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1  Discussions / General Discussions / Re: Simple 3D modeling software suitable for games? on: 2014-12-16 23:53:12
Try one called Anim8or. It is EXTREMELY simple to use, but you can make some very great models using it. It can export to OBJ. Also, its native an8 format is easy to parse, and supports skeletal animation.
2  Discussions / General Discussions / Re: Reasons for using a scripting language in your game? on: 2014-12-05 03:55:47
It makes your game easier to mod because your users won't have to compile java code and get the clsspath to the game's libraries right, they can just edit the script files.

I also remember seeing somewhere that it's easier to secure than classes loaded by reflection
3  Discussions / Miscellaneous Topics / Re: Is drinking half a bottle of vodka safe? on: 2014-11-16 21:39:38
drimking alcohol just for the sake of drinking and/or getting drunk is is stupid. and a great way to end up drowning on your own vomit
4  Discussions / Miscellaneous Topics / Re: Full Visual Studio for free on: 2014-11-16 21:24:22
I found VS to be rather slow. Also since i also do coding on linux, might as well just use code::blocks
5  Game Development / Game Mechanics / Re: SMD skeleton problems on: 2014-11-16 20:14:52
I noticed some strange stuff in my SMD file.

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2 3.890447 0.000000 0.000000 -1.570796 0.051836 -1.565574 // left thigh
5 -3.890447 0.000000 0.000000 -1.570796 0.051836 -1.576018 //right thigh

14 2.059528 0.977921 1.937661 1.589740 -1.286515 2.950147//left clavicle
 18 2.059528 0.977922 -1.937661 -1.661569 1.286515 2.950147//right clavicle


both the thighs (which are really where the hips are) and clavicles are mirror images of each other.
notice how the thighs are done using negated position but same rotation, but the clavicles have a different axis inverted and have 2 inverted angles.

as far as the bone format goes, the position refers to where the end of the bone is. Also, because in anim8or, the root bone can't own objects, so i have to add the smd root bone to the an8 root bone.
6  Game Development / Game Mechanics / Re: SMD skeleton problems on: 2014-11-14 21:02:34
the only thing i use position for is calculating of the bone. switching values won't make a difference.
I found an SMD loader for JMonkey, which has the same coordinate system as anim8or..

this is the code used to create a rotation matrix for the bone.
 
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Matrix3f m1 = null;
        Matrix3f m2 = null;
        Matrix3f m3 = null;
        try {
            m1 = new Matrix3f();
            m1.fromAngleAxis(rot.x, Vector3f.UNIT_X);
            m2 = new Matrix3f();
            m2.fromAngleAxis(rot.y, Vector3f.UNIT_Y);
            m3 = new Matrix3f();
            m3.fromAngleAxis(rot.z, Vector3f.UNIT_Z);
        } catch (Exception Ex) {
            logger.log(Level.SEVERE, "Error, building rotation Matrix3f from "
                    + "rotation vector.", Ex);
        }
        return m3.mult(m2).mult(m1);


this is the same as what I've been doing in my code, and also in theagentd's code.
there must be something stupidly simple we're missing.
7  Game Development / Game Mechanics / Re: SMD skeleton problems on: 2014-11-14 16:25:55
i tried switching roty and rotz. just got a different weird looking skeleton
8  Game Development / Game Mechanics / Re: SMD skeleton problems on: 2014-11-08 23:19:37
for SMD x is left, y is forward, z is up.
in anim8or, x is left, y is up, z is forward.
how do i convert rotation between these 2 systems?
9  Game Development / Game Mechanics / Re: SMD skeleton problems on: 2014-11-08 20:36:07
thanks. too bad ani2pov can't save anim8or files with a skeleton.
I'm going to try asking on the anim8or forum for some insight.
10  Game Development / Game Mechanics / Re: SMD skeleton problems on: 2014-11-08 00:43:24
the translation component of the matrix wouldn't have any effect, would it?
where did you get that code from?
11  Game Development / Game Mechanics / Re: SMD skeleton problems on: 2014-11-03 21:52:20
According to https://developer.valvesoftware.com/wiki/Studiomdl_Data the angles given are in radians.
12  Game Development / Game Mechanics / Re: SMD skeleton problems on: 2014-11-02 16:11:40
no joy. would it be a problem if the coordinate systems ware different? I would think the result should at least look like the input, but oriented along a different axis.
13  Game Development / Game Mechanics / Re: SMD skeleton problems on: 2014-11-02 14:28:46
sorry, that didn't work.
I think the problem is with the orientation code.
14  Game Development / Game Mechanics / SMD skeleton problems on: 2014-11-01 21:41:44

I am attempting to convert the skeleton from a source engine SMD file to an anim8or an8 file.

The SMD file contains a position of the end of the bone relative to the parent and 3 euler angles for orientation, rotation order is X,Y,Z
the an8 format uses a bone length and quaternion for orientation.


this is the code i'm using.
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for(int x=0;x<bones.size();x++)
      {
         smdbone sb=bones.get(x);
         
      Quat4f orientation= new Quat4f();
      float length;
     
     
      Quat4f xrot=new Quat4f();
      xrot.set(new AxisAngle4f(1,0,0,sb.rotx));
     
      Quat4f yrot=new Quat4f();
      yrot.set(new AxisAngle4f(0,1,0,sb.roty));
     
      Quat4f zrot=new Quat4f();
      zrot.set(new AxisAngle4f(0,0,1,sb.rotz));
     
     
      orientation.set(xrot);
      orientation.mul(yrot);
      orientation.mul(zrot);
     

      String pname;
         if(sb.parent==null)
         {
            length=2;
            pname="root";
         }
         else
         {
            length=new Vector3f(sb.x,sb.y,sb.z).length();
            pname=sb.parent.name;
         }
         
         
         Bone b = new Bone();
         b.name=sb.name;
         b.length=length;
         b.orientation=orientation;
         
         fig.getbone(pname).subbones.add(b);
         
      }


the Bone and smdbone classes represent an8 bones and smd bones respectively. I have verified that my SMD loading and an8 save code works properly.

so far the results I've been getting in no way resemble the input.
any ideas what's going wrong?

thanks!
15  Discussions / Miscellaneous Topics / Re: What are Anti-Virus Developers Protecting us From? on: 2014-04-21 17:13:35
my school had McAffee, which constantly deleted the debugger ( and you couldn't tell it that the file was benign). then we switched to Norton, which filled the whole hard drive full of log files. 40 gigs worth.

the only time i've had a virus was the FBI moneypak, which i had to remove manually.
16  Discussions / Miscellaneous Topics / Re: We need more website like www.staggeringbeauty.com on: 2014-04-21 16:45:04
WHYYYY?? i get migraines just fine without the help
17  Games Center / Featured Games / Re: Attack of the Gelatinous Blob on: 2014-01-01 17:33:28

Yea the jump is awkward. The way it is built now there is no way to smoothly increase the blob size. At least no easy way I can think of. If it becomes annoying I might rebuild it with another technique.

how do you currently make the blob grow?
18  Discussions / General Discussions / Re: Bad Habits on: 2013-12-05 02:05:09
i always use public fields
no indenting
hopefully college cs will break me of these habits
19  Discussions / General Discussions / Re: Java++ on: 2013-12-05 00:59:05
oh nice. now i can implement some operators for vecmath. the way all the arithmetic methods change the value of the object instead of returning a new one is completely screwy.
20  Discussions / Miscellaneous Topics / Re: Another Stupid, Stupid Mistake... on: 2013-11-27 15:38:17
i was getting exceptions trying to load an8 files because i didn't realize that there could be multiple points and texcoords per line of the file
21  Discussions / Business and Project Management Discussions / Re: (idea) game maker with lobby to download and upload other games created on: 2013-10-27 17:23:12
What, really, is he purpose of this thread?
22  Game Development / Game Mechanics / how to handle sound in a multiplayer game. on: 2013-10-12 17:37:07
so, should i just have the server send "play this sound" commands over the network?
23  Game Development / Networking & Multiplayer / NAT traversal practical? on: 2013-10-11 19:42:26
just wondering, would it be practical to use something like ICE4j for NAT traversal in a multiplayer game?
24  Discussions / General Discussions / Re: Other Operating Systems on: 2013-10-09 15:28:34
"but yea, linux allows a lot more ways to do stuff dev wise."

Exactly what?
for one the command line is a lot easier to use
25  Discussions / General Discussions / Re: Best web hosting company for personal website on: 2013-10-07 16:18:09
any cheap ones with java hosting? it seems prices go WAAAY up for servlets/JSP.
26  Discussions / General Discussions / Re: Other Operating Systems on: 2013-10-07 14:38:39
linux mint with XFCE. the main barrier for me to getting into linux is i know i can do everything i can do in windows in linux, but i don't know how yet. but i need to be able to di it NOW for college. so im stuck on windows for now.
27  Discussions / Miscellaneous Topics / Re: ISS for "Hacking" and Strange Depression... on: 2013-10-07 14:30:30
this one time I fork-bombed a teacher's computer with a batch file as part of a how-to speech in that class. the teacher was panicking because of all the windows popping up.i just power-cycled it and it worked fine afterwards.
28  Discussions / Miscellaneous Topics / Re: What music do you listen to while you code? on: 2013-10-01 16:44:08
and now the new thing cool kids do (hipsters) is hating on the mainstream just because they want to appear to be unique.

I hate on mainstream because most of the songs annoy me. now what was mainstream in the 80's like ACDC and Def Leppard is fine because they actually made good music.
29  Discussions / Miscellaneous Topics / Re: So this is why we love retro! on: 2013-09-16 12:31:07
the thing i like about classic FPSes is they're more fast-paced. and you can rocket jump.
30  Game Development / Game Play & Game Design / Re: Modelling (blender) on: 2013-09-15 18:44:09
personally i found blender impossible to use. Anim8or, however is free and easy as hell.
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