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1  Discussions / General Discussions / Re: Will you betray, Eclipse users? on: 2013-05-21 16:27:51
I hardly see how it misses the point, unless you think the point of Android Studio is to create projects for anything but for Android.  And LibGDX not only isn't tied to any one IDE, it doesn't even leverage any particular one other than for a project creation wizard that's really not any more useful than the maven archetype that's independent of any IDE.

I was going off this article by Mario Zechner: https://code.google.com/p/libgdx/wiki/AndroidStudio

Yea let me quote myself, but this comment is targeted at libgdx users only:
Quote
Here is a question: Why would you guys want to use Android Studio ? IntelliJ I could understand, but all the features they showed, like previewing images, layouts/scales... those won't work with libgdx, because they depends on the android sdk api directly.

You are not going to hover over a pixmap variable for example and see it.

Since Android Studio offers nothing for libgdx that IntelliJ doesn't - whats the point ? - its just hype you hipsters :D
2  Game Development / Newbie & Debugging Questions / Re: (question) Tile mapping: 1d, 2d, or 3d Array? on: 2013-05-20 21:49:40
Should i do multiple 1d arrays, multiple 3d arrays, or 1 big 3d array?
Which is easier to keep track of?
Which is faster for PCs/Macs?

I would think: 2D game -> 2D arrays. More layers ? ok then a list of 2D Arrays
I think its more intutive that way

faster? well that entirely depends on how you do it / implementation / if that created overhead / more elements you have to iterate over
3  Game Development / Performance Tuning / Re: How to do object pooling right? on: 2013-05-20 15:48:25
also server vm is just one dll to copy  persecutioncomplex
4  Discussions / General Discussions / Re: Java on PS4! on: 2013-05-20 15:39:03
citation needed...
Eh not sure if you mean me, I guess not: http://en.wikipedia.org/wiki/PlayStation_Mobile
"Operating System: Android, Vita"

Quote
btw PS Mobile is android... does libgdx stuff work there ?

PS Mobile isn't exclusive to Android and is based on Mono/C# as far as I know. So libgdx probably doesn't work.
Very possible of course
5  Game Development / Networking & Multiplayer / Re: [Kryonet] How to efficiently send movement updates? on: 2013-05-19 13:15:02
Showoff Cheesy
Well what I'm lacking is network programming experience, especially with games.
For example I would send/poll positions of everything, every frame. Using UDP i guess but still maybe overkill. So I guess I need general high performance networking knowledge -  nothing to do with kryonet
Gotta read a book or something.
6  Discussions / General Discussions / Re: Will you betray, Eclipse users? on: 2013-05-18 11:54:06
So we know that Google drops ADT bundle for Android Studio on previous I/O event.

I haven't tried it yet, the package is quite big. Is there anybody here with long experience on Eclipse who have tried it? I want to know the opinions.

When libgdx works perfectly, only then will I even consider looking at it.
And I'm sure that all the cool extra features they showed wull never work with libgdx anyway, because those are customed designed for android sdk stuff
7  Discussions / General Discussions / Re: Blogpost about Java for Game Programming on: 2013-05-17 21:42:27
Again, programming languages are tools, and discussing their strengths/weaknesses is fine. But when people start taking it personally, then it's time to take a step back.
Well I'm sure you know why is that way.
Basically the name Java has forever been tainted, wrongly so, with poor performance
you shouldn't associate your commercial products, especially games with java, because it can only hurt you - since there is this prejudice

... implies two very wrong things:

That people approach languages based on prejudice rather than on rational assessment.
Well most people are morons and approach everything in life based on prejudice.
8  Discussions / General Discussions / Re: Game Engine vs. A Game Library on: 2013-05-16 18:34:04
I always called libgdx a "framework" - hey another term =D

well its just terminology for the most part, but in libgdx most of the low level opengl command are all still suable, if you want. I'm not sure your typical engine has that.
on the other hand I'm sure Unreal engine has that... well whatever
9  Game Development / Newbie & Debugging Questions / Re: Need help with flickering and timestep problem in my game on: 2013-05-16 10:30:29
You using delta timing.
Getting it right is quite hard. So this is expected when you use delta.

Either learn really about gameloops and delta timesteps, or dont use delta - it depends on what you target

am kinda having the same problem, my game looks a little bit flickering even in 60FPS and am using Delta (same code i found in the LWJGL wiki ) so i want to ask you, what do you mean by it depends on what you target ? and is it possible to use a different game loop ?

Yes absolutely. You can just do your game frame-based.
Time/Delta vs Frame based game loops are, at least in the indie area a holy war...
The frame based approach is simply: Make sure your game runs a rock solid framerate, eg 60fps and dont use delta. Or have too modes 30 and 60.
Many many games are like this, since you dont have to use delta if you are sure that your framerate is constant, which is a good thing anyway.

However it kinda depends what platform you target and what your game is like.
If you are using a platform like say a console, you can easily use frame-based, since it will run the same anywhere.
And it also depends on what is going on in your game... If there are really busy sections and really idle sections you may have to use some delta.

Of our 4 games, 3 use frame-based and one uses some delta by applying a low pass filter over the delta values and stuff... Its really hard to get it right.
But if your game has like a minimum system requirement and you cap the fps,  the game will only run slower on hardware that is simply too slow anyway.

So yeah I'm kinda frame-based.

To me, the problems you encounter with using delta far exceed the benefits in most cases.
10  Game Development / Newbie & Debugging Questions / Re: Need help with flickering and timestep problem in my game on: 2013-05-15 20:12:48
You using delta timing.
Getting it right is quite hard. So this is expected when you use delta.

Either learn really about gameloops and delta timesteps, or dont use delta - it depends on what you target
11  Game Development / Newbie & Debugging Questions / Re: libGDX - renderer lag on: 2013-05-11 19:13:29
Its a simple 'using delta time equals jitter problem'
I kinda dont like delta time and try to avoid it because of this
Our latest game does a low pass filter over a coupke of collected delta times and so on

My advice: either make sure you have a rock solud framerate,  which is good anyway; or read up on delta timing / time steps in video games
12  Java Game APIs & Engines / OpenGL Development / Re: Artifact/Tearing Problem with LibGDX on: 2013-05-11 11:35:08
you need to duplicate the borderpixels of each tile. libgdx's texturepacker can do that for you.

oh it can ? need to read the options again I guess

Edit: Ah yes and I can see that this is default actually... edgepadding
13  Java Game APIs & Engines / OpenGL Development / Re: How to Control the "Button is pressed" ? on: 2013-05-11 09:59:13
Yo Andre, dont listen to them.
You could do something with a delay and stuff. But let me first introduce to InputAdapter

Now Gdx.input.isKeyPressed tells you if the key is down
The InputAdapter das a keydown and keyup method, which are only invokes once. Once you press and once you let go, respectively.

You write a small class extending InputAdapter or implementing InputProcessor, I would recommend at the end of you game class, so that you have access to game things.

and in you create() method you have to call Gdx.input.setInputProcessor(INSTANCE OF YOUR INPUTADAPTER CLASS)

if you have any follow-up questions, dont hesitate.
14  Discussions / Business and Project Discussions / Re: The nightmare of taxes, and what can I do about it on: 2013-05-10 20:08:45
Of course you can set your price so the profit you earn after taxes is what you want for compensation.
However unfortunately the gaming industry is kinda plagued by the fact that nobody wants to spend money on below AAA games.
This phenomenon that you see a game for 2 bucks instead of 1 in the android store or whatever and dont buy it, and then you tip a pizza guy...
15  Discussions / Business and Project Discussions / Re: The nightmare of taxes, and what can I do about it on: 2013-05-10 13:38:04
Quote
everybody else seems to cope just fine
mfw we are currently in the greatest depression in human history.
16  Discussions / Business and Project Discussions / Re: The nightmare of taxes, and what can I do about it on: 2013-05-10 11:58:25
Well like always, you have to know the potential consequences.  persecutioncomplex
17  Discussions / Business and Project Discussions / Re: The nightmare of taxes, and what can I do about it on: 2013-05-10 11:51:29
@Oskuro You are some special kind of lady.
Although I fundamentally disagree with you, I wouldn't want to start a political discussion, unlike you.
If you do that in a public forum, all hell break loose.
18  Discussions / Business and Project Discussions / Re: The nightmare of taxes, and what can I do about it on: 2013-05-10 10:26:28
Also,  not to destroy your dreamworld: but cannot just sell on steam.
Getting on steam is a very hard and long process, and chances are you already have a lot of money by then.
19  Game Development / Newbie & Debugging Questions / Re: How do I get a team coding with me on a indie game? on: 2013-05-09 22:24:21
Well I'm going to university and meet people.
You CAN find people online - but working together may be a pain... but for that you can ask anywhere, like reddit for example.


A nice start would be an explanation about why you NEED an team so much Smiley
You simple do want to have a team.
If you want to  actually accomplish shit you need more than just yourself.
Especially artists if you cannot do any art.
20  Discussions / General Discussions / Re: Java on PS4! on: 2013-05-09 12:16:18
btw PS Mobile is android... does libgdx stuff work there ?
21  Discussions / General Discussions / Re: Java on PS4! on: 2013-05-08 23:31:03
Developing for the PS Vita & PS Mobile is now completely free: http://arstechnica.com/gaming/2013/05/sony-waives-99-mobile-development-fee-in-play-for-indies/

Things are looking good.
22  Game Development / Newbie & Debugging Questions / Re: Does anyone have the slightest idea how to read audio/music files as game data? on: 2013-05-06 11:47:40
Actually, I was thinking more in terms of a game such as Audiosurf, which lets the player select a song from their music library and then builds the level that the player will play based on that song.

that would be the "potentially do something interesting with the data" part
23  Discussions / General Discussions / Re: Why don't many of you use JMonkey Engine? on: 2013-05-05 23:08:19
@offtopic
Bonbon-chan is female too Tongue
24  Game Development / Articles & tutorials / Re: Particle Effects in libGDX on: 2013-05-05 17:53:37
There is no mentioning of pools here.
doing new ParticleEffect loads texture and json from file each time.
You dont want that.
25  Discussions / General Discussions / Re: Why don't many of you use JMonkey Engine? on: 2013-05-04 12:05:22
I guess izs just because most people here make 2D games, because the scope of a 3D game is just so much greater.
If I would consider making a 3D game, I would try out jme.

I was leaning more towards questioning why you'd choose Java over Unity if you were going to use jME.
Because Unity sucks hard.
26  Game Development / Newbie & Debugging Questions / Re: [Final Decision] LWJGL or LIBGDX on: 2013-05-03 09:14:06
If new person comes to the forum and says they want to use 'pure' LWJGL, then don't scream at them to use LibGDX.

If they say they don't want to use 'pure' LWJGL, by all means, scream.

Why apply one standard to one approach but a different one to the other? Huh

Currently:

If a person decides to use LWJGL, what happens? USE LIBGDX! USE LIBGDX! USE LIBGDX!
However, if a person decides to use to LibGDX, nothing.

@People saying they should be presented the options and allowed to choose: Don't present the options. It will be biased. The very most would be 'You can use LWJGL/JOGL by itself, or libGDX'

The point is you can write direct lwjgl code with libgdx as well.
And also you are way out of line saying libgdx is hard to setup. Lwjgl is DEFINITELY harder to set up. For basic desktop programming with libgdx you just have to add 2 jars, that's it.
27  Game Development / Newbie & Debugging Questions / Re: [Final Decision] LWJGL or LIBGDX on: 2013-05-02 17:57:33
Its true.

Unless you are very skilled and experienced in both game development and opengl.
And even then it would take longer with lwjgl.
So it's only worth it if you are skilled, know what you can accomplish without libgdx more flexible and you are sure that you need it, and it would be too hard with libgdx.

Also if you happen to have a lot of legacy opengl code lying around...
28  Game Development / Newbie & Debugging Questions / Re: Package naming conventions on: 2013-04-30 22:28:26
its only important if you write a 3rd party API to be used by others or develop on android

other than that I never do it, its kinda silly
29  Game Development / Performance Tuning / Re: Optimizing a QuadTree for enormous maps on: 2013-04-30 22:17:55
Btw are there any nice open source examples for something like this ?
Because when writing grids I'm always worried I may not do it as fast as possible.
30  Game Development / Newbie & Debugging Questions / Re: [Eclipse] Better way of organising Package Explorer? on: 2013-04-29 23:32:12
javac removes dead code
Good to know, actually
Pages: [1] 2 3 ... 65
Play Revenge of the Titans! The situation is critical. We need fancy commanders to defend Earth, the moon, Mars!
 
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