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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:
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public Vector3f mulTranspose(Matrix3fc mat) {
    return mul(mat, this);
}


Should be:
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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:
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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
What 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
Got 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
Assuming 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
...
Now I have 2 weeks to f**k around and do some programming during office hours Smiley
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:
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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
It 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:
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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
p.s And I watched my old Source code (open source) - it looks horrible XD
In memory, he was much better,
I feel very sorry for it, but he was the best that I could write in past

Yeah 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
...

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)
Click to Play
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.
Click to Play
29  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-11-09 00:18:21
This weekend's progress:
Still needs tweaking.
Click to Play
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 out

It's been 2 weeks of pain but I'm finally getting somewhere!

Lots to do and fix x.x

Click to Play
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