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1  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-07-31 14:05:16
Well, Scala might be more fun, but Python might be more useful in a day job later...
2  Games Center / Cube World Projects / Re: [LibGDX] Project Tranquil on: 2015-07-28 08:50:46
Looks great, so thumbs up!!!

BUT, listen to icecore's advice, or you'll end up with another abadoned cube world renderer...
3  Game Development / Newbie & Debugging Questions / Re: multiply a variable with a delta timestep on: 2015-07-28 08:30:22
If you have any kind of physics simulation, I strongly suggest to switch to fixed timestep instead of variable timestep with delta time. Just make with a decent gameloop, that you get a constant fixed update rate for your simulation. This will make it much easier and you also get deterministic reproducible behaviour.
4  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Java OpenGL Math Library (JOML) on: 2015-07-22 10:02:38
I've heard that HotSpot is much more flakey there, and it's possible the overhead of calling a native function is lower (just a guess) so it might simply be an optimization for low-end hardware at the cost of high-end performance.
There is no HotSpot on Android at all...  There was Dalvik 'til Kitkat (4.4) and from Lollipop (5.0) now there is Android Runtime (ART)
5  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Java OpenGL Math Library (JOML) on: 2015-07-20 15:11:45
If you now put in some static versions for use with collections and array, that would also be great:
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// Create Buffers from Vectors and return the new Buffer
public static FloatBuffer Vector3f.toBuffer(Vector3f[] vectors)
public static FloatBuffer Vector3f.toBuffer(Collection vectors)

// Add Vectors to a Buffer and return it with the position after the added vectors (+last stride)
public static FloatBuffer Vector3f.toBuffer(Vector3f[] vectors, FloatBuffer buffer)
public static FloatBuffer Vector3f.toBuffer(Vector3f[] vectors, FloatBuffer buffer, int position)
public static FloatBuffer Vector3f.toBuffer(Vector3f[] vectors, FloatBuffer buffer, int position, int stride)

// same with a collection of Vectors
public static FloatBuffer Vector3f.toBuffer(Collection<Vector3f> vectors, FloatBuffer buffer)
public static FloatBuffer Vector3f.toBuffer(Collection<Vector3f> vectors, FloatBuffer buffer, int position)
public static FloatBuffer Vector3f.toBuffer(Collection<Vector3f> vectors, FloatBuffer buffer, int position, int stride)

// Create Arrays of Vectors from a Buffer
public static Vector3f[] Vector3f.toArray(FloatBuffer buffer)
//  position and stride are for the buffer
public static Vector3f[] Vector3f.toArray(FloatBuffer buffer, int position)
public static Vector3f[] Vector3f.toArray(FloatBuffer buffer, int position, int stride)

// Create ArrayLists of Vectors from a Buffer
public static List<Vector3f> Vector3f.toCollection(FloatBuffer buffer)
//  position and stride are for the buffer
public static List<Vector3f> Vector3f.toCollection(FloatBuffer buffer, int position)
public static List<Vector3f> Vector3f.toCollection(FloatBuffer buffer, int position, int stride)

// CopyVectors from a Buffer to an existing Array, until it's filled, starting at index 0
public static Vector3f[] Vector3f.toArray(FloatBuffer buffer, Vector3f[] vectors)
//  position and stride are for the buffer
public static Vector3f[] Vector3f.toArray(FloatBuffer buffer, int position, Vector3f[] vectors)
public static Vector3f[] Vector3f.toArray(FloatBuffer buffer, int position, int stride, Vector3f[] vectors)

// Copy Vectors from a Buffer to an existing Collection and return this
public static <T extends Collection<Vector3f>> Vector3f.toCollection(FloatBuffer buffer, T vectors)
// position and stride are for the buffer
public static <T extends Collection<Vector3f>> Vector3f.toCollection(FloatBuffer buffer, int position, T vectors)
public static <T extends Collection<Vector3f>> Vector3f.toCollection(FloatBuffer buffer, int position, int stride, T vectors)

// Same with matrix etc.
...


Also prevent Feature Creep Wink
6  Game Development / Newbie & Debugging Questions / Re: Create a .jar depending natives / various libs on: 2015-07-19 20:23:54
Do a mvn clean package to test, if maven finds all dependencies without relying on eclipse background compile. If it does not exit with an error, the repo is not the problem.

The problem here is the classpath to the libraries. For non-native libraries, you have two ways of including them in the client distribution:

  • Either put the jars into some lib folder you distribute along with your application and set the classpath accordingly - this is what the maven-native-plugin example does (pay attention to the maven-jar-plugin configuration in the examples pom).
  • The other way is to include every class of every library you use in your project into your apps jar - this is sometimes called a fat jar and was done by the jar-with-dependencies you used before.

I would go with the example project, because it works, but you can also rebuild the jar-with-dependencies behaviour in your own assembly.xml. See here: http://maven.apache.org/plugins/maven-assembly-plugin/descriptor-refs.html#jar-with-dependencies (Keep in mind, that you still have to distibute the extra native libraries as separate files, the jar-with-dependencies does not help here...)
7  Game Development / Newbie & Debugging Questions / Re: Create a .jar depending natives / various libs on: 2015-07-19 15:13:30
Stay with the maven-natives-plugin example for now. It does everything you currently need. Regarding your main class not found problem. Make sure your main class is public and really contains a public static void main(String[] args) method...
8  Game Development / Newbie & Debugging Questions / Re: Create a .jar depending natives / various libs on: 2015-07-18 11:13:07
You need to post a description of the error you have along with a log-output. If you are starting your client, do it from a command line and copy and paste the output to your next forum post.

If you struggle while executing the jar directly, then you need to know, that you can't simply execute a jar with native dependencies. You need to set a System property pointing to the unpacked natives. There are multiple ways to do it (e.g. from code). The maven-natives-plugin example (https://code.google.com/p/mavennatives/source/browse/#svn%2Ftrunk%2Fmaven-nativedependencies-example) does this by providing a start.bat and start.sh file containing the extra java.library.path parameter to the java call.

It also contains a custom assembly.xml to package the additional files into a zip distribution along with the natives. You are using the standard jar-with-dependencies reference in your assembly plugin configuration, which will not pick up the natives. Better copy and adapt the maven-natives example project to package your game.

There are other solutions involving packaging the natives into your fat-jar and providing code to extract them to a temporary folder and set this as library.path, but it's a bit more tricky to implement that, so start with a wrapper script.

The optimal solution for the client in the end would be to provide an Installer, that contains a complete (or downstripped) java JRE, all native and other dependencies as well as your game and a small native executable per platform that starts it using the packaged JRE and the needed startup parameters.
9  Game Development / Newbie & Debugging Questions / Re: Custom Key for HashMap on: 2015-07-13 16:41:27
What you want is not possible, because a hashmap lookup would first search for the hashcode and then uses equals to find the correct key. For this to work, you would need a key that computes the same hashcode for the int and the string independently.

If this is not to store a billion datasets and you would like to have this kind of lookup, just derive hashmap and add a get(String) and get(int) method that do brute force searches over the entryset. This way you even skip the autoboxing for the int...
10  Java Game APIs & Engines / Java 2D / Re: In need of to scale simple world map texture on: 2015-07-11 20:28:32
This one is free: https://upload.wikimedia.org/wikipedia/commons/6/63/A_large_blank_world_map_with_oceans_marked_in_blue.svg
Found using google image search for “world map“ btw....  Shocked Tongue
11  Game Development / Newbie & Debugging Questions / Re: Where to start? on: 2015-07-08 08:25:18
If you don't feel comfortable using thirdparty libraries like libGDX, yet (can be overwhelming at first, but it's worth it), you should favor javafx over swing:
http://gamedevelopment.tutsplus.com/tutorials/introduction-to-javafx-for-game-development--cms-23835
http://www.java-gaming.org/topics/javafx-game-tutorials/35744/view.html
12  Discussions / Miscellaneous Topics / Re: Hi! New member here! on: 2015-07-05 12:22:24
Hi Cel
Welcome aboard!
13  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-07-05 11:44:02
The sun came up at around 4 in the morning (Sweden sucks) and shone right on my window for 8 hours straight. Since our houses are made to stand our -20 degrees winters, they're extremely well-isolated, so my room essentially turned to a greenhouse.
Buy yourself one of these: http://www.amazon.co.uk/Barnes-Textiles-Thermal-Silver-Blackout/dp/B00K5JG9YW
and hang it on the outside of your window, the termal coating facing outwards. This should help.

I live in the same reagion as basil (*wafe*Pointing) and sitting in my basement all day without cloths Wink
14  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-07-05 11:33:06
All I wanted to do was set the execute flag for a .sh script inside a zip intended for linux users...
Well... use a tar? *runs_for_cover*
15  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-07-01 13:35:44
Also faking quotes of game review sites might at best make you look shady...
16  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-06-27 22:14:33
 Cry
17  Discussions / Miscellaneous Topics / Re: How to Learn Web Development for Java Programmers on: 2015-06-27 14:19:29
In my part of the industry the current must-have expertise in website development is angularJS, JSON and bootstrap...
18  Java Game APIs & Engines / Java 2D / Re: Newbie Tips? on: 2015-06-26 00:05:04
I would suggest to directly go to JavaFX (included in the JDK):
http://gamedevelopment.tutsplus.com/tutorials/introduction-to-javafx-for-game-development--cms-23835
19  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-06-16 07:08:19
Today, I should have gone bed instead of programming :
[VID]
This. Was. Just. EPIC!  Cool
20  Discussions / Jobs and Resumes / Re: Hayden Davenport - Video Game Composer for Hire on: 2015-06-10 07:01:26
+1 for Broken Clipboard!
21  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-06-08 13:13:36
Maybe its time to tell them.

Go for it!!!
22  Discussions / Miscellaneous Topics / Re: What is your opinion about ... on: 2015-06-01 17:42:40
You can actually do logging breakpoints, evaluating expressions in that log, hold on them conditionally and investigate all frames on the callstack, inspect variables there and evaluate expressions in their context...

Again, nothing against println, but such a powerfull tool like a debugger should not be ignored...
23  Discussions / Miscellaneous Topics / Re: What is your opinion about ... on: 2015-06-01 17:21:51
While all this love for printlns is cute and all. Refusing to utilize a debugger is just short sighted (being polite  Tongue).

It's so much faster to hit a break point and evaluate some expressions in that frame to see whats wrong, than to uglify the code with printlns just to realizing that you miss one and start again...
24  Discussions / Miscellaneous Topics / Re: What to really learn for commercial Java ? on: 2015-06-01 15:39:48
As far as I can see, at least web-applications actually move away from server-side java/.net mvc etc., leaving java as a thin middleware to provide authorization managed rest-apis for delivering json that is handled by client side technologies, being moslty angularjs.
25  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Fast, reliabe & crossplatform Javascript API/Library for Java? (for game dev.) on: 2015-05-27 18:45:58
If you want to use javascript embedded into java, then nashorn and rhino are pretty much your only options. I also don't see any real road blocks regarding java 1.8. You also don't need the Oracle version. OpenJDK should do fine.
26  Discussions / Miscellaneous Topics / Re: What do you define as a programming language? on: 2015-05-01 12:41:42
Good for you, but I'm looking for peoples opinions. Otherwise I would have searched up the answers myself.
So you ask questions that could be answered by searching it up.  But the reason you are asking is not that you are too lazy, but to gather other people opinions. Yet you are rude to everybody answering on your thread... can't see how that works out.

Does this work for you in RL?
27  Java Game APIs & Engines / OpenGL Development / Re: Batch Rendering in GLSL (3D) on: 2015-04-23 09:32:43
Hmm, using instancing and pass this stuff as vertex attributes?
http://ogldev.atspace.co.uk/www/tutorial33/tutorial33.html (random google hit)
28  Java Game APIs & Engines / Engines, Libraries and Tools / Re: [libGDX] Classpath loading fails to work on: 2015-04-22 10:24:44
1  
FileHandle file = Gdx.files.classpath("Levels/easy.data");


Maybe the eclipse exporter does not *.data files as resources? Have you looked into the Levels folder inside of the exported jar?
29  Discussions / General Discussions / Re: Which Smartphone should I choose??? on: 2015-04-08 18:36:49
The reason for the samsung being more expensive is that it has the better processor with better integrated GPU. It is considered middle class while the one in the micromax leans more towards low end,  since it has an older architecture and inferior GPU.
30  Game Development / Newbie & Debugging Questions / Re: Questions about creating a level editor. on: 2015-04-06 17:31:42
I found that Databases provide an organized way to save game data. Would that be a viable option for a small game or should I just stick to text files? I just want something that a player could not easily break or cheat by changing its text.
Organize your gamestate in some kind of model with your dynamic runtime specific objects like renderers and such as transient fields where needed and use xstream to load and store this model as json or xml. This is simple to set up and quite powerful.  If you really need to hide the savegames from your users, you can wrap the in and outputstreams in some kind of obfuscator or encryption later. Trust me, you'll want to have human readable savegames during development.
Pages: [1] 2 3 ... 74
 
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List of Learning Resources
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