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 1 
 on: 2015-05-30 14:56:31 
Started by matanui159 - Last post by Spasi
Btw, would you happen to know what this means?
1  
AL lib: (EE) UpdateDeviceParams: Failed to set 44100hz, got 48000hz instead

I don't know very accurately, but 44100Hz is the quality of Audio CDs. It is 44800Hz for DVDs, that message essentially means you have better hardware that can play more quality audio than you requested. It is the frequency of the sound I think.

I have pushed a change for this (build #50), the default ALContext creation will not try to override the device's ALC_FREQUENCY (or ALC_REFRESH). You shouldn't see this message anymore.

 2 
 on: 2015-05-30 13:36:04 
Started by philfrei - Last post by KevinWorkman
In my language, "make a program" has the same meaning of "what prostitutes do".
So, we usually call each other like "program guys".

Thaaaaat is hilarious. What language?

 3 
 on: 2015-05-30 13:05:39 
Started by tommohawkaction - Last post by tommohawkaction
Okay just fixed that... had to change the transformation matrix and add the changes to the collision

 4 
 on: 2015-05-30 12:56:02 
Started by tommohawkaction - Last post by tommohawkaction
Now i have a problem with the height of the object

this is what i get (all objects have there position.y set to 0)


 5 
 on: 2015-05-30 12:23:29 
Started by tommohawkaction - Last post by tommohawkaction
Okay well i have found the problem and ixed it but now my collision is broken ahhhh!


 6 
 on: 2015-05-30 12:03:54 
Started by tommohawkaction - Last post by tommohawkaction
this is what happens when i dont offset it


 7 
 on: 2015-05-30 11:54:50 
Started by tommohawkaction - Last post by tommohawkaction
Yeah the comments are wrong i forgot to update them

Here is how i make a cube

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   public static HawkMesh createCube() {
      if(cube == null){
      List<Float> vertices = new ArrayList<Float>();
      List<Float> normals = new ArrayList<Float>();
      List<Float> textureCoords = new ArrayList<Float>();
      List<Short> indices = new ArrayList<Short>();
      // Face
      indices.add((short) (vertices.size() / 3 + 0));
      indices.add((short) (vertices.size() / 3 + 1));
      indices.add((short) (vertices.size() / 3 + 2));

      indices.add((short) (vertices.size() / 3 + 2));
      indices.add((short) (vertices.size() / 3 + 3));
      indices.add((short) (vertices.size() / 3 + 0));

      addVertex(1, 0, 0, vertices);
      addVertex(1, 1, 0, vertices);
      addVertex(0, 1, 0, vertices);
      addVertex(0, 0, 0, vertices);

      addNormals(0, 0, 1, normals);
      addNormals(0, 0, 1, normals);
      addNormals(0, 0, 1, normals);
      addNormals(0, 0, 1, normals);

      addTextureCoords(0, 0, textureCoords);
      addTextureCoords(1, 0, textureCoords);
      addTextureCoords(1, 1, textureCoords);
      addTextureCoords(0, 1, textureCoords);

      // Back
      indices.add((short) (vertices.size() / 3 + 2));
      indices.add((short) (vertices.size() / 3 + 1));
      indices.add((short) (vertices.size() / 3 + 0));
     
      indices.add((short) (vertices.size() / 3 + 0));
      indices.add((short) (vertices.size() / 3 + 3));
      indices.add((short) (vertices.size() / 3 + 2));

      addVertex(1, 0, -1, vertices);
      addVertex(1, 1, -1, vertices);
      addVertex(0, 1, -1, vertices);
      addVertex(0, 0, -1, vertices);

      addNormals(0, 0, 1, normals);
      addNormals(0, 0, 1, normals);
      addNormals(0, 0, 1, normals);
      addNormals(0, 0, 1, normals);

      addTextureCoords(0, 0, textureCoords);
      addTextureCoords(1, 0, textureCoords);
      addTextureCoords(1, 1, textureCoords);
      addTextureCoords(0, 1, textureCoords);
      // Left
      indices.add((short) (vertices.size() / 3 + 2));
      indices.add((short) (vertices.size() / 3 + 1));
      indices.add((short) (vertices.size() / 3 + 0));
     
      indices.add((short) (vertices.size() / 3 + 0));
      indices.add((short) (vertices.size() / 3 + 3));
      indices.add((short) (vertices.size() / 3 + 2));
     
      addVertex(0, 0, 0, vertices);
      addVertex(0, 0, -1, vertices);
      addVertex(0, 1, -1, vertices);
      addVertex(0, 1, 0, vertices);
     
      addNormals(-1, 0, 0, normals);
      addNormals(-1, 0, 0, normals);
      addNormals(-1, 0, 0, normals);
      addNormals(-1, 0, 0, normals);
     
      addTextureCoords(0, 0, textureCoords);
      addTextureCoords(1, 0, textureCoords);
      addTextureCoords(1, 1, textureCoords);
      addTextureCoords(0, 1, textureCoords);
      // Right
      indices.add((short) (vertices.size() / 3 + 0));
      indices.add((short) (vertices.size() / 3 + 1));
      indices.add((short) (vertices.size() / 3 + 2));
     
      indices.add((short) (vertices.size() / 3 + 2));
      indices.add((short) (vertices.size() / 3 + 3));
      indices.add((short) (vertices.size() / 3 + 0));
     
      addVertex(1, 0, 0, vertices);
      addVertex(1, 0, -1, vertices);
      addVertex(1, 1, -1, vertices);
      addVertex(1, 1, 0, vertices);
     
      addNormals(1, 0, 0, normals);
      addNormals(1, 0, 0, normals);
      addNormals(1, 0, 0, normals);
      addNormals(1, 0, 0, normals);
     
      addTextureCoords(0, 0, textureCoords);
      addTextureCoords(1, 0, textureCoords);
      addTextureCoords(1, 1, textureCoords);
      addTextureCoords(0, 1, textureCoords);
      // Bottom
      indices.add((short) (vertices.size() / 3 + 0));
      indices.add((short) (vertices.size() / 3 + 1));
      indices.add((short) (vertices.size() / 3 + 2));
     
      indices.add((short) (vertices.size() / 3 + 2));
      indices.add((short) (vertices.size() / 3 + 3));
      indices.add((short) (vertices.size() / 3 + 0));
     
      addVertex(0, 0, 0, vertices);
      addVertex(0, 0, -1, vertices);
      addVertex(1, 0, -1, vertices);
      addVertex(1, 0, 0, vertices);
     
      addNormals(0, -1, 0, normals);
      addNormals(0, -1, 0, normals);
      addNormals(0, -1, 0, normals);
      addNormals(0, -1, 0, normals);
     
      addTextureCoords(0, 0, textureCoords);
      addTextureCoords(1, 0, textureCoords);
      addTextureCoords(1, 1, textureCoords);
      addTextureCoords(0, 1, textureCoords);
      // Top
      indices.add((short) (vertices.size() / 3 + 2));
      indices.add((short) (vertices.size() / 3 + 1));
      indices.add((short) (vertices.size() / 3 + 0));
     
      indices.add((short) (vertices.size() / 3 + 0));
      indices.add((short) (vertices.size() / 3 + 3));
      indices.add((short) (vertices.size() / 3 + 2));
     
      addVertex(0, 1, 0, vertices);
      addVertex(0, 1, -1, vertices);
      addVertex(1, 1, -1, vertices);
      addVertex(1, 1, 0, vertices);
     
      addNormals(0, 1, 0, normals);
      addNormals(0, 1, 0, normals);
      addNormals(0, 1, 0, normals);
      addNormals(0, 1, 0, normals);
     
      addTextureCoords(0, 0, textureCoords);
      addTextureCoords(1, 0, textureCoords);
      addTextureCoords(1, 1, textureCoords);
      addTextureCoords(0, 1, textureCoords);

      float[] verticesArray = new float[vertices.size()];
      float[] normalsArray = new float[normals.size()];
      float[] texturesArray = new float[textureCoords.size()];
      short[] indicesArray = new short[indices.size()];

      for (int i = 0; i < vertices.size(); i++) {
         verticesArray[i] = vertices.get(i);
      }
      for (int i = 0; i < indices.size(); i++) {
         indicesArray[i] = indices.get(i);
      }
      for (int i = 0; i < normals.size(); i++) {
         normalsArray[i] = normals.get(i);
      }
      for (int i = 0; i < textureCoords.size(); i++) {
         texturesArray[i] = textureCoords.get(i);
      }

      cube = new HawkMesh(false, verticesArray, indicesArray, texturesArray, normalsArray);
      }
     
     
      return cube;
   }



 8 
 on: 2015-05-30 11:43:07 
Started by bwebs - Last post by SauronWatchesYou
You are free to implement that class into your project, don't worry about how it works, hell I'm still learning matrices lol.

Oh, okay Grin

For this to work, I need to create some sort of 'joint' for the hand, correct? As I need to tell the weapon where to connect to. This would still mean having to move the joint manually for each frame of the animation and then this math would move the weapon for me

 9 
 on: 2015-05-30 10:07:28 
Started by JJengineering - Last post by JJengineering
@Roquen
Quote
Do I really need dynamic typing
It would be awesome to have, but i don't know at what price that's coming yet. I guess anything extra, like dynamic typing, comes at a performance penalty!?

@CommanderKeith
Thank you very much! I'll also look into that, always good to have some kind of suggestion/reference.

Quote
I'm not sure if you're interested in html maths rendering
Not quite yet, but i have to look at something during my dinner :P

 10 
 on: 2015-05-30 07:47:39 
Started by tdegroot96 - Last post by shadowstryker
Send them all separately. Include a header in the packet identifying the data the packet will contain. Create a parser for each packet, and use X parser depending on X header.

example:
Packet: tile map
Header: 0, 1

Bytes of data: 0, 1, mapData...

Then just have a parser to parse the map data into something usable for the client. The client should see the first two bytes as 0 and 1 (or whatever header) and go "oh, i should use the map parser!"

This is how you do it in most networking as far as i know, so it should apply to Kryonet as well.

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