tuer.sourceforge.net/very_experimental/tuer.jnlpLet me know if something's still wrong.
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Julien Gouesse
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gouessej
JGO Kernel      Posts: 3433 Medals: 26
TUER
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Reply #800 on:
2010-08-18 17:34:16 » |
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Hi! The MD2 importer seems ready : 
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Julien Gouesse
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Riven
« League of Dukes » JGO Kernel      Posts: 5509 Medals: 204
Hand over your head.
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Reply #801 on:
2010-08-18 17:41:29 » |
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Cool, how much work was it? Does it support animation?
It's actually easy to support hardware accelerated keyframe animation. Just push your vertex data into two texcoord arrays, and lerp between those in the vertex shader. Keep in mind that you'll have to match every vertex of your indexed geometry in all keyframes. It gets really funny when the vertex-count in the keyframes do not match up.
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Hi, appreciate more people! Σ ♥ = ¾ Learn how to award medals... and work your way up the social rankings
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gouessej
JGO Kernel      Posts: 3433 Medals: 26
TUER
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Reply #802 on:
2010-08-18 18:51:09 » |
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Cool, how much work was it? Does it support animation?
Actually, I ported the MD2 importer of JMonkeyEngine to Ardor3D, I had to reorganize the whole source code because Renanse found it too dirty and he would have preferred rewriting it from scratch like the OBJ importer. I made some regression tests with several animated models, it works at least as much as the original MD2 importer. I tested the serialization too in order to be able to convert the MD2 model into Ardor3D binary format. I worked on this about 10 hours. I could have rewritten it from scratch but it would have been useless as the MD2 importer of JME 2.0 was already quite reliable. I have to update the game itself... It's actually easy to support hardware accelerated keyframe animation. Just push your vertex data into two texcoord arrays, and lerp between those in the vertex shader. Keep in mind that you'll have to match every vertex of your indexed geometry in all keyframes. It gets really funny when the vertex-count in the keyframes do not match up.
I cannot implement this with shaders as I still rely on OpenGL 1.3. Do you think my current port is not very efficient?
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Julien Gouesse
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Riven
« League of Dukes » JGO Kernel      Posts: 5509 Medals: 204
Hand over your head.
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Reply #803 on:
2010-08-18 18:58:49 » |
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You have to change your point of view. You don't want to think about todays low-end, but what low-end gfx hardware will be around when you release your game. Don't focus on supporting a quickly diminishing group of users. Some smartphones (with latest OpenGL ES) don't even have a fixed function pipeline anymore. Use shaders, everywhere.
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Hi, appreciate more people! Σ ♥ = ¾ Learn how to award medals... and work your way up the social rankings
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gouessej
JGO Kernel      Posts: 3433 Medals: 26
TUER
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Reply #804 on:
2010-08-19 04:17:43 » |
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You have to change your point of view. You don't want to think about todays low-end, but what low-end gfx hardware will be around when you release your game. Don't focus on supporting a quickly diminishing group of users.
I don't want to choose, that is why I use an engine that works both on very low-end graphics cards and on high-end graphics cards. I have nothing against shaders but I don't want to use features of Ardor3D requiring them and I don't want to implement features requiring them. Currently I implement my features without shaders; if it becomes unavoidable, I will make an effort. JOGL 2 includes some nice fixed function emulation  Some smartphones (with latest OpenGL ES) don't even have a fixed function pipeline anymore. Use shaders, everywhere.
What do you mean exactly? I don't use immediate rendering and I rarely use functions that have been deprecated.
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Julien Gouesse
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Riven
« League of Dukes » JGO Kernel      Posts: 5509 Medals: 204
Hand over your head.
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Reply #805 on:
2010-08-19 06:08:51 » |
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I don't want to choose, that is why I use an engine that works both on very low-end graphics cards and on high-end graphics cards. I have nothing against shaders but I don't want to use features of Ardor3D requiring them and I don't want to implement features requiring them. Currently I implement my features without shaders; if it becomes unavoidable, I will make an effort. JOGL 2 includes some nice fixed function emulation  What do you mean exactly? I don't use immediate rendering and I rarely use functions that have been deprecated. OpenGL ES: http://www.khronos.org/opengles/http://www.jeffwofford.com/?p=698http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&Number=276633OpenGL (non-ES) is moving in this direction too.
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Hi, appreciate more people! Σ ♥ = ¾ Learn how to award medals... and work your way up the social rankings
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gouessej
JGO Kernel      Posts: 3433 Medals: 26
TUER
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Reply #806 on:
2010-08-19 09:24:04 » |
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I was right, Ardor3D does not use old things like glTranslate, etc... but it still uses gl*Pointer instead of glVertexAttribPointer. Therefore, I'm on the good road.
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Julien Gouesse
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gouessej
JGO Kernel      Posts: 3433 Medals: 26
TUER
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Reply #807 on:
2010-08-24 10:43:01 » |
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Hi! I fixed my problem with Blender by doing this: 1
| ln -s ~/path/to/blender/.blender ~/.blender |
Now I can convert almost all formats to Collada format except the blend format and I have still the same problem, only the first frame of any animated model is exported. I'm aware of the limitations of the MD2 format but I'm stuck to this, I don't want to spend my time in writing or porting some other loaders to Ardor3D except maybe for MD3. I'm going to spend some time on an optimization about that I spoke there: http://www.java-gaming.org/topics/tuer-truly-unusual-experience-of-revolution-fps-using-jogl/16094/msg/183388/view.html#msg183388Edit.: I've found a small bug but it should not be difficult to fix because I have commented a lot this part of the source code, it really helps. I advise everyone here and especially the beginners to get accustomed to comment their source code because it is really helpful and it is more pleasant for one self, you can spend much time in it when it is pleasant to read, you have less chances to get bored or to be fed up by your own code if you really understand it. It allows me to be able to resume programming after several months without worrying not to understand what I did.
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Julien Gouesse
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bobjob
JGO Ninja    Posts: 646 Medals: 13
David Aaron Muhar
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Reply #808 on:
2010-08-28 00:26:38 » |
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Why not write a Wavefront obj importer that can import a list of files, and convert them into keyframes? as blender has no problems exporting Wavefront as animation.
edit: or rather, simple modify the current OBJ importer to support an array of files.
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gouessej
JGO Kernel      Posts: 3433 Medals: 26
TUER
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Reply #809 on:
2010-08-28 04:10:17 » |
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Why not write a Wavefront obj importer that can import a list of files, and convert them into keyframes? as blender has no problems exporting Wavefront as animation.
edit: or rather, simple modify the current OBJ importer to support an array of files.
You're right, it might be a solution, thanks.
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Julien Gouesse
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