jonathanschmidt

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About jonathanschmidt

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  1. Game editor CopperCube 4.2 released

    The game editor CopperCube has just been released in version 4.2. New features include normal map support on all targets (WebGL, Flash, Windows, Android and Mac OS X), direct import of Blender .blend files, up to 600% improved performance when importing .3ds, .lwo, .dae, .ase, .ply, .dxf, .cob or .scn files,  the third beta version of "CopperCube for Game Developers" - the new unified scripting interface,  new extensions and plugins, and much, much more.     You can get a 14 day free trial from the CopperCube website.  
  2. "CopperCube for Game Developers" has just been released as beta version, a feature complete preview of the 3D game editor which now includes support for scripting across all publishing targets.   The editor focuses on a user friendly interface which makes it possible create 3D apps and games without programming, but since this version, CopperCube can now also seriously be used by programmers, game developers and people with scripting skills:   The new beta features are: Unified scripting interface. All publishing targets (Windows .exe, Mac OS X .app, WebGL app, Flash .swf and Android app) can now can be scripted using JavaScript with the same API. This means all code written for extending 3D apps will now work on all other targets. CopperCube now supports creating own actions and behaviors. Sharing and downloading new behaviors and actions from the internet is also possible now. These new behaviors are called 'scripted' behaviors and actions, are written in JavaScript, and work on all publishing targets. Apart from a small performance penalty, these actions and behaviors work just like the already built-in ones. Looking forward to feedback The demo can be tried for 14 days for free, get it from the CopperCube website.
  3. Artistic Licence Agreement

    Most people think that if a contract/agreement/policy wasn't written by a laywer, then it isn't valid, but that's not true. Your agreement looks fine to me, I would only add a reference to your excel doc in the text, at least mention it somewhere. 
  4. Game Porting

    Currently, there is no silver bullet, unfortunately, AFAIK. There are a lot of systems for creating apps which run on most systems, and some of them are great, some are not, and most of them of course have at least a few shortcomings. HTML5 for example doesn't feel native at all and runs too slow on some devices/operating systems. I've heard Mono/Xamarin is really nice, but I've heaven't tried it out myself yet. Same for Libgdx, it looks very promising. Most of these packages are still very young, so time will show.   For developing our own product [CopperCube, if you are interested :) ] which needs to create apps running on Android, Windows, Mac and HTML5/WebGL, we manually ported the code to each platform. If you are writing nice, compact and portable code, it isn't that much work, surprisingly. 
  5. Smarter Game AI in CopperCube 4.0.3

    We just released the game editor CopperCube in version 4.0.3, and besides other improvements, it also includes a much smarter Game AI now.   Screenshot of the new AI in action:      Yes, a screenshot won't show much here, but there is also a blog post which includes a WebGL demo showing the new features and explaining the details a bit: http://www.irrlicht3d.org/pivot/entry.php?id=1360   Any Feedback welcome :)  
  6. CopperCube 4 - with Particle Systems and Android apps

    Thanks! Nice to hear words like this :)
  7. We just released CopperCube in version 4, the editor for creating 3D games and apps. It now includes the possibility to also generate Android apps, and has Particle System support.       It is basically a editor for easily clicking together 3D games without programming. But it is also possible to extend it with own JavaScript and Actionscript 3 code. If you know Irrlicht, it can be also used as editor for that (it's based on irrEdit) It currently can create Windows .exe, Mac OS X .app, Flash .swf and WebGL .html apps, and with the just released version it also now creates Androids .apks. Its website is here: http://www.ambiera.com/coppercube/index.html. Any feedback welcome!  
  8. My problem can be written down quite general, but I'm having this problem with a special case. So I write it down just like it is, maybe it looks a little more interesting in this way. The problem is that I've got a D3D 4x4 Matrix with rotation, translation and maybe also scale in it, And I would like to create a rigid body with the physics engine ODE at the location described by this matrix. (Trying to create a rigid body based on the last animated position of a joint in a skeletal animated mesh). The only methods for specifying the location and position of a rigid body in ODE are dBodySetPosition( /* a vector describing translation here */); and dBodySetQuaternion( /* a quaternion describing rotation here */); or dBodySetRotation( /* a 3x3 Matrix describing rotation here */); Extracting the three values for translation from the mD3D atrix and setting them when calling dBodySetPosition works. My problem is now the rotation. I tried to extract the 3x3 matrix from the first 3x3 fields of the D3D matrix and set them, but this doesn't look right, even when transposed before. Creating a d3d quaternion from the matrix and setting this failed too, the rotation simply is wrong. I've searched the web for a solution for this, but all convertions were the other way round, getting a D3D matrix from an ODE matrix and similar. So I would be glad for any help or ideas.
  9. one special point from plane and 3 points

    Ah, thanks for this fast response. I already thought about doing it this way, but I think I am just too stupid to get a and b. I'm currently doing it this way, but maybe I just have a thinking error somewhere: a = ((P4 - P1) . (P2-P1)) / ( |(P4-P1)| * |(P2-P1)|) b = ((P4 - P1) . (P3-P1)) / ( |(P4-P1)| * |(P3-P1)|)
  10. Hello, I've got a mathematical problem: I've got three 2D points, each of them has a 3d point associated with it. All three 3d points are on the same plane in 3d space. (The 2D points are texture coordinates, the 3d points are the positions of their vertices). Now, I've got a fourth 2D point, somewhere. And I would like to know, where its assosiated 3D point would be. Hope this explanation is understandable. I would like to know if this problem can be solved, and if so, how. Does somebody know a solution for this?