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September 10, 2008

a c++ code segment

Filed under: Programming

  #include   <iostream>  
  class   Controller  
  {  
  public:  
        void   print()  
        {   
             std::cout<<"good";  
        }  
  };  
  int   main(int   argc,   _TCHAR*   argv[])  
  {  
        Controller   *pCtrl;  
        pCtrl->print();  
        getchar();  
        return   0;  
  }

====

^_^, it runs good.

August 30, 2008

KEmulator v0.9.6 release

Filed under: Programming

1.add multi-language support
2.jsr239(OpenGL ES) alpha

August 26, 2008

Weapons & equipment

Filed under: Programming

weapon system is done, depending on self-calculated skinned bones. the weapon’s movement is referring to the wrist bone.

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with aura effects,

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August 23, 2008

Memory-for-speed,cache the bone anim

Filed under: Programming

Cost too much memory!emoticon

the player actor:

[frames]  [cache interval]   [vtx count]  [xyz]  [short]
 10000   /        32           *    340       *  3    *  2 = 637500  = 622.5k

one vertex cost:

10000   /        32           *      1         *  3    *  2 = 1875     = 1.83k

 

emoticonless vertices & polygons….. less frames

render 2d image with 3d polygon

Filed under: Programming

If you mix 2d & 3d rendering on Hardware Accelerate phone, it will cut down the fps a lot.
On my test on Nokia N82, it costs nearly 10 fps after drawing a 2d fullscreen image.
So I use a 3d plane near the camera instead.

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August 17, 2008

out of M3G SkinnedMesh

Filed under: Programming

self-calculated skinned mesh is done.

from now on, all rendering in the engine is only to call one m3g api:

    g3d.render( vtxBuffer, idxBuffer[0], appearance[0], transform );

the first benefit is get a more fastern shadow,  but there are more float operations… I’ll test it on Monday in details.
Maybe caching all the key-frames is the last optimization way.

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August 11, 2008

rebuild the clipped terrain in one

Filed under: Programming

The rendering will get an incredible speed up! That’s awesome!emoticon

(ah, if we manage all the models in our own format, and rebuild them in one at last before flush to the api? — maybe we can have a try…)

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August 4, 2008

JSR239 alpha on KEmulator

Filed under: Programming

JSR239(OpenglES) , based on LWJGL.  08/03/2008

====

本来是要继续搞Demo的,结果忘拷最新的插件代码回来。。。

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