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1  Discussions / Miscellaneous Topics / Re: What I did today on: 2018-04-20 02:04:23
I finally got a basic phong shader working with a hard coded light position. Yea, i did this 20 years ago and it was easy. This time round it took weeks! So much for older wiser smarter. Why im doing this is a very very long story.

2  Discussions / Miscellaneous Topics / Re: What I did today on: 2018-02-28 01:36:57
Today i realized i have litterly done nothing constructive at all for 2 weeks.  Roll Eyes
3  Discussions / General Discussions / Re: Vulkan Game Engine on: 2018-02-21 23:56:51
lwjgl 3 does have vulkan bindings. However there is no "engine" per say. I guess you could add a backend to Java Monkey Engine. But since that has a lot of "gl" type rendering, you may not see any real world benefit. In fact in general i wouldn't expect much difference between Vulkan and gl. Is there any particular reason?
4  Discussions / Miscellaneous Topics / Re: What I did today on: 2018-02-20 04:29:27
Well i shave, and yea it works a bit. Then i got a part time job driving buses. I have to cycle 8km to work. So 16km a day. And now i\m loosing weight. But went to a rave in a cave in the weekend. Was the oldest person there by over 5 years, out of 100 ppl... shesh.
5  Game Development / Performance Tuning / Re: Turn-based game - world map performance issue on: 2017-01-17 01:33:41
What they said. However i have noticed in the past that png is slower loading than jpg. I was using it for a 1080p movie at the time, 100% java and jpg was no problem. But png would tank.

But again 800 odd images is nothing. You should have no problems with performance on PCs. Even really really old ones.

But always always ALWAYS profile. The bottleneck is NEVER where you think it is. Trust Us.
6  Game Development / Newbie & Debugging Questions / Re: getting rid of "instanceof" on: 2017-01-15 20:23:39
And all this discussion, interesting discussion at that, could be solved with double dispatch.

The visitor pattern, indeed quite a few of the GoF patterns solve problems that often functional languages solve directly.  Having said that double dispatch is not in many. Lisp and in particular CLOS in lisp and its derivatives.

In fact the Entity system i use does sort of do Generic methods like CLOS. It works pretty good.
7  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-01-15 13:27:44
So i have a video showing debug/placeholder effects, a dev map and all the rest that is implied with pre alpha.
<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>
8  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-01-10 05:49:05
So implemented vector field based path finding. Happy with the results, fairly fast for the size of room i have and has low per unit overhead.

Now units run around! And not like they are blind!
9  Game Development / Performance Tuning / Re: Most optimal collision detection algorithms on: 2016-12-21 06:29:00
Empty cells in an array are  cheap in terms of space. So i wouldn't worry about it. However depending on size i suspect both will mostly work most of the time.

There is always some extreme case that can break it. But will this case even be possible in your game?
10  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-12-21 05:04:35
Finally have some bad guys running around. Still a lot of work on "Fun" ai behavior. Have a few rough edges in the code to sort out. The art department continues to pump out new assets. Yet another boss dude. Cus ya know Boss dudes are Awesome.
11  Game Development / Performance Tuning / Re: Most optimal collision detection algorithms on: 2016-12-14 23:35:34
+1 for Grid.
However i implemented it as a array with linear probing when i have 2 things in the same place. It works super fast even for area quires.

For more advanced cases and scales i have used Vantage Point Trees. These however tend to come into there own with much more than 3 dimensions. ie k nearest quires for things like case based reasoning. 

In the past i have tried kd trees, quad tree etc. I end up with similar performance access the the board.
12  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-12-11 22:01:45
In order to reflow solder something properly you need good control of the total time temperature profile. To long at reflow temp is bad. Not enough time is bad. Heating it too quickly can result in uneven heating. Cooling to quickly can crack solder joints (new lead less solider is much better these days however).

I have my doubts it would ever work in an Oven. Where 220C could mean anything between 200 and 250C! And swinging  between these levels.
13  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-12-11 01:02:39
Working on the AI in my game. Using something similar to quake 3 fuzzy system and scripted sequences. My brother finished some more models:
14  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-12-05 00:30:04
Wrote a long post on the Puppyblog.
Give me your filthy cash!!! If I could blag a buck a month out of everyone on JGO...

Cas Smiley
A little personal question. If titan attacks sold as much as steam spy claims, i guess you wouldn't have so much funding troubles. So my suspicions of steamspy accuracy are correct? they are often way off.

Incidentally there is really interesting math with sphere and grids and hexes. It comes to one simple fact. You *cannot* evenly space more than 20 points on the surface of a sphere. Maths.. Who knew.
15  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-11-30 01:15:10
java monkey engine. It really is very good. And the devs are super helpful.
16  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-11-30 00:19:40
By the way, what's PBR? Google turned up Panda rendering engine and Physically based rendering.
Physically based rendering, it is what most engines and games are moving to. It is what pixar and co have been using for a long time. I should also add i am also use IBR or Image Based Rendering as well.
17  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-11-28 00:51:05
Wow, for some reason i have had no time to post here.. or read or anything ....

So as i try and finish a game and make money before i get too hungry. I went to PAX in Australia a few weeks ago

In fine Indie form my game was hardly a tech demo. In fact for the first day, Friday i was coding the dam thing. Yep sitting at my stand writing code. I got a lot of interest. As probably the only person outside android devs using java many would be "i work full time in Enterprise but want to give games a crack" asked about jME. And even the wisdom of the java choice. Had some interesting conversions about life, languages and game engines. Including discussions with the main unreal and unity people in Aussie.

So i finished the game at 10 to 6, just before the main indie media event. Free beer and food! And of course everyone from game spot to some blogger you never heard of. They came and played SLAG, well a few of em did. You got a random tank body and a random turret which gave you pretty random stats. You got to run around a small map and shoot the other guy. It only had PvP. To my surprise people really liked it.

I got interviewed a few times. I don't interview that well. (no idea why youtube link won't work in preview. )

We are using the PBR rendering pipe line and finding it AWESOME. Really looking forward to real textures etc.

18  Java Game APIs & Engines / Java 3D / Re: How much time will it take me to learn 3d game programming ? on: 2016-08-03 23:30:40
Wait what? I worked on some oceanography stuff in the Physics department in NZ we were sending sonar signals from the US right across the pacific to NZ and Antarctica! It sounds "loud" in dB but that is because the scale is different for underwater sound. So we were not having any problems as in Whale song is louder.

Small world.
19  Java Game APIs & Engines / Java 3D / Re: How much time will it take me to learn 3d game programming ? on: 2016-08-02 22:22:47
I said it's one of the most diffucult fields in CS, thats a difference.
And it really isn't. Not even close. And not by any CS i know and I know a lot since it is my day job. In fact my friend on the other side of the room laughed when i told him your quote, with a plain "what? seriously?" follow up.

Fine 3d may be harder than 2d, and bugs are difficult because as cas says you get just black. But come on. It is 3d euclidean geometry in a well established field and industry with a massive set of tools available in just about any licence you want. Most senior high school students should be fine. As long as they are not majoring in something stupid like rock climbing.
20  Java Game APIs & Engines / Java 3D / Re: How much time will it take me to learn 3d game programming ? on: 2016-08-02 03:21:00
Honestly dive into a unity tut. Or a blender one. You can be up and running very quickly. A day or so.
21  Java Game APIs & Engines / Java 3D / Re: How much time will it take me to learn 3d game programming ? on: 2016-08-01 23:06:31
Your never finished learning anything. Seriously. I am now 41 and i look back on my former younger 39 year old self, so young and full of piss and vinegar and so lacking in wisdom! I don't expect that to end anytime soon.

But i do disagree the the previous post. 3d graphics one of the most challenging fields in CS? What? Not even close. 3d graphics and 99.9% of the math behind it is pretty simple and not all that advanced. I would expect most people who really want to learn to be quite capable of doing so. It is mostly last year equivalent high school to first year uni level. Many of us taught ourselves this stuff for demo scene back in the old days when there wasn't even internet.  Basically vectors and matrices and understand the idea of a coordinate system and your more or less done. Even advanced shaders are not that difficult from a math perspective.

 Have no idea why people would say 3d grfx is hard advanced math. It really isn't. Navigation math with non euclidean geometry is harder and something every old navigator had to learn. Or calculating the orbits of the planets accurately enough for space probes is a bit harder. Fluid dynamics is much more difficult. 3d grfx math is piss easy.

However i do agree that it is stupid to write an engine. There are a bunch of good engines that have done a lot of the boiler plate code for you. Golden rule as a coder. Don't write code some other sucker has written for you. Every man and his dog writes a new "engine". Guess what! they never finish and 99.9% of the ones that do have a far poorer product than stuff that was around for free when they started.

If java is your thing i recommend Java Monkey Engine. Otherwise you can't go wrong with Unity and c# is not bad either. I wouldn't recommend anything with C++ or C.

22  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-07-26 04:34:25

What language do you suggest then? Practically every modern engine is written in C++ and while I'm not 'devoted' to the language, I respect it.
C#, java, Lua (sort of). anything with managed memory, the myrid range of scripting langs. Yep even java script before C++. C++ is even worse than not managed, it is a very hard language to write fast code in. And even harder to write multi threaded code in. I have done it, and can be done. But at huge upfront dev cost. But i will say nothing more as this will just descend into another religious language flame war. You use whatever you want. Just don't forget all those C++ games that have horrendous performance problems.... Just because everyone does it. Doesn't make it a good idea.
23  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-07-26 03:09:13
I am still waiting for a day when (especially non-indie) devs will finally start caring about security and doing online games right instead of just complaining that their game got hacked... Smiley
This won't happen, because games programmers rarely have any experience in the real world at large doing more diverse software engineering. One of the most pertinent indicators of these developers' inexperience in mature software development is the fanatical devotion to C++ and the almost face-palmingly poor tradeoff of performance versus critical bugs, a decision no-one in their right mind has made in the rest of the IT industry for the last 15 years when we all moved to managed languages.

Cas Smiley
QFT, at the NZ kiwi jam we just had that argument with a few of the people there. They still think C/C++ is a good idea. I am sure there is some case somewhere where is could be. But not for games IMO. Really not for games. The performance thing doesn't even hold water with just how bloody fast even our phones are now.

As for security. There is also the problem that for many of us we never get popular enough to get hacked! I mean i did computer security and cryptography for a day job in a previous life. Yet i don't have a lot of security in my game since adding it is a lot of work.

don't get me wrong. I think cheaters is a far bigger problem for games than pirates.But i can't see myself doing more than i run all the servers and basic consistency and protection against replay attacks. Good security is acutally a lot of work and fairly hard to get right. Esp if you use C++  Roll Eyes
24  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-06-27 23:57:05
I have translated some of the unity shaders in the past. It is not hard to move them over to pure opengl ones, at least these ones weren't. Often the hard part of a shader is the technique. Once you understand it, they are not such complicated pieces of code really.
25  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-06-26 23:29:21
In the weekend i got Droid Assault from puppy games. It is AWESOME and also rather close to what i am making. Easily their best game. And good to know it really is as much fun as i suspected. I may have lost a bit of time playing it... And always trying to capture that other droid... I got the emp one once. That didn't end well.

But sigh.. i work and work and get further and further behind! It is like a real job.
26  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-06-16 06:48:45
I am looking forward to it. Tho I hope i am better at it than titans revenge.
27  Discussions / General Discussions / Re: Question: Bit-exact floats on different computers? on: 2016-06-16 06:46:23
Yes i have tested this ages ago. It is one of the reasons the base java math class is fairly slow since IEEE 7 whatever  is fairly strict and java requires 2ulp accuracy (also Part of IEEE IIRC). It is *bit perfect*.

In fact we have also done this with C/C++ across quite a wide range of CPUs. But for that you got to get your compiler flags right for each target. It is def much easier to do in java.

People often think that floating point is somehow not deterministic. Not sure why. But outside bugs, it is.
28  Java Game APIs & Engines / Engines, Libraries and Tools / Re: LWJGL 3 - LMDB bindings on: 2016-06-07 06:07:45
Looks really interesting. Def will check it out.
29  Java Game APIs & Engines / Engines, Libraries and Tools / Re: LWJGL 3.0.0 released on: 2016-06-04 23:31:13
Yes quite a few people still run pure 32 x86. But they don't need to. A 32 x86 hasn't been sold made in how long? So it is very legacy support. And lets face it these people don't really use things like games or opengl or anything.  I can understand dropping support for things that cost time, and lack users.  Legacy support is overrated.
30  Java Game APIs & Engines / Engines, Libraries and Tools / Re: LWJGL 3.0.0 released on: 2016-06-04 09:40:09

Dropping the Linux 32bit support surprised me. I guess i don't have any left since i didn't notice and have used a nightly once or twice. So meh. If my users complain i guess i may have to be the "contributor".
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