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1  Games Center / Archived Projects / Re: 3D Alien Shooter Game on: 2009-07-03 09:27:23
Yes, its my own engine - I think I'll have a try and do simpler effects with "standard" techniques when shaders are not available. That shouldn't be too difficult to implement...

BTW: Do you know a good overview or table that explains the features of every OpenGL version and which extensions are contained in an OpenGL version? I couldn't find any good information on this yet...

Greetings
Stefan
2  Games Center / Archived Projects / Re: 3D Alien Shooter Game on: 2009-07-03 07:36:36
Hi gouessej!

Yes, you are right - the requirements could be lowered for this particular game. Currently I am using shaders to render the game logo and the simple lighting on the other characters. This could be done using standard OpenGL lighting. But Shaders will be used much more in future releases of the game, so OpenGL 2.0 is the minimum requirement here.  The engine already supports hardware skinning, for example, which is done using vertex shaders as well.
So for this particular game you are right... but this is just a preview yet and the full game will definitely require OpenGL 2.0.

Greetings
Stefan


3  Games Center / Archived Projects / Re: 3D Alien Shooter Game on: 2009-06-30 18:39:03
Hi!

Thanks for the replies - it seems the game does not have any major technical problems as everybody was able to run and
play it - thats very good.

@Hansdampf: You get 1 point for each percent of your accuracy... but if you have more than 70 percent you'll get 2000 Points at once as a bonus. I added the 1 point per percent just to show the player that the game respects accuracy at all.

@Mickelikas: I'm planning to add some powerups that the Ufos drop as a loot when they're killed - you have to shoot the loot to get it. To keep players to just fire multiple rockets to an enemy to always get the loot, there will be some items that will have a negative effect. So players will have to watch what was dropped and then shoot again to get it Wink

I'll also add some more enemy types: Ones that need more than one shot to be killed, enemies that accelerate or make turns on their way, ones that split into two distinct enemies when shot and maybe even some airplanes with humans in it - these will give you a huge penality if you shoot them....

It's really exciting... so much ideas... lets see where it gets...

Greetings and thanks for testing!
Stefan
4  Games Center / Archived Projects / 3D Alien Shooter Game on: 2009-06-29 12:46:43
Hi everybody!

I'd like to have some feedback for my game "Alien Shooter". You control a cannon that
can turn around 360 degrees and move up+down using the mouse. The left mouse button fires
rockets and the goal is to hit at least as many enemies as announced at level start.



Currently, as this is WIP, there is only one type of enemies and the game only contains
5 levels currently.

Using the ESC key you can enter a pause mode in the game - then the mouse will be
released, as well. Don't worry - the mouse is only captured when the actual game
is running, I've tried to make this as convenient as possible.

Its a Web Start application and the link to the JNLP file is on the following page
directly beyond the screen shot:

http://www.3dcoding.de/cms/de/content/preview-release-des-alien-shooters

You'll need Java 6 and an OpenGL 2.0 driver in your system to run this game!

Please have a test drive and tell me about things you like or dislike. And, of course,
please tell me if something does not work at all.


Thank you!
Stefan

----

Some additionial hints: You can open and close a console window by hitting the '^' key. The
console can be scrolled using page up/down and even supports completion assistance using
the Tab key as well as a command histoy.

There are some commands that may be helpful:

dump_timerShows all registered timers and their current values
quitExits the game
d_draw_perf_infos 1Shows performance graphs (ms per frame and FPS)
d_draw_statistics 1Shows some statistical data (triangles, FPS, caches etc.)
d_draw_boundingspheres 1Draws the bounding sphere for all object in the scene tree

Lots of the other vars don't have an effect since these features not used in the
game (e.g. skinning and terrain rendering).

If an error pops up, you can habe a look into the alienshooter.log that you'll find in
your home directory.

5  Game Development / Newbie & Debugging Questions / Re: Gamer Timers and Animation Loops on: 2009-05-12 13:11:14
Oh yes, sorry...

I did not ran into any problems with nanoTime yet. My approach was tested on single, dual- and quad-core Intel machines without any problems.  (but no testing on Athlons was performed yet)

Having around 1000 FPS on the quad-core machine, the timing is still very accurate in the way that the gameplay feeling gives no indications that a timer resolution problem exists.

Greetings
Stefan
6  Game Development / Newbie & Debugging Questions / Re: Gamer Timers and Animation Loops on: 2009-05-12 12:53:46
Hi!

I'm calculating the FPS from the nanoTime()-Value, but only after a number of frames have been drawn and a minimum amount of time elapsed.

The FPS value changes quite frequently - it is difficult to adjust the game speed to it without having occasionally things "bumping" and "hopping" around... So I calculate a smoothed FPS value as well: smoothFPS.


numFrames++;

final long now = System.nanoTime();

// 1 nanosecond  = 1e-9 seconds
// 1 microsecond = 1e-6 seconds = 1e3 * nanoseconds
// 1 millisecond = 1e-3 seconds = 1e6 * nanoseconds

// Only update the FPS value if enough happend in the meantime
if ( now-lastTime > 1e7  && numFrames>10 ) {
    // Enough time or frames since last update - now calculate the new FPS value
    fps = numFrames * 1000.0f / ((now-lastTime)/1000000.0f);
    numFrames=0;
    lastTime = now;
   
    // Smooth the FPS over the last 200 frames...
    smoothFPS = 199.0f/200.0f * smoothFPS + 1.0f/200.0f * fps;
}


Greetings
Stefan
7  Java Game APIs & Engines / OpenGL Development / Re: Creating jars(including LWJGL) on: 2009-02-04 15:55:18
Hi Del!

I tried to do this as well, but the final outcome of my investigations is: You just can't. One reason I found on the net was that .jar's are supposed to contain platform-independend files - and the .dll or .so aren't. But the real reason seems to be, that you can't reference the dll directory in the jar file for the shared library-loader.

Maybe you can extract the dll files from the jar during runtime (using a static {} block in the main class where the dll files are written to a temp dir? But his seems to become a security issue) and then load them from your app dynamically using Runtime.loadLibrary()? But I didn't tried that yet... if you find a working solution please let me know Smiley

Stefan
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