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Java Game APIs & Engines / J2ME / motorola emulator: createRGBImage(int[], int, int,
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on: 2005-05-23 19:55:49
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Hi,
When I call createRGBImage(int[], int, int, boolean) with true (for transparency management) the emulator (for E680) crashes.
It works fine under sun WTK22, SonyEricsson emulator.
- did someone experienced the same issue? - Is it a known issue from motorola emulator? (I can't find any info on their motocoder site) - is there a workaround? (beside setting it to false)
Regards, Franck
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3
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Java Game APIs & Engines / J2ME / Graphics3D.releaseTarget() performances
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on: 2005-05-16 18:11:00
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Hi, I finished to wrote a game using m3g technology. On the emulator, everything works fine with a very good FPS (40) Although I know it's on a emulator, i was expecting pretty good performances on a real handset. But I was surprise to have a FPS of 1 or 2 ....  (on SE s700) So I monitored my game and discovered it spends 70% in the Graphics3D.releaseTarget() method. My game have textured 3d object (overall it has 1500 polygons) I'd like to know: - if 1500 polygons is too much for such devise - tips/trick to optimize Graphics3D.releaseTarget() - should i use small texture size (I have 1 texture which is 128*256) and about 20 textures of 64*64 Thanks for your ideas, Franck
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4
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Java Game APIs & Engines / J2ME / memory debugger: Inconsistent classes map
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on: 2005-05-10 12:26:52
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Hi,
I am using JSR-184 and sun WTK 2.2.0. When I try to run the program with the memory monitor enabled on the emulator, I always end up with the following exception:
Exception in thread "Thread-5" java.lang.RuntimeException: Inconsistent classes map at com.sun.kvem.memorymon.ObjectNode.free(Unknown Source) at com.sun.kvem.memorymon.ObjectsMonitor.freeObject(Unknown Source) at com.sun.kvem.memorymon.MemoryMonitor.freeObject(Unknown Source) at com.sun.kvem.memorymon.MemoryListener.run(Unknown Source)
What can cause this?
Regards, Franck
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5
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Java Game APIs & Engines / J2ME / Re: 3d Rendering with SonyEricsson Simulator
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on: 2005-04-19 22:21:44
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I FOUND IT, I FOUND IT, I FOUND IT!!!!!!
here is jsr184 spec about VertexBuffer:
---------------- All vertex attribute arrays are initialized to null. The application can also set them to null at any time. This is a completely legal state, as long as the VertexBuffer is not rendered or tested for intersection with a pick ray. When rendering, null vertex attributes are treated as follows:
* If the position array is null, an exception is thrown. * If the normal array is null, and lighting is enabled, an exception is thrown. * If a texcoord array is null, and the corresponding texturing unit is enabled, an exception is thrown. * If the color array is null, the default color is used instead.
Lighting can be disabled for a submesh by setting a null Material in Appearance. Similarly, a particular texturing unit can be turned off by setting its Texture2D to null. -----------------
My issue comes from the appearance that holds a material. I removed the material on the appearance (i'm using on my Mesh) and BINGO, it works!!! (by setting a null material to my appearance)
So basically the issue doesn't come from SE WTK, but more from Sun WTK that allows too much things, and which doesn't throw an exception where it should.....
Thanks for all your support, Franck
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6
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Java Game APIs & Engines / J2ME / Re: 3d Rendering with SonyEricsson Simulator
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on: 2005-04-19 13:01:34
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this is what i do, here is the exact piece of code:
protected void buildScene() { world = buildWorld(); addCamera(); addLights(); }
private void addCamera() { mobileCamera = buildDefaultMobileCamera(); getWorld().addChild(mobileCamera.getCameraGroup()); getWorld().setActiveCamera(mobileCamera.getCamera()); mobileCamera.initPosition(); }
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11
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Java Game APIs & Engines / J2ME / 3D shoot game feedback and ideas
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on: 2005-04-06 12:38:01
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Hi all, I'd like to know your feedback regarding a 3D shoot game i created with m3g. http://cazapool3d.sourceforge.net/mobipool3d/3DShoot4_DivXCodec.aviIt's not even an alpha version, and the purpose is not to release it. My goal is to have a POC (Proof Of Concept). My game library can handle: - Collsion * Near front collision (Avatar) * Far front collision (shoot) * Height collision (Terrain following) - Avatar * Gravity * 3D avatar * Avatar animation - M3G object * m3g object loading * define 'default height position' according to terrain * object animation * Avatar * Terrain * Doom Style camera * Rotation around object camera * Tiled map generator (Wall/Floor/Roof/etc...) * Transparent billboard generator - Misc: * Image overlay (on the top of the rendered world) * Bitmap fonts * FX Sound * Music * Splash screen * High score saving/loading * Configuration saving/loading * Image scaling This game library is very generic, almost everything is Abstract and require few things to implement to make any kind of 3D game. I'd like to know your feedback and ideas in order to enhance it. thanks a lot, Franck
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12
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Java Game APIs & Engines / J2ME / Re: MIDP 3 started
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on: 2005-03-15 08:32:00
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I did, and I agree, I don't see urgent needs related to scaling and rotating. I think what jsr 184 offers is enough, It fills all my needs so far
Franck
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13
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Java Game APIs & Engines / J2ME / Re: Thrust and Gravity...
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on: 2005-03-01 14:34:26
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use counter, and limit counter patter, so you update your stuff every 'limit counter' is reach but this is not good at all if you use integer counter, because you'll have different behavior with different CPU cell phone...
so the best is to use System.currentTimeMillis() (as a counter)
Franck
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15
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Java Game APIs & Engines / J2ME / Image buffer & bitmap font
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on: 2005-02-03 09:31:26
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Hi,
I use bitmap font to display nice text on my canvas (after calling Graphics3D.bindTarget/render/releaseTarget)
Everything works fine.
But when I have a long text (I.e a lot of char images to draw), it's way too slow... Which make sence since, for each character I fetch the image and display it a the correct position.
My text never changes, so I'd like to create a static image once and for all...
My question is, how to create 1 single image from multiple images.
Franck
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18
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Java Game APIs & Engines / J2ME / setClip
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on: 2005-01-31 10:23:06
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My first question is: Is g.setClip time consuming?
in my canvas, I draw many sprites using: for(...) { g.setClip(x, y, imgW,imgH); g.drawImage(myImage, imgX, imgY, MY_FLAGS); g.setClip(0, 0, screenWidth, screenHeight); }
I'd like to know the purpose of a call to: g.setClip(0, 0, screenWidth, screenHeight);
Is it to flag the part of the screen to refresh? Can call it only one time after all my sprites are drawn? Or do i have to call it for each sprite?
Franck
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22
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Java Game APIs & Engines / J2ME / Re: Creating a single 3D Line
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on: 2005-01-20 08:28:15
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I'm using Mobile 3D API, I built a 3D world unsing m3g loader etc... everything works fine. I just want to add a Line in my World based on 2 Points (x, y, z) I don't want to create a Mesh for that. I mean I would like to avoid doing such things
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Java Game APIs & Engines / J2ME / Texture2D and image format
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on: 2005-01-12 12:38:20
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Hi,
I found a weird behavior regarding Texture2D. according to the selected images, i can (or cannot) create a Texture2D.
here is the code with the exeption:
Code: Image sprite = Utile.loadImage("/images/myimage.gif"); Image2D image2D = new Image2D( Image2D.RGB, sprite ); Texture2D tex = new Texture2D(image2D);
exception: startApp threw an Exception java.lang.IllegalArgumentException: at javax.microedition.m3g.Texture2D.<init>(+5)
But with another image (still a gif), it works fine... Does someone know if there are issues between Textures2D and image format??
Regards, Franck
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