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1  Discussions / Miscellaneous Topics / Re: What I did today on: 2018-05-10 12:25:51
Finished (somewhat) a new track:
2  Discussions / Miscellaneous Topics / Re: What I drew today on: 2018-05-09 15:12:16
Some observations. Maybe one of these make you feel off:
- the top of the door does not align with the top of the window
- the wood direction is different from the window side
- the wood color is the same like the outer right wall, so implies, that it lies in the shadow as well
- the space left from the dooris wider than right of it
- the outer joist is more narrow than the middle one
3  Game Development / Game Play & Game Design / Re: Opinion on the game style on: 2017-12-03 22:18:09
Doing a lot of assets that match each other is much easier to do in a stylized way than with a realistic aproach. If you want to add a realistic touch, you could go the shader route like slyth2727 suggested. Take a look at Sprite Lamp for that matter:
4  Discussions / General Discussions / Re: would any of you guys be offended if on: 2017-12-01 09:07:17
Maybe I'll put in Jesus and have him have 2 lives instead of one.
You nailed it...  Grin
5  Discussions / Miscellaneous Topics / Re: Career advice on: 2017-10-10 15:52:43
Go with the Startup. It won't be your last job anyway, so no need for doing a safe bet on a big company...
6  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-08-23 22:04:46
Created a new Track:

Mostly done in the train while Travelling back from the 50th Wedding Anniversary of my parents and the Funeral of my Mother in Law  Undecided
7  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-07-16 12:09:55
@theagentd video or it didn't happen  Tongue Pointing

Seriously. Great stuff. If you come around captioning a vid, would be great and much appreciated!
8  Game Development / Newbie & Debugging Questions / Re: Game Launcher on: 2017-07-13 06:35:13
Also be careful to only modify the UI from the AWT event thread. Take a look at SwingUtils.invokeLater()
9  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-07-07 17:48:12
 Cry But actually I only uploaded to soundcloud because I have no video... would have been youtube otherwise... so I am part of the problem!?
10  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-07-07 17:36:25
Uploaded a WIP version of a track I am working on to SoundCloud to share with some friends, so they can give feedback:

Some feedback I already can give myself:
- the bass in the beginning is not tight
- the drums in the middle part are not loud enough (or the guitars are too loud)
- the stabs at the end are not quantized,, so they sound off together with the delay...

Do you agree?  Anything else? Do you like it ? Wink
11  Discussions / Miscellaneous Topics / Re: Passion Projects and Life: Spreading Yourself Too Thin? on: 2017-06-30 07:26:44
I felt the same... and pretty much gave up on programming in my free time. Getting to anywhere with programming is much more time consuming than with other hobbies. So in the end I embraced time with my family and friends and reduced hobby projects to things that can be done quickly or as a combined effort in my "social group".

This might not be the solution you are looking for, but in the end it gave me peace of mind at least...
12  Game Development / Shared Code / Re: "Better" LinkedList implementation on: 2017-06-20 06:40:35
imagine a pathological (but very common) case where the cache is full of objects, and then two elements are accessed repeatedly, causing them to be moved to the head of the list repeatedly. If each movement leaves a null hole, then one element would be evicted from the cache each time an element is moved to the front of the list.
Actually you could make use of this. Just don't move the object to the top of the list, if it's in the upper half (or some other threshold) already. If anything, just swap it with an object a couple of indicies up in the buffer. This way you would only produce holes for the less used objects. Since you don't need additional references, you can easily make up for the lost cache entries by increasing the array size.

Or you only move the head pointer for adding new objects and just swap existing objects up in the buffer. This would not produce any holes and while it is technically not an LRU list anymore, it might provide good enough heuristics to function as a cache.
13  Game Development / Newbie & Debugging Questions / Re: Why AnimationTimer and setTranslate on a ImageView node create jerky movement? on: 2017-06-13 09:37:27
I didn't use javafx, but having the 'now' parameter in the handle() callback method screams variable timestep to me.

You need to incorporate the now into your calculation. The javadoc says it is the timestamp of a frame in nanoseconds. You may need to save it at the first frame, so you are able to calculate the relative time to the start of the animation per frame...

Also this looks helpful:
14  Game Development / Game Play & Game Design / Re: has map vs instaceof for determining object kind from an arraylist of arraylist on: 2017-05-21 08:34:47
I would go with hashmapping. I don't like cluttering a baseclass with flags and also don't see any conceptional difference between entitiy.isSoldier() and entity instanceof Soldier.

This might alsobe an interesting read for you:
15  Game Development / Newbie & Debugging Questions / Re: Null Pointer when subtracting a Vector on: 2017-04-26 12:53:02
You get a Nullpointer, if one of your variables contain a null value and you try to access a method or property on it. So in your case, at least one entry in your vertices array happen to be null.

Go on practicing using the debugger, because this kind of errors can be found easily with it. Hint: you can inspect the contents of variables in the current scope (frame) in a breakpoint, so searching for the origin of the null value should be a piece of cake, when familiar with debugging.
16  Game Development / Newbie & Debugging Questions / Re: Java ScriptEngine-Like step by step execution on: 2017-04-26 05:43:41
No  Wink

The term you are probably searching for is “continuations“ or “coroutines“. You need a library to do that in java.

See for example
17  Game Development / Game Play & Game Design / Re: Graphics Backend Abstraction on: 2017-04-17 19:48:46
Some questions:
- Who will use the API?
- How likely is it to have anyone add a backend?
- Why would this be desireable or even useful?
- Do you plan to make a living from providing an API?
- Why is Vulkan only not good enough?
- Do you need it for your game?
- Aren't you just procrastinating to hide your creativity block from yourself?

The last one killed all my game dev ambitions years ago by keeping myself occupied with tech details until my money ran out, so don't fall for that. (You might need to work for insurance companies otherwise)
18  Discussions / Miscellaneous Topics / Re: What I drew today on: 2017-03-04 20:29:25
Wanted to draw my daughter... somehow ended up as a Scarlett Johannson lookalike Roll Eyes But I still like the outcome:
19  Game Development / Newbie & Debugging Questions / Re: Making shader 2D on: 2017-02-16 12:45:48
I don't use SLick2D, but it is implemented on top of LWJGL. It also seems to have support for shaders:

More on GLSL shaders:

You could do some of the effects you need with clever vertex animation, but in the end, learning GLSL is worth it, even if the learning curve looks a bit steep in the beginning.
20  Game Development / Newbie & Debugging Questions / Re: [Java] [Generics] How to search for a Subtype inside a Generic Collection? on: 2017-02-11 00:54:41
21  Game Development / Game Play & Game Design / Re: Too much abstraction? on: 2017-02-08 23:34:02
By type safety, I meant my ECS returning null for objects. Any accessor can return null but that's usually a bug and/or can be prevented. For ECS, you cannot easily prevent someone from removing a component because you cannot remove mutators w/o breaking your ECS.
1. Who is "someone" removing objects from your code? Hackers? Plugin devs?
2. Have an additional component map that does not allow removal or overwriting for components you want to keep in your entity.
22  Java Game APIs & Engines / OpenGL Development / Re: Simple, solid Collada parsing on: 2017-02-08 19:41:39
There is also I think it is not widely used and outdated, but it's standalone and might be able to serve as a converter.
23  Discussions / Miscellaneous Topics / Re: Saving, loading—oh no! Semi-tutorial discussion holy piñata thing on: 2017-02-06 18:18:44
As I said, use a datamodel. For derived data, use transient and recompute the field in readObject() or readResolve().

Btw. the danger of serializing a memory image is real when you use libs like xstream, that don't require classes to implement Serializable.
24  Discussions / Miscellaneous Topics / Re: Saving, loading—oh no! Semi-tutorial discussion holy piñata thing on: 2017-02-06 11:08:03
In my opinion, serialization is a dangerous thing to use for saving games.


Good, but then in a next version, you decided to refactor numCarsImpounded into numCarsCaptured or something for instance. When you release this version, you'll also introduce a bug, a major issue. All the existing player's game saves will be lost as serialization will fail.

This has to be solved by testing your load/save code and proper implementation of readObject() or readResolve(). Like Cas said - it would be the same, just in a different place, if you load and set values from xml/json files.

If you want to have some readable format, you can also go with the likes of xstream instead of plain java serialization.

Just make sure, you implement some kind of self contained model for your savegame, so that you don't accidently safe the whole memory image of your game Wink
25  Discussions / Miscellaneous Topics / Re: What I drew today on: 2017-02-06 09:14:42
Didn't turn out like I hoped, so I lost interest to do shading, but hey:
26  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Ongoing project: Type-Safe access to ByteBuffers on: 2017-02-05 13:34:27
Did you see
27  Game Development / Newbie & Debugging Questions / Re: Obfuscating assets on: 2017-02-01 10:35:43
A long long time ago:
28  Game Development / Newbie & Debugging Questions / Re: Obfuscating assets on: 2017-02-01 10:22:32
Isn't there a way to make it so my assets in a distributed game aren't just grab-able by the user from the explorer folder? What is this called and how do I do it?

I couldn't really find any information on it, yet I could have sworn this is a legit thing in games and other software.
Just don't bother. If they are so good that somebody want's to grab them, be happy. If they make a ton of money using them, just sue them.

There is no thing like client side security. All you can do is raise the bar, but in the end you are just hindering fans to do fan-art (free advertisement) and won't be any hurdle for real crackers anyway...
29  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-02-01 08:35:37
I took a break from developing my game engine and I finished a song I've been working on for a while Smiley

Do any of you produce music?
Yes, was doing some Renoise stuff (Tracker) in the past, but nothing public. Then bought a Novation Circuit to jam with my friends ( and recently bought myself a present in form of an Ableton Push 2.
30  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Advantages of Ant? on: 2017-01-27 14:52:21
IME having external dependencies in a build is a bit like building your castle on sand. The build must always succeed. Discuss.
This is actually only a mild problem with maven and gradle. If you want to see this problem in an apocalyptic scope, use npm Shocked
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Java Gaming Resources
by philfrei
2017-12-05 19:38:37

Java Gaming Resources
by philfrei
2017-12-05 19:37:39

Java Gaming Resources
by philfrei
2017-12-05 19:36:10

Java Gaming Resources
by philfrei
2017-12-05 19:33:10

List of Learning Resources
by elect
2017-03-13 14:05:44

List of Learning Resources
by elect
2017-03-13 14:04:45

SF/X Libraries
by philfrei
2017-03-02 08:45:19

SF/X Libraries
by philfrei
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