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781  Java Game APIs & Engines / Java 3D / Re: Data format: storing world object information on: 2002-10-17 18:14:06
I think it is unnecessary for your image to do anything apart from match the location of user added objects with the shape of the ground. In this case, it's existence is more a matter for the display element of the editor, which then converts everything to the storage format when editing is complete. While it is being edited you may as well keep all the objects being added in memory rather than trying to parse them back from the object image which still sounds a little difficult to me. If you are editing a huge area which will be too much to fit into memory at once then it may be easier to edit parts of it until you have something easier to handle.
782  Java Game APIs & Engines / Java 3D / Re: Data format: storing world object information on: 2002-10-16 19:45:50
If you're going to go from image to XML format to image to map, why not just use an XML document and go from that to locations on your map. This has the advantages that Java has excellent XML handling capabilities and maps very neatly to object data structures. It sounds like removing the image level is kind of an application of occam's razor.
783  Java Game APIs & Engines / Java 3D / Triggering behaviour off TransformGroup transforma on: 2002-10-16 11:53:06
So, this must have been the last topic posted before the old discussion boards closed. Nice work, me. I think it's a fairly simple operation I'm unable to perform this time, though.

I am trying to create a behaviour that will move a transformgroup in reaction to another TransformGroup that is attached to a RotationInterpolator so it looks a bit like this:


          > ROTATETRANS -> TRANSFORMSHAPE
         /    [rotationInterpolator]
RootTrans
         -> CUSTOMTRANS -> CUSTOMSHAPE
               [custombehaviour]









The trouble I'm having is that if I hand my customBehaviour a copy of the TransformShape's TransformGroup at the start then it keeps it as a static copy. I want to be able to read the current transform3D of that shape, but what I'm getting is the Transform3D it had when it was created.

How to I monitor the transform of that TRANSFORMSHAPE from my CustomBehaviour?
784  Java Game APIs & Engines / Java 3D / Re: GOOD tutorials and sample code for DirectX/Ope on: 2002-10-16 11:43:59
I'm assuming that you mean Java3D - there are other ways of programming with OGL in java, so it is useful to specify a bit. Good starting places include www.j3d.org and the Selman book, which is available online ( http://www.manning.com/selman/ ) and, once you get a bit deeper into it,  the Java3D-interest mailing list.
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