Jump to content
  • Advertisement

daireq

Member
  • Content Count

    58
  • Joined

  • Last visited

Community Reputation

236 Neutral

About daireq

  • Rank
    Member
  1. daireq

    Populous spherical world

    Quote:Original post by TheFez6255 The problem with this approach is that the poles would end up looking like they're pinched. But if you made sure that the area surrounding the poles and the poles themselves were a uniform height, it wouldn't be a problem. However this is the approach I'm using in the game I'm working on. It seems to give (generally speaking) better results than the approach daireq suggested. Specifically the seams that show up between textures using his approach. I've never quite figured out how to make those go away in a nice manner. Yeah, I have about 4 or 5 small tiled textures that I apply according to what terrain type that bit of the sphere is. ie forest, mountain, beach, high mountain, farmland etc etc. The actual UVs are baked onto the mesh at creation, At the moment I'm using a tiled cubemap UVW wrapping to generate them, but there are those ugly seams allright. I haven't managed to find a perfect way of applying a good tiled mapping to a sphere. D.
  2. Quote:Original post by aidan_walsh You know Rhino is an offical part of the JDK/JRE in Java SE 6? It appears that you're not the only one that likes it. These support 1.4 and down however, thats a big plus. Mac OSx users for example (as far as I know) are stuck on a customised version of the 1.4 JRE, the JRE is updgraded along with the OS so a lot of people are still using 1.4. D.
  3. daireq

    Populous spherical world

    Yeah, from what I remember Populous had a zoomed out sphere view which was completely flat and only showed you the locations of your buildings and what have you, and then a zoomed in view that -looked- as though it was on the surface of a sphere but which was actually just a planar view distorted toward the horizon. It was a neat trick nonetheless. Check out what I'm doing here ... Dominate . Thats an increasingly subdivided icosahedron with a fractal function applied to the vertices, moving them closer or further away from the origin. texturing is applied according to height as per normal landscape texturing. Thats a pretty old demo but you get the idea, you can mess around with the creation parameters in the demo. D.
  4. daireq

    [java] DOM Parser with Java

    If you're doing a lot of this sort of thing you might want to consider using JAXB or XMLBeans instead of all that awkward DOM/SAX code. I do up schemas for all my XML documents (config/setup/object storage and the like) and then just run JAXB over them to produce a bunch of Java representations of the XML documents. Then just marshall and unmarshal away ! I find its more convenient than the above, to change any of the XML stuff all I have to do is make changes in the schemas. I have the object generation built into my ant build so its pretty transparent. At the moment I'm using JAXB, but it has a few drawbacks, namely you have to ship the entire JWSDP with JAXB if you're distributing it (license) and you have to use Java 1.5. I'm thinking of switching to XMLBeans which has neither of those conditions (or Castor is another alternative) D.
  5. daireq

    Artwork feedback

    Quote:Original post by SinisterUrge Your a wanker! If I wanted "expert" feedback I'll go to a fellow professional, not an amateur know it all! If you don't want to know, don't ask. Post these in cgTalk or cgChat and you'll get an almost identical response to professor420's. His was detailed, helpful and constructive. Reply like you did above, and you'll get a swift ban from the forums. You very obviously aren't a professional, but you could at least try and act like one. D.
  6. daireq

    [java] WebService exception

    post your WSDL that you're using to generate the client/server stub code (if you ARE using a WSDL). I've seen stuff like this because of ComplexTypes being extended by more than one element type, JAXB (for some apparently good reason) doesn't generate concrete impls or interfaces for the element types. Although actually the framework ought to handle that ... hmmm ... D.
  7. Looks like you've un-jarred the class files at some point. This is a bad idea. Grab the original jars or just unzip your original JWSDP installer somewhere, then add those jars to the build path of the project in ecplise. Alternatively, If you're using ant or maven or whatever to do the builds, add them into the scripts classpath. simplest way to do it in eclipse is to open your projects properties, go to the 'libraries' tab in the 'java build path' dialog and click on 'add external jars' D.
  8. You're missing the JAXB jars in your classpath (JWSP_HOME/jaxb/lib). Its been a while since I've set up a JWSDP project so can't recall this exactly, you might -also- need the activation.jar from the jwsdp common directory. I ordinarily use Eclipse as a dev environment, I've set up hundreds of custom user libraries containing bunches of jars that are used for various components we link in to. I have about 4 or five distinct ones for JWSDP including a JAXB one, a JAXRPC one etc etc. Whenever I start off something new its a fairly simple matter just to import whatever user libraries I need into the project. D.
  9. It'll happen because the length of the array is 1000. However, just because you initialized the array doesn't mean that the array members point to anything (they'll all be null pointers until you assign them). So the loop will zip through the array until it hits the first element which has a following null array element, and then throw your null pointer exception. Simple fix is to use 'i' as follows: for(int j = 0; j < (i-1); j++) Daire.
  10. daireq

    AntWorld - Screenshots of our game

    Quote:Original post by yapposai nice screens! does your game have baobabs? [grin] When you've finished getting yourself ready in the morning, then it is time to then go get the planet ready, just so, with the greatest care. now draw me a sheep ! D.
  11. daireq

    AntWorld - Screenshots of our game

    looks a little like what I've been working on for the last while... http://www.cliodhnaquinlan.com/daire/ only considerably better looking :-) I really like that stylized look you have there on (particularly) the second screeny down on the right. Great texturing ! D.
  12. daireq

    [java] Whats wrong with this

    Quote:Original post by TempHolder (Map.java:46)-> S_Tile curr = (S_Tile)houses.s_data.get(j); if(curr.Hei == -128 && curr.level == -128) ... Assuming what you said above is correct and you have the correct classtypes stored in the array and in the contained arraylist, try this: S_Tile curr = (S_Tile)(houses.s_data.get(j)); Bracket the cast. The compiler assumes (in your original code) that you're trying to cast the houses array to an S_Tile. Hance the classcast exception. D.
  13. daireq

    Planet textures

    NASA is your friend... http://maps.jpl.nasa.gov/ All public domain and free for any use from what I remember. D.
  14. daireq

    [java] Creating A JAR

    Quote:Original post by Wutalife37 Hello Everyone. I'm trying to create a JAR file but I've run into a very annoying problem. In MS-DOS, I go to the directory containing the files I want to put in the JAR and do "jar cmf jarName.jar *" without the quotes. I then get this error - "'jar' is not recognized as an internal or external command, operable program or batch file." I've read that I need to add ";C:\Program Files\Java\jdk1.5.0_01\bin" under path and Path in my environment variables, but this has not helped. I'd really appreciate any help someone could give. Check to see if your JDK is actually installed in that directory ? there should be a bin directory under your main JDK install. Add this bin directory to your path and you should be fine. D.
  15. Quote:Original post by Optus Ok.. copied my link from 5 hours ago? lol, yeah that was the one. I was reading a couple of threads simultaneously (theres a similar one about the best way to run a jar from the command line ...) and got confused. My apologies. D.
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!