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 1 Game Development / Newbie & Debugging Questions / Re: JOML - transformTranspose(vec3) method on: 2017-07-04 23:15:50 @orange451 haha, I'll keep everyone updated. I've just found motivation to work on projects outside of work xP
2  Game Development / Newbie & Debugging Questions / Re: JOML - transformTranspose(vec3) method on: 2017-07-04 18:25:35
I take it back Vector3f.mulTranspose(Matrix3f) uses the wrong method!

source:
 1  2  3 `public Vector3f mulTranspose(Matrix3fc mat) {    return mul(mat, this);}`

Should be:
 1  2  3 `public Vector3f mulTranspose(Matrix3fc mat) {    return mulTranspose(mat, this);}`

 3 Game Development / Newbie & Debugging Questions / Re: JOML - transformTranspose(vec3) method on: 2017-07-04 18:22:26 Found it!Vector3f.mulTranspose(Matrix3f)
4  Game Development / Newbie & Debugging Questions / JOML - transformTranspose(vec3) method on: 2017-07-04 18:02:42
Hello, it's been awhile!

So I'm working on my physics engine and need to quickly transform a Vector3f by the transform of a matrix.

As far as I can tell, JOML doesn't have a transformTranspose(vec3) function, right?

Currently I have to do something like this:
 1  2  3 `Matrix3f newMat = new Matrix3f();contactToWorld.transpose(newMat);newMat.transform(vec3);`

Does JOML have a transformTranspose(vec3) equivalent, and I just missed it?

Thanks
Ike
 5 Games Center / Showcase / Re: Proxy - A game about programming on: 2016-09-07 18:05:25 Very interesting! What's that outlining technique called? I've being planning on implementing something like that, eventually. Yours looks like what I am going for.
 6 Game Development / Newbie & Debugging Questions / Re: JOML - quatf.addScaledVector(vec3, float) on: 2016-08-26 00:12:10 Quote from: theagentd on 2016-08-25 22:44:46What you're looking for is an FMA which also converts your vector from Euler angles to a quaternion and then rotates the quaternion in the direction of that quaternion based on the value you pass in...? Doesn't sound that difficult to work around.Well working around is easy. I was just wondering if it's already in JOML and I missed it.
 7 Discussions / Miscellaneous Topics / Re: What I did today on: 2016-08-24 20:16:29 Quote from: SHC on 2016-08-24 19:05:56Got a 3D low-poly character with an armature! Built it in 20 minutes initially, but it took 3 days for the weights to be properly applied.If you're using Blender you should check out rigify for humanoid models. As for what I did today: I finally got around to implementing a entity system and it works with my physics engine!Also, I changed from my own math lib to JOML. This took FOREVER, and I'm still not completely done.
 8 Game Development / Newbie & Debugging Questions / Re: JOML - quatf.addScaledVector(vec3, float) on: 2016-08-24 20:12:03 Quote from: SHC on 2016-08-22 13:43:36Assuming quatf to be a quaternion in floats, how will you add a vector to it? I think quaternions are only used for rotations and not translations or scalings.Typically in physics engines you have a vec3 for angular velocity. This gets scaled by the step delta and added to the rotation quatf.
 9 Game Development / Newbie & Debugging Questions / JOML - quatf.addScaledVector(vec3, float) on: 2016-08-22 13:38:25 Hello all. It's been awhile. I started using JOML and finally decided to start the dreaded task converting my physics engine to use JOML.Right now I'm looking for the JOML equivalent of quatf.addScaledVector(vec3, float), but I cannot find it. Is it just not there?Also, what does the 'fma' in vec3.fma(float, vec3) stand for? It took me forever to find the function when I needed it!
 10 Java Game APIs & Engines / OpenGL Development / Re: Skeletal animation problem(s) on: 2016-07-16 13:32:50 You should take a look at http://sauerbraten.org/iqm/It's the successor of MD5. And the demo is super easy to port to Java. I would give you mine but it's some where in my pile and I made weird changes to it.
 11 Discussions / Miscellaneous Topics / Re: What I did today on: 2016-07-11 13:12:51 Quote from: orange451 on 2016-07-11 08:38:48...Now I have 2 weeks to f**k around and do some programming during office hours Bahaha I do the same thing.
 12 Game Development / Newbie & Debugging Questions / Re: 3D AABB Collision on: 2016-01-20 22:14:51 The blocks in minecraft would be best represented by AABBs. But the player is probably represented by a swept sphere. Super easy/fast collision detection between the two.
13  Java Game APIs & Engines / Engines, Libraries and Tools / Re: LWJGL 3 ups & fps counter goes crazy on: 2016-01-18 18:08:35
Your updates are independent of the frames the way you have it. There should be 1 update in a standard game-loop.

try something like this:
 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  26  27 `public static void run() {      long lastTime = System.nanoTime();      long now;      long timer = System.currentTimeMillis();      double delta = 0;      int frames = 0;      while (running) {         if (Window.shouldClose() == true) {            stop();         }         now = System.nanoTime();         delta = (now - lastTime) / (1000000000f / targetFps);         lastTime = now;         update(delta); //interpolate using the delta         render();         frames++;         if (System.currentTimeMillis() - timer > 1000) {            timer += 1000;            System.out.println(frames + " fps");            frames = 0;         }      }      dispose();   }`
 14 Java Game APIs & Engines / Engines, Libraries and Tools / Re: LWJGL 3 ups & fps counter goes crazy on: 2016-01-18 17:48:12 Quote from: Aboogesnickle on 2016-01-18 17:38:43It runs at 60 ups, 45157442 fps until I move it and then it goes to 63 ups, 3 fps. So the ups get higher and the fps get lower.Well that's expected. If you don't want this to happen when you drag/resize then you have to cap your delta. What is this loop technique called?
15  Java Game APIs & Engines / Engines, Libraries and Tools / Re: LWJGL 3 ups & fps counter goes crazy on: 2016-01-18 17:30:27
I do this in my loop instead:
 1  2  3  4 `   delta = (now - lastTime) / Final.NS;lastTime = now;update(delta);`

 16 Java Game APIs & Engines / Engines, Libraries and Tools / Re: LWJGL 3 ups & fps counter goes crazy on: 2016-01-18 17:15:15 When you drag or resize the window the program pauses. So when you stop dragging/resizing the elapsed time is greater.Try capping the delta.
 17 Discussions / Miscellaneous Topics / Re: What I did today on: 2015-12-29 14:06:38 Quote from: Icecore on 2015-12-29 12:37:14p.s And I watched my old Source code (open source) - it looks horrible XDIn memory, he was much better, I feel very sorry for it, but he was the best that I could write in pastYeah you're truly never the best you can be. You can always get better. A year from now you will look at your current code and say the same thing!
 18 Java Game APIs & Engines / Engines, Libraries and Tools / Re: Java Blend, Blender DNA fully implemented in Java with R/W file access (beta) on: 2015-12-29 03:22:03 Man you must've had to read a ton to get this up and running. Good stuff!Also, JMonkey does in fact load .blender files.
 19 Discussions / Miscellaneous Topics / Re: What I did today on: 2015-12-29 03:01:22 I was going to get a CBR650f. But since I will be travelling/commuting I want a more comfortable ride. With that in mind I chose the Vulcan S. It's the first bike I will be hitting the streets with (I used to dirt bike).PS: I also love the Duke
 20 Discussions / Miscellaneous Topics / Re: What I did today on: 2015-12-28 14:47:20 Quote from: Opiop on 2015-12-28 13:37:47...I also ordered my motorcycle helmet! How was everyone else's holiday? Nice I'm getting my bike soon. I started breaking in my boots!
 21 Games Center / Showcase / Re: Block Shooter on: 2015-11-24 01:29:52 Keep it up. You're getting a lot done so fast.
 22 Java Game APIs & Engines / Engines, Libraries and Tools / Re: LWJGL 3.0.0b on: 2015-11-21 03:27:21 Sweetnessss. EDIT: Was fixed
 23 Game Development / Newbie & Debugging Questions / Re: jMonkeyEngine -- how much Math do I need to know? on: 2015-11-15 14:49:29 JMonkey will definitely help you with the exciting aspect of development. It will also allow you to experiment in any way you can imagine. Since it includes a hefty suite of features, and is open source, you will be able to learn a lot very fast.Whenever I'm in doubt I look at it's source code xP.
 24 Game Development / Newbie & Debugging Questions / Re: Inertia tensor of aggregate mass on: 2015-11-14 14:14:54 Ahh yea that's it. I remember this now from a physics class freshman year. Thanks!
 25 Game Development / Newbie & Debugging Questions / Inertia tensor of aggregate mass on: 2015-11-13 18:00:19 Hey guys. Anyone know how to get the inertia tensor of a bunch of masses in a tree?Right now I'm just adding all the individual inertia tensors. I can't find any clear explanations
 26 Discussions / Miscellaneous Topics / Re: What I did today on: 2015-11-12 15:00:31 Some work on constraints:(Ignore shadow issues, for now)
 27 Game Development / Newbie & Debugging Questions / Re: 3D Maths and OpenGL -- how and where do I get started? on: 2015-11-11 18:05:02 I learned a lot from Linear Algebra class at my university. However, I needed more info related to computer graphics. After searching around I came across this book. It's old but very handy: Mathematics for Computer Graphics Applications (mostly useful for if you get around to working on physics)Also the best book on OpenGL has to be: Anton's OpenGL Tutorials
 28 Discussions / Miscellaneous Topics / Re: What I did today on: 2015-11-10 05:24:36 Some terrain collisions:Still trying to fix the jitter issue with many boxes colliding.
 29 Discussions / Miscellaneous Topics / Re: What I did today on: 2015-11-09 00:18:21 This weekend's progress:Still needs tweaking.
 30 Discussions / Miscellaneous Topics / Re: What I did today on: 2015-11-06 23:14:07 Working on a lightweight physics library for personal use. I'll most likely share it outIt's been 2 weeks of pain but I'm finally getting somewhere!Lots to do and fix x.x
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