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1  Discussions / Miscellaneous Topics / Re: Obsoscating classes on: 2013-06-15 15:03:23
True, though it depends on the game (eg, 4k games). An obfuscater can rip out all the stuff you don't use, which might be a decent chunk if only using small portions of relatively large libraries. FWIW, Spine is ~43k LOC on it's own, not including dependencies. The JAR including that and all the dependencies (libgdx, LWJGL) is 2.2MB, without natives. Kind of scary how much effort goes into something so small. Smiley Unobfuscated it's 3.9MB, so a 44% reduction. The JGLFW version of Spine is < 1.5MB obfuscated, which goes to show LWJGL could be a bit smaller.
2  Discussions / Miscellaneous Topics / Re: Obsoscating classes on: 2013-06-14 22:50:38
It can make a big difference trying to decompile code obfuscated vs unobfuscated. It is still possible, just harder. It also makes the JARs smaller. There is nothing wrong with obfuscation.
3  Java Game APIs & Engines / Tools Discussion / Re: Spine: 2D skeletal animation on: 2013-06-14 16:28:49
The origin is a runtime specific thing. You can move the root bone so the top left is at the origin, then when you rotate whatever container is rendering the skeleton, it will rotate where you want.
4  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Using LibGDX (or any similar game library/framework) for non-gaming purposes? on: 2013-06-13 20:03:17
I use it for Spine, a desktop animation tool. Smiley Building Spine caused scene2d to mature for building desktop apps.
5  Game Development / Game Play & Game Design / Re: Balancing Weapons on: 2013-06-12 05:47:33
Do some best guesses to get it somewhat close to how you want, then use a binary search to adjust anything you don't feel works well. Eg, if a gun feels too weak, don't mess around adding 10%, 15%, etc to it's power, just double it until it is too powerful, then weaken it by half the amount you last increased it, etc. This gives you a wider range of testing and you converge on a good value much more quickly than constantly fiddling with the numbers. Smiley
6  Game Development / Performance Tuning / Re: Are Sin/Cos lookup tables still relevant today with regards to performance? on: 2013-06-12 05:39:34
That's actually a nice feature, but only really useful for the atan2-LUT. Every single game will need fast sin/cos, so I don't really see the point in lazy loading the sin-LUT.
I tend to use the LUT in games and libgdx itself, but other libgdx contributors don't. In fact they seem to actively change libgdx to not use the LUT. Eg, scene2d no longer uses it. I haven't investigated their reasoning, but I assume they don't feel it is accurate enough. Maybe when compounded?
7  Game Development / Newbie & Debugging Questions / Re: Repeating Background (libgdx) on: 2013-06-12 04:34:19
You could include the region in an atlas if you only need to repeat in one direction, you just need to set the max size of the atlas page the region is on to your POT image size.

To render a region repeatedly without using the repeat wrap mode, see TiledDrawable.
8  Discussions / General Discussions / Re: Your View on GameMaker? on: 2013-06-12 02:11:41
Coding day and night gets tiresome after some time...
NONSENSE!  Huh
9  Game Development / Performance Tuning / Re: Are Sin/Cos lookup tables still relevant today with regards to performance? on: 2013-06-12 02:09:42
Cool. Smiley Where do you keep your latest version?

I use + half PI for cosine to double the accuracy with the same memory at the cost of + half PI. Since everything is jammed inside the MathUtils class, I used static classes so the tables aren't initialized unless actually used.
10  Game Development / Newbie & Debugging Questions / Re: Repeating Background (libgdx) on: 2013-06-11 20:33:58
You need to give SpriteBatch UVs using:
draw(Texture texture, float x, float y, float width, float height, float u, float v, float u2, float v2)
The UVs are from 0 to 1, where 0 is the top (v) / left (u) and 1 is the bottom (v) / right (u). You can use values outside this range and it will repeat. Eg, use 0,0,2,1 and it will repeat twice horizontally and once vertically.

You can also use a TextureRegion to specify the UVs. Also see the TextureRegion scroll method.
11  Game Development / Performance Tuning / Re: Are Sin/Cos lookup tables still relevant today with regards to performance? on: 2013-06-11 20:27:19
FWIW, libgdx has sin/cos LUTs based originally based on Riven's:
https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/math/MathUtils.java
12  Game Development / Newbie & Debugging Questions / Re: Repeating Background (libgdx) on: 2013-06-11 11:07:42
setTextureWrap(TextureWrap.GL_REPEAT) on the texture. Or specify the wrap when using TexturePacker2. Or use TiledDrawable.
13  Java Game APIs & Engines / Tools Discussion / Re: Spine: 2D skeletal animation on: 2013-06-09 21:59:02
Cool! Smiley You can also attach an image in Spine that you avoid drawing at runtime. You can then get the vertices of this image at runtime. Note it can be a quadrilateral (rhomboid), so you can use polygon intersection testing. This is better than just a bounding box, as it will move, rotate, and scale with the bone it is attached to. This is essentially what the bounding box feature will do.
14  Game Development / Newbie & Debugging Questions / Re: [Request] libGdx : GUI & dynamic table on: 2013-06-06 00:22:55
https://code.google.com/p/libgdx/wiki/scene2dui#Examples
15  Discussions / Miscellaneous Topics / Re: About Java swing layout (noob question) on: 2013-06-05 19:39:26
I recommend JGoodies FormLayout.
Emo
16  Java Game APIs & Engines / Tools Discussion / Re: Spine: 2D skeletal animation on: 2013-06-05 00:14:59
Here's Java code to do it:
http://www.esotericsoftware.com/forum/viewtopic.php?f=3&t=34&p=147#p147
It's slightly outdated, but that is how it can be done. Smiley Note with an animated skeleton you might want to compute this every frame.
17  Discussions / Miscellaneous Topics / Re: About Java swing layout (noob question) on: 2013-06-04 21:22:54
TableLayout supports Swing. Smiley
http://code.google.com/p/table-layout/
18  Discussions / Miscellaneous Topics / Re: if you are not a programmer, what would you be ? on: 2013-06-03 14:50:16
Dead.
19  Java Game APIs & Engines / OpenGL Development / Re: Fully Ported Arcsynthesis Tutorial Code on: 2013-06-01 15:12:35
Maybe could use more description about what it is?
20  Games Center / WIP games, tools & toy projects / Re: 3D swimming pool on: 2013-06-01 15:10:51
Needs some swimsuit girls.
21  Java Game APIs & Engines / Tools Discussion / Re: Spine: 2D skeletal animation on: 2013-05-30 21:37:45
Now with onion skinning!
22  Game Development / Networking & Multiplayer / Re: [Kryonet] NoClassDefFoundError with Kryonet on: 2013-05-26 17:10:15
Check the KryoNet JAR on the Android project export settings.
23  Game Development / Game Play & Game Design / Re: NegativeZero's guide to designing an immersive story. on: 2013-05-26 16:26:36
Has this guide actually helped anyone?
If not, I won't bother to continue writing this.
I enjoyed reading it, good food for thought!
24  Game Development / Articles & tutorials / Re: Particle Effects in libGDX on: 2013-05-22 21:49:57
I added a section on running it from the nightlies a week or so ago:
https://code.google.com/p/libgdx/wiki/ParticleEditor#Running_the_Particle_Editor
25  Game Development / Networking & Multiplayer / Re: [KryoNet] 'Field not declared as byte: 0' on: 2013-05-22 13:53:31
There should be no problem "type" or any other field name. o.O Probably you classes were out of date, as I said. Smiley
26  Game Development / Networking & Multiplayer / Re: [KryoNet] 'Field not declared as byte: 0' on: 2013-05-22 06:34:22
Not sure then, you'll have to debug it, debug/trace logging, simpler testcase using only Kryo, etc.
27  Game Development / Networking & Multiplayer / Re: [KryoNet] 'Field not declared as byte: 0' on: 2013-05-21 15:38:40
Probably you have mismatched classes on either end of the network.
28  Game Development / Performance Tuning / Re: How to do object pooling right? on: 2013-05-20 15:34:32
I bundle an OpenJDK JRE with Spine. Weighs ~13MB.
https://code.google.com/p/libgdx/wiki/BundlingJRE
29  Game Development / Performance Tuning / Re: Anyone else here get a major kick out of refactoring and optimizing regularly? on: 2013-05-20 11:52:52
Refactoring is an important part of being a developer. I'd even say if you aren't good at it or you don't like it that you are limiting yourself. I write code relatively loosely so I don't waste time perfecting code that might not be used. As I progress I go back and improve the code I'll actually be using. A developer that skips this step generates relatively low quality code. You need to hold the entire part of the code you are working with in your head and thoroughly understand it, have a plan for rewriting or restructuring it, and then implement that plan.

Refactoring is generally to improve the design of your code. It is easier to see what is needed so everything fits together nicely after you have something working, and you can still do so with an eye toward the future of the program. Optimization is different. First, it shouldn't be done at all unless there is a problem. That is a hard and fast rule. It is hard to follow, but it exists to keep you from wasting your time and making your code unreadable. Second, see the first.

@heisenbergman, yes.
30  Java Game APIs & Engines / Engines, Libraries and Tools / Re: libgdx game templates and free AD space for your game on: 2013-05-19 23:22:45
Yep.
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Smoothing Algorithm Question
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2013-05-28 02:58:26

Smoothing Algorithm Question
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Complex number cookbook
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