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1  Discussions / General Discussions / Re: Virtual Reality on: 2016-04-01 23:16:22
Personally i won't touch VR until I don't have to target a particular VR set. The API should be generic already and cross vendor. Didn't we learn this lesson like 1000x time already!

Currently the issue is that while Steam's OpenVR allows for any HMD, Oculus hasn't allowed support for their HMDs in OpenVR, and Oculus aren't letting other HMDs into their SDK.

I suspect that as OpenVR supports several HMDs (currently Vive and OSVR) while Oculus' SDK only supports the Rift, devs are going to move towards Steam's option and Oculus will be forced to add support for OpenVR, or add support for 3rd party HMDs into their SDK.


Oculus wants to support the HTC Vive in the Oculus SDK, they also want to add Asynchronous Timewarp to the Vive.

I think it is more of a "Our SDK is the superior one, lets make it the standard"

2  Discussions / General Discussions / Re: Virtual Reality on: 2016-04-01 03:57:32
Google just posted a video about their break through in VR technology, I think we have almost got full VR immersion.

Here is their page about it

<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>
3  Game Development / Newbie & Debugging Questions / Re: Pathfinding through a node graph on: 2016-03-30 08:00:39

Those are some algorithms for finding the shortest path in a graph.
4  Discussions / General Discussions / Re: Razer OSVR HDK on: 2016-03-29 10:37:52
The OSVR screen is 120Hz, as far as I know.

You get 60 frames per second. It can be run with 120 or 240hz but those would mean black screens in between the actual frames to reduce motion blur.
It's not as good as 120 FPS, but much better than a pure 60Hz display.

Saw that on a reddit post, from what it looks like it was from a razer employee, talking about upgrade kits for the OSVR.
5  Discussions / General Discussions / Re: Virtual Reality on: 2016-03-23 10:09:35
All major engines (Unreal Engine, Cryengine V (just released today I believe), Unity) already have support for both Rift and the Vive.

With those support, I guess at minimum, basic sit down VR will be more likely to be supported.
6  Discussions / General Discussions / Re: Virtual Reality on: 2016-03-23 06:33:45
I also saw Spasi on github saying he would support SteamVR in LWJGL if there is enough demand for it.

I know I hope for SteamVR support. I hope to do my graphics course next semester with the vive, would be nice to be able to use LWJGL for the assignment, otherwise I will probably go to C++.
7  Discussions / General Discussions / Re: Virtual Reality on: 2016-03-23 06:28:45
May does not come fast enough for my HTC Vive shipment Sad

With Ray's post, one reason why I got it now, hopefully I may be able to jump into being a game developer with it being new.
8  Java Game APIs & Engines / OpenGL Development / Re: Rendering style for maps in a procedural way on: 2016-02-22 01:42:20
There is a lot of content for OpenGL, you just have to spend a few minutes looking.
9  Discussions / General Discussions / Re: Vulkan 1.0 Release on: 2016-02-19 08:08:55
Has anyone gotten the vulcan drivers to load on Linux? I have the 361 graphics drivers installed and the 352 OpenCL drivers. Do the opencl drivers need to be more current too?
By 361 I am assuming thats NVIDIA, I believe the only version that has Vulkan support current is 356 (windows) and 355 (linux).

10  Game Development / Newbie & Debugging Questions / Re: Crash but no crash log! on: 2016-01-25 07:13:00
Use break points and step through the code, you will then find what line causes the crash, and you can work it out from there.
11  Game Development / Game Play & Game Design / Re: Top-down vehicle movement? on: 2016-01-22 09:26:26
by "w is up, s is down" do you mean, w will always make the car go up the screen, s will always go down even if the car is turned around?

If the above, it may work in certain genres, e.g. the games where you typically play as a plane / space ship, dodging or killing things coming from the right, as you don't really want an over complicated movement system for a fast paced game like that.

If your game is more like a 2D racing game, or a game where vehicles can help you move around the world, having a more accurate controlling for a car will feel better. (w is forward, s is reverse, a and d steer).

If you still want help deciding, tell us what the game is, and we can say what we feel would be the best.
12  Game Development / Newbie & Debugging Questions / Re: Should I use LWJGL 2 or 3? on: 2016-01-16 03:07:27
You should probably just switch to LWJGL3, I am pretty sure there not maintaining LWJGL2 anymore, so any bugs in LWJGL2 are more like features now.

The biggest change in LWJGL3 is GLFW, which has sample code on their website to create a display.

The OpenGL is still OpenGL, your best bet for OpenGL tutorials is going to be C++ code tutorials, if a method does not exist from the C++ article, a quick check of the javadocs and the method name will show you the method and its paramaters.
13  Game Development / Newbie & Debugging Questions / Re: Is it worth to use nashorn ? on: 2015-12-30 12:27:35
Can you really handle the possibility when you don't know if it will occur? Maybe it only needs 1 cycle more to finish.
14  Game Development / Performance Tuning / Re: Using the sun.misc.Unsafe class to do crazy stuff with the JVM on: 2015-12-19 13:27:11

My reply was more directly towards ShadedVertex, I know in certain scenarios you will probably want to use Unsafe.

My assumption was he wanted to code his entire game using Unsafe for memory management, where in the entire game, he will probably being deallocating a fair bit, which would pretty much mean he needs a deconstructor in every class.

My "If you are starting to require memory management in Java, you should change languages" was more towards him making a game in Java, I feel like his going to be limited by other stuff before he gets limited by the memory management. He also has a lot more other things he needs to learn in OpenGL before he adds the use of Unsafe to manage his memory.

At no point do I see ShadedVertex in the near future require the use of Unsafe, and most likely majority of the users on this forum.

@theagentd if you see this, do you actually use Unsafe to manage any memory at all in We Shall Wake?
15  Game Development / Performance Tuning / Re: Using the sun.misc.Unsafe class to do crazy stuff with the JVM on: 2015-12-19 06:39:23
You shouldnt need to call System.gc(); ever.

It will run its self when needed.

To what I know (also from the above post), you have to manually delete the memory you allocate using Unsafe, this means, you need to add deconstructors like methods to every Java class you use, if you simply let a reference to an object go, the GC will never clean it up, meaning you got a memory leak.

I will stand by my "If you are starting to require memory management in Java, you should change languages". You are probably going to be limited by something else before memory management in java is your concern.

You are adding an extra level of complexion to your code, where you do not require it.

16  Game Development / Performance Tuning / Re: Using the sun.misc.Unsafe class to do crazy stuff with the JVM on: 2015-12-19 06:05:50
The reason why I don't like C++ is that its syntax is quirky and inconvenient (in my opinion). I want Java's developer-friendly syntax and I'd like to manage memory manually within Java.

I find C++ pretty much similar to Java when you scrap off pointers in C++.

By adding the use of Unsafe to your code, you are probably not even going to notice a performance increase, if that is what you are hoping for.

You are pretty much saying no to one of Java's best features and rolling with your own.

If you are thinking it will increase the performance of your terrain generation, its probably going to either give worse performance or the same performance.

You should continue to improve, you will find that your performance issues are more yourself then the limitations of Java.
17  Game Development / Performance Tuning / Re: Using the sun.misc.Unsafe class to do crazy stuff with the JVM on: 2015-12-19 05:38:50
If you are starting to think about memory management using Unsafe, you may as well go to C++.
18  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Good tutorials teaching how to use Nifty in LWJGL? on: 2015-12-13 11:21:22
It is a bit complicated,

NegativeZero just posted the link in IRC for the demo of it.

19  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Good tutorials teaching how to use Nifty in LWJGL? on: 2015-12-13 10:30:07
LWJGL 2 or 3?


If you are using LWJGL3, LWJGL3 has got built in GUI Library: NanoVG

Hmm there was example code for NanoVG I saw somewhere, not sure where it is now.
20  Game Development / Newbie & Debugging Questions / Re: A couple of questions about Slick2D on: 2015-12-13 00:33:59
1) I only know one game that uses Slick2D and requires to be purchased, and that is Retro-Pixel Castles.

2) Slick2D has not been out of development for a long time.

3) It would be ok to learn on, it gives a api similar to java's Graphics2D, and if you are going to purchase a book for game development in Java, it will most likely use J2D, so it would be a lot easier to learn from the book then using OpenGL or another library.

4) OpenGL uses the GPU to draw, so it is hardware accelerated. You are going to get a lot better performance when using OpenGL. Even though Slick2D uses OpenGL, it uses immediate mode to render, which is slower then using the programmable pipeline.

With OpenGL, if you use only LWJGL, you will be writing a lot of code just to set up the rendering, and with the little experience you have, it will probably go right over your head.

5) LibGDX is Java's pretty much best game development library. It is still maintained, and uses more advanced OpenGL techniques, and there for gives a lot better performance then Slick2D.

LibGDX also supports 3D development if you decide to use that in the future.

With LibGDX, you code your game in Java, and when you go to export it, you can export it to Desktop, HTML, Android or even IOS.

LibGDX will also give you a lot more functionality that Slick2D does not provide, and should have a lot of tutorials on how to do things.

6) I have never used a book to learn programming. I learnt everything I know from articles and videos. I started off learning form Videos, but I mostly only use articles now.

If you want to learn OpenGL directly, you will need to get comfortable with reading C++, most OpenGL articles your going to find will be using C++, Though the API for C++ is very very similar to LWJGL's implementation, just a few little differences (parameters are slightly different).
21  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-12-06 08:18:17
If you need help, jump on to IRC, and I can help.

I just did one of my optimisations earlier today, it trippled my FPS for the same world size as before.

Can now render 30x4x30 chunks (16x16x16) at 34 fps.

edit: I got confused, so I changed my reply.
22  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-12-06 06:26:56
if you are uploading 1 float, just pass the float in, not a FloatBuffer (which is what the v is for).

Atleast all the methods that have the v, take in a FloatBuffer, without the v it takes just n floats / ints
23  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-12-05 13:53:32
not sure never tried, but what I did was pretty simple implementation.
24  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-12-05 13:49:20
I am using a spritesheet.

You want as little binding as you can, and if you are using small enough texture files, you dont need 1 texture per file.

As I have 3 textures (stone, dirt and grass), all at 16x16 size. I can just pack them into a texture (I chose 256x256, so I can fit more textures if I desire).

You then can work out the new UV coordinates by a few lines of code to produce the UV coordinates for a certain 16x16 area in a 256x256 texture.

This now means I only need 1 texture bind, and I can have a lot of different blocks into one VAO.
25  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-12-05 13:39:31
well, yes, I just always call them a VBO out of habit.

using the same way as you are to render, glDrawElements(...).

So 1 VAO per chunk, which is still 1 VBO per chunk.
26  Discussions / Miscellaneous Topics / Re: Benchmark this JAR - yes, a Vangard demo! on: 2015-12-05 13:32:32
1920x1080p is my screen resolution
27  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-12-05 13:31:25
My first iteration of the engine worked kinda like yours, because I was reusing my Model class, which was mainly for the use of loading .obj files and rendering them, and only 1 model would fit into one VBO (or 1 model fitted into multiple VBO's when it required multiple texture files).

I created one Model which was my cube, and rendered it for each block, changing its texture and its model matrix.

My second iteration then kept the same rendering code, but removed blocks that were not visible. This increased its FPS, but made the FPS very unstable, where the FPS was halfing for a few seconds, before returning back to normal FPS for a while.

My third iteration with SHC's help, as I didn't even notice I was doing it, I was getting the FloatBuffer of the matrix each frame, which was the cause of the very unstable fps, after the fix, it kept it stable.

My fourth iteration, was I seperated the code into chunks to reduce draw calls. every 16x16x16 blocks was put into a chunk, where I then put all those blocks inside one VBO.

So now instead of 409600 draw calls to render 160x16x160 blocks, it was now done in 100 draw calls, which gave a huge improvement. from about 6fps (first iteration) to 30fps (3rd iteration) to 142fps (fourth iteration).

Removed some lies, because I forgot the world size dimensions I used.
28  Discussions / Miscellaneous Topics / Re: Benchmark this JAR - yes, a Vangard demo! on: 2015-12-05 12:59:13
Logic stays around 5ms, sometimes swaps between 4 and 5, think I saw 6 a few times too, on all speeds.

at the default zoom, it takes 2ms most of the time to render, sometimes 3ms.

fully zoomed in (75.0), it still is mostly 2ms, sometimes 1ms.

A zoom of 1.0 takes 11-12ms, it flickers between them a bit.

gtx 680 4gb


I closed it and reopened and zoomed out to 1.0 again, and its now rendering at 11-16ms, flicking between numbers in that range.
29  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-12-05 12:25:00
If you are using VBO's you should definetly be able to do more then 18x18x15.

I recently made this

With a world size of 15*15*3 chunks, where each chunk was 16*16*16, but there is only 1311561 solid blocks, the rest are air, gives about 55 fps.

It is pretty poorly optimised, I could increase the performance by a lot if I spent the time on it. it currently completely renders every block.

to struggle to render 18x18x15, you must be doing something extremely wrong in your rendering, or your computer is very under powered.

If you are using VBO's,  try and minimise the amount of VBO's you are drawing per call, this is the only optimisation that I implemented in mine.

Another would be to only render blocks that are exposed to an air block. (I did not do)

The next would be to only render the faces that are exposed to an air block. (I did not do)
30  Game Development / Newbie & Debugging Questions / Re: Dice Rolls on: 2015-12-04 07:43:12
Because you are generating a new value each time you call it.

store the value of the roll into a variable

int roll = Math.floor(Math.random() * sides);
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