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 1 
 on: 2016-12-08 11:10:42 
Started by homac - Last post by homac
Published an update of my Java .Blend (http://homac.cakelab.org/JavaBlend/index.html) library to read and write .blend files.

It mainly fixes an issue with "overlapping blocks" in the newer versions of .blend files. You can read more about it in the documentation (http://homac.cakelab.org/projects/JavaBlend/spec.html#AddressResolution).

I have also developed a method to extract Blender's source code documentation on struct types which is then added to the generated Java facade classes. Makes understanding the data structures of blender a bit easier when trying to actually use them Cheesy.

Feedback always appreciated!

BTW: The preview function for new topics is broken? o.O

 2 
 on: 2016-12-07 21:33:13 
Started by Lunch - Last post by Lunch
Figured i would post a small update on this since it's been over 24 hours.

So I've played around with the position of the map to fix the camera clipping issue by reversing it's direction. However the RayCallback is still a problem. There seems to be a range on how far the hit detection stretches back. It recognises anything within a range of around [0,0] to [16,16] and then it stops dead. It also seems to be a little fuzzy around the edge of it's range where it only detects hits sometimes. I've created a gif to show an example of what i'm talking about.

Click to Play


In this gif I'm hitting the same spots several times, sometimes it registers a hit and sometimes it doesn't. I'm now wondering if the reason for these inconsistencies is because my Camera movement code is wrong? I'm not sure that's the problem but i'm really lost on this one.

Do you guys have any opinions or advice? I really appreciate any help i can get.

 3 
 on: 2016-12-07 20:58:04 
Started by wessles - Last post by basil_
tinkering vertices :






 4 
 on: 2016-12-07 20:52:07 
Started by ral0r2 - Last post by ndnwarrior15
Try changing this

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map.render(   
             tileOffsetX + offsetX,
             tileOffsetY + offsetY,
             tileIndexX,
             tileIndexY,
                (gc.getWidth()  - tileOffsetX) / tileWidth  + 1,
                (gc.getHeight() - tileOffsetY) / tileHeight + 1, layer, false);


and switch the gc.getWidth() plus the gc.getHeight to something else, just experiment with it

 5 
 on: 2016-12-07 20:18:26 
Started by vfmachado - Last post by gouessej
Hi

gLTF (GL Transmission Protocol)...
No, it's rather "GL Transmission Format":
https://github.com/KhronosGroup/glTF/blob/master/README.md
Quote
glTF™ (GL Transmission Format) is a royalty-free specification for the efficient transmission and loading of 3D scenes and models by applications. glTF minimizes both the size of 3D assets, and the runtime processing needed to unpack and use those assets. glTF defines an extensible, common publishing format for 3D content tools and services that streamlines authoring workflows and enables interoperable use of content across the industry.

There is no "best" format for animations and it depends on the kind of animation (key framed or skeletal). JavaBlend is a nice API to manipulate Blender models. There are tons of importers in various scenegraph APIs, you can use them as sources of inspiration too.

 6 
 on: 2016-12-07 19:45:50 
Started by BurntPizza - Last post by Roquen
Since I haven't mentioned cuphead in awhile:  It has an approximate release date - http://studiomdhr.com/cuphead-coming-mid-2017-2/

Are you a developer on this game?
Nope...just not my kinda game but still looks awesome.

 7 
 on: 2016-12-07 19:05:53 
Started by mike_bike_kite - Last post by mike_bike_kite
I've approached the problem from a few angles already and pretty much dislike the approaches I've tried. My current method where it changes the resolution of the users screen for the duration of  the game is my favourite so far but it doesn't work consistently on all users screens. I shy away from using libraries because it takes me longer to work out how to use them than it does writing the games! (sad but true). Using multiple sets of graphics and code to handle the movement is ok but it leads to quite complex code and there's no real guarantee that the users screen matches the resolutions you've coded for. Keeping the game in a fixed window in the centre of the screen certainly works but you just end up with a small game in the middle of a big black screen which would bug me. It's a shame you can't just assign the graphics to an image variable and then resize the image on the fly. Better still if you could just tell java to use an 800x600 screen and make it full screen.

I like the idea of the sea mine and will try that out.


 8 
 on: 2016-12-07 17:58:27 
Started by BurntPizza - Last post by Mac70
Had Digital Electronics exam, did one of tasks in The Powder Toy just for fun after coming back home :


 9 
 on: 2016-12-07 16:57:46 
Started by BurntPizza - Last post by FabulousFellini
Since I haven't mentioned cuphead in awhile:  It has an approximate release date - http://studiomdhr.com/cuphead-coming-mid-2017-2/

Are you a developer on this game?

 10 
 on: 2016-12-07 15:57:30 
Started by mike_bike_kite - Last post by FabulousFellini
I have implemented a strategy in my games where the game screen cannot be resized (however my games are only for desktop so I'm sure it wouldn't work on mobile).  I run the game with a border layout in the center panel, which is always the same, 900 x 700.  But I also have a left, right, bottom, and top panels.  When the game starts, I grab the screen size and adjust the panels accordingly so the game screen is always in the center of the screen.

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public static Dimension SCREEN_SIZE = Toolkit.getDefaultToolkit().getScreenSize();
public static JFrame f = new JFrame("My Game");

/*
 * ENSURE GAME IS ALWAYS CENTERED
*/

public static double screenWidth = SCREEN_SIZE.getWidth();
public static double hcenterPlacement = screenWidth / 2 - 450;
public static double screenHeight = SCREEN_SIZE.getHeight();
public static double vcenterPlacement = screenHeight / 2 - 350;

leftPanel lp = new leftPanel(0, 0, (int) hcenterPlacement, (int) screenHeight);
rightPanel rp = new rightPanel(0, 0, (int) hcenterPlacement, (int) screenHeight);
topPanel tp = new topPanel(0, 0, (int) screenWidth, (int) vcenterPlacement);
bottomPanel bp = new bottomPanel(0, 0, (int) screenWidth, (int) vcenterPlacement);

f.setLayout(new BorderLayout());
f.setResizable(false);

f.add(lp, BorderLayout.LINE_START);
f.add(tp, BorderLayout.PAGE_START);
f.add(rp, BorderLayout.LINE_END);
f.add(bp, BorderLayout.PAGE_END);
f.add(myGame, BorderLayout.CENTER);

Pages: [1] 2 3 ... 10
 
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List of Learning Resources
by elect
2016-09-09 09:47:55

List of Learning Resources
by elect
2016-09-08 09:47:20

List of Learning Resources
by elect
2016-09-08 09:46:51

List of Learning Resources
by elect
2016-09-08 09:46:27

List of Learning Resources
by elect
2016-09-08 09:45:41

List of Learning Resources
by elect
2016-09-08 08:39:20

List of Learning Resources
by elect
2016-09-08 08:38:19

Rendering resources
by Roquen
2016-08-08 05:55:21
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