I already explained in this thread that it is called “pre-beta” but it is not yet in a correct state, it is very incomplete, it doesn’t deserve to be shown as a pre-beta. That’s why the main link still points to the other alpha. I don’t reproduce this “stuttering”, the mouse is working but there is no crosshair yet, the collisions are not fully working except partially for walls. You can use the weapons, you have to pick them up, then pick up some ammo (the green box), reload them (by pressing R) before shooting (left mouse button).
It’s already done, just press F11. Sorry, I have forgotten to update the “controls” section :s
Haha oke, sorry 37 pages is a bit much to read.
With mouse not working, i ment i can seem to shoot, but i see i need to do some more actions to make it work.
Maybe its nice if there was an icon of the current weapon showing + ammo / loaded ammo.
Stuttering happens when the player is moving, so it could be delta rounded to much (with my 100 fps)?
I see what you mean but there is a menu showing all controls. Usually people don’t read the instructions, it’s not my fault. The ammo and the loaded ammo are shown in the bottom left corner, in white but the icons are missing.
Could you please re-calculate the projection matrix, when the user resizes the window? That would be pretty helpful… I think you also need to re-set the viewport, since I have a problem playing this on one monitor windowed… Because the point where I look at is right at the right mid of the window.
Historically, canvases in Ardor3D were not designed to be resized… which is a bit silly. I will ask Renanse if he would like me to remove this limitation. If he agrees with me, I will implement it directly in Ardor3D, otherwise I will do it only in TUER.
matheus23, when do you want to resize the window? The cursor is hidden when you’re playing, it would be better to be allowed to switch to windowed mode earlier in the main menu.
I would like to be able to resize, just when the app starts…
And I think for that you need to enable the app to be switchable to windowed mode with F11 even when not in-game.
I think F11 failed in the menu.
EDIT: Yes, you’re right btw, I was only able to resize the window at one single specific mouse pixel position on the edge of the window… or at the top two edges
I will probably be forced to allow to choose a size only in a specific menu before entering the game because if I use a PBuffer or a FBO for post effects, I will have to resize it too if the user is allowed to resize the window whenever he wants.
I’ve improved the options, it is now possible to change the screen resolution.
The unit test of the fifth step is ready. There is still a bug in the merge, maybe the algorithm is completely wrong but I’ve found no existing algorithm for my problem.
I’m going to explain to you the main operations of the fifth step. It takes a grid of squares in input and it tries to merge them to create the fewest rectangles.
For example, I use that in input:
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Spamming the forum with such posts isn’t helpful (currently at a monologue of 7 posts). Better to batch up your updates and only post when you have something substantial to show case.
As a first step, I didn’t understand what you meant, I even asked Riven what was going on. Then, I looked at Wikipedia, I found that:
[quote]Usenet convention defines spamming as excessive multiple posting, that is, the repeated posting of a message (or substantially similar messages)
[/quote]
I should have merged a few posts as they might have appeared similar. That’s fixed now. Usually I try to edit existing posts to avoid such cases, I’m sorry.
I just hope that this minor problem is not an occasion to laugh about my project. My “monologue” has been read by some people, I haven’t forced them to do so. The notion of substantiality sometimes depends on subjective criteria. The graphics of my game are absolutely ugly, I’m not a computer artist, I don’t have tons of pretty things to show. If only this kind of things is considered substantial even in the WIP section, then I have almost nothing to show about my game. I’m on a forum for Java game programmers, I assume I can talk about other aspects, not only the graphics. You could have simply sent me a private message instead of loudly complaining about that here. Why is there nobody to remove completely off topic posts like this one?
Sorry, what do you mean?
Edit.: I have generalized the implementation of a part of my algorithm so that one of my former colleagues can use it.
[quote=“gouessej,post:1099,topic:29428”]
Nobody complained, and I try to keep moderation to a minimum. It’s very easy to create an atmosphere were people start to think twice about posting. I like to keep JGO as ‘light’ as possible in that regard. Everybody should feel free to post anything, until I receive a complaint, or I think something is offensive.