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1  Java Game APIs & Engines / J2ME / Nokia N70 BUG: drawrgb() after translate() on: 2006-03-29 10:53:41
hi, i found a bug on my nokia N70

//g.drawImage(image, 0, 0, TOP_LEFT_ANCHOR);
g.drawRGB(rgbimage, 0, width, 0, 0, width, height, false);

"rgbimage" is an array of int, filled with image.getRGB().
This code should paint the image at (50, 50).
in fact this code works ok on both sun and nokia emulators, but when i run it on my N70 the image is rendered at (0, 0). Using drawImage the image is rendered correctly at (50, 50).

Can someone else try this code on other s60 mobiles?

this is a problem for me, i have to use drawRGB() after the translation of the Graphics' origin, in an important j2me project.

thank you.
2  Java Game APIs & Engines / J2ME / Re: pick() very slow on terrain mesh on: 2006-03-16 17:48:26
3  Java Game APIs & Engines / J2ME / Re: pick() very slow on terrain mesh on: 2006-03-10 15:10:31
i thought about a solution....
i could split the terrain in many smaller meshes and many groups, then use the position of the ship to determine on which group/mesh i have to test the collision with the pick() method.
this way the pick() method will be performed on a as little as i want number of polygons...
hope this works...
4  Java Game APIs & Engines / J2ME / pick() very slow on terrain mesh on: 2006-03-09 20:35:31
hi, i'm developing my first 3d game using m3g.
it is a space shoot'em up.
i implemented the terrain with heightmaps using a single triangle strip and i have the spaceship (a cube, at the moment) flying around the surface of the planet.
the fps were about 30 on my nokia n70, not bad;
today i tried to add the collision between the ship and the terrain but i discovered that the pick() method is terribly slow on my mobile...
here is the instruction:

if (, lander.position[0], lander.position[1], lander.position[2], temp[0], temp[1], temp[2], ray))
//no code here!

"terrain" is an instance of a class written by me that implements the heightmap, "group" is a Group that has just the terrain mesh as child, "lander" is the spaceship and "temp" is the direction vector.
The code works, but it's extremely slow, about 4fps on my phone, i tried to lower the complexity of the terrain and the situation improves, but not enough.
the terrain at the moment has 2738 triangles, 1444 vertices and 8214 indices. with this mesh i get 8fps....
commenting the pick() call, fps return to about 30 fps.

is this normal or am i wrong in something?

what can i do to implement the collision with the terrain?
i don't want to lower further the number of polygons of the terrain...

thank you
5  Java Game APIs & Engines / J2ME / immediate or retained mode for a M3G game? on: 2006-02-17 15:45:43
Hi, i'm writing my first 3d game using m3g, a simple lander with heightmaps.
For the moment i'm using immediate mode, so i get the mesh of my spaceship from a .m3g and then i manage and render the various objects manually, creating enemies, camera and lights at runtime...
is this a correct way to implement a game?
why and when should i use retained mode instead of immediate mode to write a game?

thanks in advance
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List of Learning Resources
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2016-09-09 09:47:55

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2016-09-08 09:47:20

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2016-09-08 09:46:51

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2016-09-08 09:46:27

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2016-09-08 09:45:41

List of Learning Resources
by elect
2016-09-08 08:39:20

List of Learning Resources
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2016-09-08 08:38:19

Rendering resources
by Roquen
2016-08-08 05:55:21 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‑
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