Java-Gaming.org
 Featured games (81) games approved by the League of Dukes Games in Showcase (496) Games in Android Showcase (114) games submitted by our members Games in WIP (563) games currently in development
 News: Read the Java Gaming Resources, or peek at the official Java tutorials
 Show Posts Pages: [1]
 1 Game Development / Game Mechanics / Re: Coordinate conversion and sphere mapping. on: 2012-07-10 20:00:00 What I found out so far about my problem is that ( I didn’t know that) perlin noise creates negative values. Thats why the two objectes ( it’s actually on object, explanation follows) are into one another. The area with the accumulation of points might be the result of small input values to the perlin noise. So it could be the equator or the zero meridian?!
 2 Game Development / Game Mechanics / Re: Coordinate conversion and sphere mapping. on: 2012-07-06 13:51:23 I want to map noise to a sphere. (The module.getValue(x, y, z) method in the mapping method refers to a perlin noise. This function should be fine)
3  Game Development / Game Mechanics / Coordinate conversion and sphere mapping. on: 2012-07-06 13:42:04
Hey,

I have some issues with mapping converted coordinates to a sphere. I'm using libnoiseforjava and the jMonkeyEngine.
First my conversion methode:

 1  2  3  4  5  6  7  8  9 `   public Vector2f cartesianToGeo(Vector3f position, float sphereRadius)   {           sphereRadius = FastMath.sqrt((position.x*position.x)+(position.y*position.y)+(position.z*position.z));                 float lat = (float)Math.asin(position.z / sphereRadius) * FastMath.RAD_TO_DEG; //theta           float lon = (float)Math.atan2(position.y, position.x) * FastMath.RAD_TO_DEG; //phi           return new Vector2f(lat, lon);   }`

This is the mapping method from libnoiseforjava:

 1  2  3  4  5  6  7  8  9  10  11 `   public double getValue (double lat, double lon)   {      assert (module != null);      double x, y, z;      double r = Math.cos(Math.toRadians(lat));      x = r * Math.cos (Math.toRadians(lon));      y = Math.sin (Math.toRadians(lat));      z = r * Math.sin (Math.toRadians(lon));      return module.getValue (x, y, z);   }`

And here is what I get (using sphere approximation from octahedron):

It looks like two spheres into one another and on the right is the transition between them with a high count of points. My assumption is, that the getValue method expects latitude and longitude in an area from -90 to 90 degrees. My conversion method only returns values from -180 to 180 degrees. That's probably the reason why I get two spheres. First: does anybody agree? Or is there another mistake? Second: Is there an easy way to also convert the new geo coordinates to an area from -90 to 90 degrees. Or a better method that gives values in this area from the beginning? My math skills kinda suck

Greetings

JCollie
 4 Game Development / Game Mechanics / Re: Repeating world with seamless transitions? on: 2011-04-23 12:42:16 Quote from: JCollie on 2011-04-22 14:00:38...you see the spaceship from the bird’s eye view....Quote from: JCollie on 2011-04-23 10:20:38...it's actually not about repeating textures (I don't use any)...
 5 Game Development / Game Mechanics / Re: Repeating world with seamless transitions? on: 2011-04-23 10:20:38 Hey thanks,but it's actually not about repeating textures (I don't use any) or very big levels. It's more about small levels, but the player should not notice. I thought it might be possible to program something like that:
 6 Game Development / Game Mechanics / Repeating world with seamless transitions? on: 2011-04-22 14:00:38 Hey,is it somehow possible to create the effect of an infinite world by repeating it with seamless transitions. For example a spaceshooter where you see the spaceship from the bird’s eye view. When the spaceship comes to the left end of the world it starts over from the right end. Like in Asteroids but with a scrolling camera, so that there would be a point where you could see the left and the right end of the world simultaneously (Like flying around the globe but actually having a plain terrain.). If it's from any relevance: I'm using JMonkeyEngine3.greetings
 7 Game Development / Game Mechanics / Following eyes? on: 2011-02-17 15:14:17 Just in general: how would you program/implement following eyes in 2D space? For example: A face in the middle of the screen, the eyes are following the mousepointer.greetings
 Pages: [1]
 Add your game by posting it in the WIP section, or publish it in Showcase. The first screenshot will be displayed as a thumbnail.
 BurntPizza (14 views) 2014-09-19 03:14:18 Dwinin (33 views) 2014-09-12 09:08:26 Norakomi (58 views) 2014-09-10 13:57:51 TehJavaDev (80 views) 2014-09-10 06:39:09 Tekkerue (40 views) 2014-09-09 02:24:56 mitcheeb (62 views) 2014-09-08 06:06:29 BurntPizza (46 views) 2014-09-07 01:13:42 Longarmx (33 views) 2014-09-07 01:12:14 Longarmx (37 views) 2014-09-07 01:11:22 Longarmx (36 views) 2014-09-07 01:10:19
 BurntPizza 37x Riven 17x Rayvolution 17x princec 17x basil_ 16x ags1 16x KevinWorkman 15x kevglass 12x nsigma 11x theagentd 11x LiquidNitrogen 10x SHC 8x HeroesGraveDev 8x The Lion King 7x Gibbo3771 6x cylab 6x
 List of Learning Resources2014-08-16 10:40:00List of Learning Resources2014-08-05 19:33:27Resources for WIP games2014-08-01 16:20:17Resources for WIP games2014-08-01 16:19:50List of Learning Resources2014-07-31 16:29:50List of Learning Resources2014-07-31 16:26:06List of Learning Resources2014-07-31 11:54:12HotSpot Optionsby dleskov2014-07-08 01:59:08
 java-gaming.org is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑gaming.org