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1  Discussions / General Discussions / Re: SMF is falling apart. on: 2016-05-04 16:36:39
LOL - could've googled though... Pointing
2  Discussions / General Discussions / Re: SMF is falling apart. on: 2016-05-04 14:50:35
I have a daughter, so it's more like NoMeansNoWellNotQuiteAndMaybeIfYouReallyInsistYesEventuallyButStopLookingAtMeThatWay for me
3  Game Development / Newbie & Debugging Questions / Re: Notifying another class, in another thread, of a variable change? on: 2016-05-03 07:10:05
4  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-04-27 07:55:12
I'm actually really happy with these animations, I quickly implemented them in my game and I think it really fits the watercolour graphics Smiley

Great effort Smiley

Two glitches I noticed:
- The character looks squeezed during the animation - add a little bit more of head movement in the y-direction
- The joints get disconnected (torso to arm, hip to leg, knee) during the animation. So check if your skeleton is really connected.

Also see (but you probably already have):

for visual reference

Keep up the good work!
5  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-04-05 06:25:25
 Shocked What can you possibly dislike with this tree?
6  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-04-02 13:43:51
I think many (most) successful or genre-creating games were built based on intuition and a general belief in a fresh concept. Sure you need to understand the market to know if your idea is good or not, but understanding the market isn't by itself going to give you a good idea.

I don't know where you get the 10k figure from. I have a mortgage, healthcare and pension to pay, which pushes me way over that figure without even putting money aside for food Smiley The only game budget I can work with is 0. I finish my projects because I believe in what I am building and I'm having fun, not because I have a 100 page master plan.

This is all very true, if you are doing something as a hobby or just taking chances, but delt0r quit his day job and needs to make a living out of games.

Now think how many genres exist currently and how many are left to be created. Then compare the chances of developing a genre creating game with the odds to win in the lottery.

Either you have a ground-breaking concept for a killer game already or you have to be very disciplined to work yourself up into brand recognition and building a safe budget forthe next bigger game.

And even if you are very creative and have a groundbreaking concept, you still have severe time and budget constraints, if you are not doing this as a hobby...
7  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-04-02 00:47:36
Most of us won't be able to pull a killer game out of a magicians hat, so doing some market research to find a niche thats not totally crowded is actually a good idea to get some income from an average game.

You'll need to create more of them anyway - and build up a brand name, if you want to make a living out of it (something like minecraft is a very very very rare thing to happen)

Also planning (at least sketching) a full game, it's scope and production timeline ahead of time saves you from getting lost in detail before having anything worth of a game. You'll run out of money very fast without other income.

You need to know the assets, you may need and if you are capable of producing them. If you are not, you need to find and hire an artist or change your game's style to something procedural or geometric - depending on the resources at your disposal.

Without planning and discipline you'll end up wasting effort in a pipe dream. Been there, done that, failed and ended up doing devops for an insurance company...

(Thats scary, I know  Wink)
8  Game Development / Newbie & Debugging Questions / Re: Array Of Sub-Classes on: 2016-03-22 07:33:06
The question is actually for what purpose you'll need the Encyclopedia at all...
9  Game Development / Newbie & Debugging Questions / Re: (Individual Tile Classes vs Method Stacking) and Storing Tile Data on: 2016-03-17 09:48:57
No, VBOs and VAOs are concepts of OpenGL.

He is jumping ahead, suggesting to put your rendering code into a shader running on the GPU. But since you are currently in the stage of trying to structure your code and find your way of organizing things, it's clearly nothing you need to care about now (or in this project)

10  Discussions / General Discussions / Re: 50+ gigs of assets available for the low price of $13 on: 2016-03-16 18:13:17
you really want to make every asset yourself anyway and not use premade shit, unless you wanna make some generic piece of crap
Boo! Why bash anybody elses work and offend the maker? Also why posting negative on a helpful topic?
11  Game Development / Newbie & Debugging Questions / Re: (Individual Tile Classes vs Method Stacking) and Storing Tile Data on: 2016-03-16 18:03:42
Quote from: 65K
Alright, and what is the relation to my posting ?
None. Looks like he wanted to expand on his own post...
12  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Java OpenGL Math Library (JOML) on: 2016-03-10 07:56:56
JOML is a good reference, but I had trouble deciphering the algorithms used in Matrix4f, as it deals mainly dumping matrix data into new matrices when translation or rotation goes on.
If you want to know more about the algorithms/formulas, then Wikipedia is a good resource. Many more complex JOML methods are also annotated in their JavaDocs with references to web pages describing the algorithm/formula.
I was being told that Khan Academy has a good course on linear algebra, too:

I've searched and searched but anything on the wikipedia math wise isn't legible to me and everyones complex answers don't revolve around how the matrix exists, but just where it is stored. The translations and rotations algorithms don't explain anything on this subject, and for opengl tutorials its all the fixed function pipeline and hidden method bullcrap that are either outdated or just stupid. > Refers to my post about decent learning material <

You probably already figured out this much, but this is my favorite primer regarding matrices in programming:
13  Game Development / Game Mechanics / Re: Calculating Line Intersections without looping on: 2016-03-09 10:14:45
14  Game Development / Newbie & Debugging Questions / Re: Storing tile data on: 2016-03-08 17:25:52
Creating an object for each tile also produces some overhead - cpu-wise, garbage-wise and memory-allocation-wise. An Array is also an object, so nesting arrays produce more overhead.

However, while this is all very bearable, you could go more oldschool: treating your whole tileset as block of data would reduce all these overhead:
    class TileManager {
        static final int GRID_WIDTH=8000;
        static final int GRID_HEIGHT=2000;
        static final int TILE_WIDTH=32;
        static final int TILE_HEIGHT=32;

        static final int TILE_TYPE_GAP=0;
        static final int TILE_TYPE_GRASS=1;
        static final int TILE_TYPE_ROCK=2;
        static final int TILE_TYPE_WHATEVER=3;

        static final int TILE_TYPE=0;
        static final int TILE_VISITED=1;
        static final int TILE_LIGHT_VAL=2;
        static final int TILE_HITS=3;

        // you might want to reserve some space for future extensions...
        static final int TILE_SIZE=8;

        byte[] tiles=new byte[GRID_WIDTH*GRID_HEIGHT*TILE_SIZE];

        draw(SpriteBatch s) {
            for(int gy=0; gy < GRID_HEIGHT; gy++){
                for(int gx=0; gx < GRID_WIDTH; gx++){

                    int tileStart = (gy*GRID_WIDTH + gx) *TILE_SIZE;
                    byte tileType = tiles[tileStart+TILE_TYPE];

                    if( tileType != TILE_TYPE_GAP )
                        // calculate position
                        int x = gx * TILE_WIDTH;
                        int y = gy * TILE_HEIGHT;

                        // get tex coords for this type
                        int tx = getTXbyType(tileType);
                        int ty = getTYbyType(tileType);

                        // get what else you need
                        byte visited = tiles[tileStart+TILE_VISITED];
                        byte lightVal = tiles[tileStart+TILE_LIGHT_VAL];
                        byte hits = tiles[tileStart+TILE_HITS];

                        // now draw it...

Isn't as pretty though and more the way you would do in C.

This way you would exactly use the amount of memory declared by the byte array, without any hidden overhead. Saving and loading this is obviously also straight forward...
15  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-03-08 09:33:05
Last night I dreamed of a computer language which is formulated line-by-line with questions which are sent to stackoverflow. The resulting program just extracts the highest rated snippet of code from the answers. Then the resulting compilation error messages are fed back to stackoverflow and the answers parsed and enacted until the code compiles and the program performs its expected function.
Looks like you dreamed about automating my day job. The only difference is that I am typing the questions directly into the search field and I need to copy'n'paste the snippets by myself. Other than that 100% match.  Cool
16  Game Development / Game Mechanics / Re: 2D soft shadows on: 2016-02-26 11:00:43
Hmm, I can think of 3 possible solutions here:
  • take an incorrect shortcut and move the whole penumbra into the half not covered by the triangle strip, squishing the soft shadow into half the width (you could make up for this with some texture editing)
  • move to a buffer per light and do the multiplication blend
  • bite the bullet and fix your light geometry triangle fan: you could just add an edge from the light source to the far corner of the shadow fin and move the end-point of the neighbouring triangle to the corner of the occluder

17  Game Development / Game Mechanics / Re: 2D soft shadows on: 2016-02-25 08:41:03
For his usecase he needs color modulation and not alpha blending, since he is trying to darken existing pixels.
18  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-02-24 22:15:11
Actually I would expect OpenGL to be implemented in the future as a library on top of Vulkan instead of a driver...
19  Game Development / Game Mechanics / Re: 2D soft shadows on: 2016-02-24 22:08:04
I can't give you tested code, but you want a simple multiplication of the fin texture and the FBO, so according to, you want something like:

20  Game Development / Game Mechanics / Re: 2D soft shadows on: 2016-02-22 19:20:38
So when I'm creating the triangle's mesh and sending the texture coordinates per vertex, I'd have to set A(0,0), B(1,1) and C(0,1) then use these coords in the fragment shader to get the appropriate color of the penumbra texture?

Should be right, don't hesitate - just do it! Cheesy
21  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-02-20 15:09:54
Finished drawing a dog head:

Turns out, that I don't really have a strategy to drawing fur other than stroking a lot...
22  Game Development / Newbie & Debugging Questions / Re: [LibGDX] Problem with Univesal Tween Engine on: 2016-02-18 17:58:10
Please explain what you did to solve it and what was the root cause, so others can benefit as well, thanks!
23  Game Development / Newbie & Debugging Questions / Re: [LibGDX] Problem with Univesal Tween Engine on: 2016-02-18 08:21:36
The problem is, that the engine is under load so much, that the time it takes to render a frame is this long. To keep constant duration of phases in a game, the delta is therefor increased. This is called variable timestep. The downside of this is skipped frames of animations. If the skipped frame is at the beginning of an animation, it appears to be shortened like in your case.

There are two possible solutions to this:
1. you could optimize your code to not have this peaks of load, but have the demand spread evenly in your game. This includes profiling for bottlenecks and refactoring your code accordingly. At some places you might have to wait some frames before playing the anmation after some heavy load was lifted.

2. you could switch to fixed timestep, where you assume a certain constant frame time and make sure by sleeping appropriately that the delta is not shorter than your assumed frametime. This has the downside of animations slowing down on long frame deltas, but is usually easier to handle and might be required for physics based animations, to not have your sprites fly of in all directions, when the delta is unexpectedly long or short.

One thing you should check for sure is, if you are doing redundant stuff between frames, like initializing a new TweenEngine every animation instead of reusing one you create at the beginning of the game.
24  Game Development / Newbie & Debugging Questions / Re: [LibGDX] Problem with Univesal Tween Engine on: 2016-02-15 08:56:57
But when I run it on Desktop it works perfectly. The problem occurs only when running on mobile so I'm thinking that there shouldn't be any flaw in the code? Maybe?

The flaw is always in the code Wink, even if you are evidently not doing anything wrong.

Unless it's a bug in the UTE, I suspect that the delta passed to updateSpriteManager() is higher than you expect it, probably due to the time spend in init(), since the phone is probably way less powerful than your Desktop and initializing two TweenManagers might take a while.

Try measuring the delta passed to the updateSpriteManager() and let the system "swing in", before you are trying the animation.

Where are you getting the delta from? I assume from the The documentation reads the time span between the current frame and the last frame in seconds. Might be smoothed over n frames, so it might still recover from initialization load.
25  Game Development / Newbie & Debugging Questions / Re: [LibGDX] Problem with Univesal Tween Engine on: 2016-02-15 08:00:21
26  Game Development / Performance Tuning / Re: Quickly get an object from arrayList on: 2016-02-15 07:59:19
Did you profile this? Because looping over 270 entities should be a non-issue. If you are having some exponential increase of computation time per added entity, then you have an algorythmic problem that won't be solved by improving the access-time, but only by eleminating inner loops and such.

Better explain what you want to do, profile your code and post more of it including a bigger scope.

I highly doubt that the code you've shown up until now can be optimized so much to provide a significant gain in performance...
27  Discussions / Business and Project Management Discussions / Re: Naturact! A terraria-like with a twist. Need parterns to continue development! on: 2016-02-05 07:43:02
Username is lolpranked1
Seriously?  Pointing
28  Discussions / Miscellaneous Topics / Re: How do I get Java and Javascript working together? on: 2016-02-04 08:07:56
Ok, so the goal is to include text-to-speech into your application. If marytts does not match your needs, another option would be to write a small jni wrapper around c based libraries. There are some open source ones and also a (free?) one by microsoft.
29  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-02-03 18:20:49

What is this Windows??
Hot pluggable GFX cards  Shocked
30  Discussions / Miscellaneous Topics / Re: How do I get Java and Javascript working together? on: 2016-02-03 18:16:46
Answer some more questions:
- where does your application run? (Clients PC, server?)
- how is it started? (Script, service, clickable jar)
- does it have an UI?
- what does the javascript do?
- why should it be integrated?
- what does your application actually do?
- is it run by a single client or should it support multiple users in parallel?

You don't have to give away everything, just enough for us to see, how the overall picture looks.

I suspect that the implementation somehow does not match the architectural requirements, when you run into those troubles.
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