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1  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
2  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.
3  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-02-03 18:20:49

What is this Windows??
Hot pluggable GFX cards  Shocked
4  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.
5  Game Development / Newbie & Debugging Questions / Re: Problem with serialization on: 2016-01-16 16:09:58
No way to tell without the actual error stacktraces. Ask your users to start the game on the console and post the full output. Also are you packaging your own copy of the JRE? If not, it's highly recommended to not have to debug for a myriad of JRE versions. Also start the game from a wrapper to set required heap and stack sizes yourself.
6  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-01-14 12:06:01
Quote from: Slyth2727
Don't draw in the lines so thick
Actually I like the thick outlines as a "style"

Quote from: Slyth2727
and smoothing it out a little bit
I usually do with my "smear finger", but in this case I avoided it by purpose, unfortunately excessive eraser usage screwed this up a little Wink Nevertheless I need to practice hatching techniques

Quote from: Slyth2727
For the bits that are a little more awkward to draw, look at the shapes they make. Don't think 'this is a finger', think 'ok this here is a triangle of these proportions, which is overlapped by this line here', etc.
This is a good advice, appreciated!  Pointing
It would make a nice experiment to stylize a drawing to only use a subset of geometric shapes...
7  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-01-13 13:15:52
Drew my left hand:

Turned out pretty solid - now on to the right one for a challenge - it will probably hold a pen, though...  Wink

8  Game Development / Game Play & Game Design / Re: Spritesheet vs TextureAtlas on: 2016-01-12 18:24:42
Afaik spine allows you to link multiple images (e.g hair variants) to a bone and set their visibility. All the images will get exported to the texture atlas, so you can change the one shown in your game to the players choice via the spine runtime later.
9  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-01-09 00:30:41
Why, oh why???
10  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-01-08 16:14:56
I watched a great music video done by a friend of mine I really liked, so I feel like advertising:
<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>
11  Discussions / General Discussions / Re: SMF is falling apart. on: 2015-12-18 09:25:53
Regarding the latest chitchat drama: maybe in the new forum we should have downvotes to just collapse replies in the topic's thread, when
medals - downvotes < -1
. This way mildly offensive or offtopic replies can stay in context instead of moving them to the chitchat-monster right away...
12  Game Development / Game Mechanics / Re: Multy Threading, Limitations in a LWJGL context on: 2015-12-14 18:10:09
I wrote might for a reason and you are equally false if you write that it doesn't matter. There are costs for context switches involving backing up CPU registers to memory, switching to code accessing non-cached data etc.

So we just need to accept, that every statement is false for sure until the real performance is measured against the real use-cases.  Tongue
13  Game Development / Game Mechanics / Re: Multy Threading, Limitations in a LWJGL context on: 2015-12-14 17:09:53
I would refrain from doing so (for now). Multithreading is quite a difficult beast, especially with OpenGL. It might work here, but won't somewhere else, depending on your own expertise handling threads as well as the OpenGL driver implementation. This might all get better with Vulkan, but it would also be more involved.

If you need to do stuff "in the background", offload your tasks to a threadpool, but only access the OpenGL context from one single thread. Here is an example how to do this:

As for your question: a rule of thumb might be number_of_threads = number_of_cores - 1, but unless you are writing the 7th iteration of an AAA game engine, just throw any number between 3 and 7 in there Wink
14  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-12-14 12:38:09
@ShadedVertex LOL. No, at least my daughter is a human being Smiley But this might be a good example of language barrier. I am german and in our grammar we have three definite articles  for a male, female and neutral gender. In the german language a child has a neutral gender, hence I said "it". No offense or judgement intended...
15  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-12-14 10:01:46
1 year with the girlfriend! It's been a great year, I can't imagine being more happy.
Get a kid! (which also comes with no free time anymore - until it moves out ;P)
16  Game Development / Networking & Multiplayer / Re: What I need to host a java server on: 2015-12-14 09:55:37
TBH, people asking those questions shouldn't host servers and shouldn't administrate servers. It'll only be a new spam system in a few days / weeks.

Ridiculous advice.
Well, it depends on the point of view. I am torn on this one, therefore I gave noctarius a medal AND replied that people should start somehow.

It's for sure not a task one should take lightly and go on naively installing everything with default settings or throw configuration you don't understand at it 'til it works, because this will lead to a new spam system ^^

So for hosting something by yourself, you should practice with some VM lab, do some research and have some practice (best would be a coaching by somebody working in the field). It might be fun, too...

Edit: And try to break/intrude it - this might be even more fun Wink
17  Game Development / Networking & Multiplayer / Re: What I need to host a java server on: 2015-12-13 17:07:43
...but people need to start somehow...
18  Discussions / General Discussions / Re: SMF is falling apart. on: 2015-11-29 22:54:34
While my post was a joke, the higher resolution does help. I only zoom and scroll left and right on the topic list now. Reading threads is well manageable in 1080.

But me too would appreciate a bigger font on mobile.
19  Discussions / General Discussions / Re: SMF is falling apart. on: 2015-11-26 16:09:40
I just bought a bigger phone:

20  Discussions / Miscellaneous Topics / Re: How to disable the DOTA game on my LAN? on: 2015-11-26 11:16:26
Well, I hate to say it, but blocking DOTA would probably not really help much.

If he really is addicted, he will find ways around the block or turn to something else (another game, whatever). Nobody can really help him, before he realizes, that he is hurting himself. This unfortunately mostly only happens when facing bad consequences (e.g. getting thrown out of college, loosing girlfriend etc.)...

Then again, maybe he's unhappy in college and getting thrown out is for the better, or this is just "flirting with disaster" and he will get off his butt alone - who knows...

There was a similar discussion on reddit:

21  Game Development / Game Mechanics / Re: LWJGL 2D Lighting & Shadows on: 2015-11-24 20:13:55
I think he wants the occluders be lit up, but the entities behind the occluder be in the shadows.
22  Discussions / General Discussions / Re: Should I let java4k die? on: 2015-11-24 11:31:41
23  Discussions / General Discussions / Re: Which IDE do you use for linux? on: 2015-11-09 09:24:56
I installed Android Studio. I like it so far. My only question is, is it sufficient for non android programming?
24  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-11-02 07:17:02
Make sure to get your performance uploaded and post a link!
25  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-10-30 13:06:09
Nice. You may be interested to embedd scintilla at some point:
26  Discussions / Miscellaneous Topics / Re: Battlestation Thread on: 2015-10-30 08:41:52
+1 for the "power rail"  Pointing
27  Discussions / Miscellaneous Topics / Re: What are the viable alternatives to Sourceforge? on: 2015-10-29 11:35:03
Somebody once said, git is only confusing to people that got screwed up by svn Wink

I would suggest to use the commandline client at first, to get the terminology before trying to use a UI. Can't comment on eclipse, but support is great in Intellij Idea Wink
28  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-10-21 11:13:13
Quote from: wessles
I should be getting a replacement in 7-30 business days (6-12 months).
They dont work much over there, do they?  Wink
29  Game Development / Networking & Multiplayer / Re: 1v1 real-time game - UDP - resending player's lost position packets on: 2015-10-19 22:58:16
You should probably not send positions but direction and speed, so you only need to send packages when the direction of the movement changes. If you send these packets using sequence numbers, you can detect a missing packet on the server, but you may need to give the missing packet some time to arrive out of order.

If the package is really missing, you can ask the client for a new "baseline" packet, meaning the current position, speed and direction, so the server can catch up. It might also be a good idea for the client to proactively send these packets from time to time to get a "keyframe" reset, from wich the server should interpolate the position based on speed and direction updates.

You might also need to simulate collisions on the server as well as on all clients independently and blend the simulation with the packet updates to not have players stuck in obstacles and such.

All-in-all this is pretty hard stuff to get right...
30  Discussions / General Discussions / Re: Why are voxels everywhere!? on: 2015-10-07 15:01:13
The thing is, minecraft actually isn't even a voxel engine in the strict meaning of the term. It uses polygons to render cubes, hence the subsection "cube worlds" instead of "voxel engines" in this forum.

To see a real voxel engine, take a look at Atomontage: (which will probably never be released Wink)
Pages: [1] 2 3 ... 76
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2015-12-21 14:43:24
List of Learning Resources
by SilverTiger
2016-02-05 09:39:47

List of Learning Resources
by SilverTiger
2016-02-05 09:38:38

List of Learning Resources
by SilverTiger
2016-02-05 09:35:50

Rendering resources
by Roquen
2015-11-13 14:37:59

Rendering resources
by Roquen
2015-11-13 14:36:58

Math: Resources
by Roquen
2015-10-22 07:46:10

Networking Resources
by Roquen
2015-10-16 07:12:30

Rendering resources
by Roquen
2015-10-15 07:40:48 is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑
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