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1  Discussions / General Discussions / Re: Unity3D/2D on: 2016-02-23 03:18:55
Firewatch is made with Unity, PC version gets 82% on Metacritic.
Developer was "working with Unity" to improve performance on PS4 and has released a patch which does that.

2  Discussions / General Discussions / Re: What's your day job? on: 2015-03-13 14:16:07
I'm a "server and storage engineer". I seem to have been doing this for about 20 years. Yes I'm *that* old.
Describe your average day... of managing storage. I'm truly curious.

I don't manage it...I buy it, configure it and install it then hand it over to people who do manage it.
Same with servers. Because I don't manage it I don't have to be on-call. Bonus!
3  Discussions / General Discussions / Re: What's your day job? on: 2015-03-12 14:19:55
I'm a "server and storage engineer". I seem to have been doing this for about 20 years. Yes I'm *that* old.
4  Discussions / General Discussions / Re: Can a Single Developer Create a Big Game? on: 2014-09-10 01:31:48
I had Runescape, Terraria and the Elder Scrolls in mind when typing this, although I only meant to include the gameplay elements, and not things like graphics and voice acting in the definition of big.

So you're describing the engine, rather than the content. The content is what takes longest to create these days, by far. Literally years for a team of people in the case of Elder Scrolls. Notch showed the way by proving that content does not need to be photo realistic to be popular. Also check out Cube World by Wollay. So I would say, yes, it is possible for a single person to create a big game, but not a "hi-res super duper graphics" big game :-)

Even then, it's a hell of a lot of work.
5  Discussions / General Discussions / Microsoft to buy Mojang for $2 billion? on: 2014-09-10 01:21:14

Woah  Shocked
6  Discussions / General Discussions / Re: Java Game Programming Books on: 2013-11-15 07:51:38
I have Brackeen's book. I really like it, but it's an odd mixture. The first quarter is taken up by describing how to make a 2D side scroller using Java2D. The rest of the book is taken up with a very in-depth description of a software 3D engine (like Doom). None of this is "state of the art" but IMHO he teaches good Java style, with OOP where appropriate. It also covers some optimization techniques and there's a bit about sound and network programming. It would be completely possible to make a good 2D platformer using the code and ideas he gives. Not everything has to be OpenGL. That said, higher level OpenGL libs such as libGDX didn't exist when he wrote the book, however the techniques he describes are absolutely applicable to other libraries (things like state management and collision detection).

The 3D stuff runs very well, however it's on a Minecraft level of graphics. But then, look at how successful Minecraft is :-)

You can download the source from his website and check out the 3D engine yourself. From memory he supplies Ant build files which you can import into Eclipse, and compile and run from there.

Maybe, if I have time, I can bung WebStart versions up on a website so you can run them directly. I'd probably need to ask his permission to do this though.
7  Discussions / General Discussions / Re: Why don't many of you sell your games? on: 2013-04-14 11:10:22
Easy to be bitter about wildly successful but unmonetised open-source projects. I cry myself to sleep every night thinking about how much money Markus Persson has made off of the back of LWJGL and how I've never seen a single cent, but you get over it.

Cas Smiley

Well I guess if you had licensed LWJGL it would not have been wildly you wouldn't have made any money that way either! You just can't win sometimes.
8  Discussions / General Discussions / Re: Why don't many of you sell your games? on: 2013-04-13 02:40:18
Making a  game that sells  is hard. And the odds of getting a reasonable return are very slim. For every Minecraft there are hundreds (thousands?) of miserable failures.

Most indie devs are interested in the tech side (engines, rendering etc). Few can create art, even fewer understand business and marketing.

But, it can be done. Cas is an interesting case. His games are 100% focused on a very specific niche, but there are enough gamers in that niche to support him full time. His games are also *extremely* polished. Like, orders of magnitude above virtually every other game I've seen on JGO. That makes a huge difference and can't be under estimated. And finally, even though his games are "low tech" 2D, he still requires a dedicated artist and another programmer to help.

Now, let me get back to my OpenGL engine :-)

9  Game Development / Newbie & Debugging Questions / Re: Time based movement / deltaTime / Event Timing ? on: 2013-04-12 13:13:49
How are you calculating deltaTime?
10  Discussions / Miscellaneous Topics / Re: What music do you listen to while you code? on: 2013-04-08 13:37:39
I see how RotT born now... Grin

Every time I see that I think of Rise of the Triads.

God I'm old...
11  Games Center / Archived Projects / Re: Ancient Kemet - Egypt themed MMORPG on: 2013-03-12 15:15:49
1 programmer? I don't know whether to be inspired or to give up now (as I can't imagine ever achieving anything as good!)

Looks great, I love ancient themes.
12  Java Game APIs & Engines / OpenGL Development / Re: [LWJGL] Best way to notify user of OpenGL init error on: 2013-03-12 15:04:42
LWJGL's built in method

Sys.alert("Yo dawg", "Yo shit's broke man.") 

Ooh that looks nice. I shall use it forthwith.
13  Java Game APIs & Engines / OpenGL Development / Re: [LWJGL] Best way to notify user of OpenGL init error on: 2013-03-12 13:52:52
JOptionPane.showMessageDialog(null, "Yo shit's broke man.");

That's Swing yeah? Ok, if that's the way to do it I'll do it.
14  Java Game APIs & Engines / OpenGL Development / [LWJGL] Best way to notify user of OpenGL init error on: 2013-03-12 13:32:20
What's the best cross-platform way to signify an "unsupported hardware" error when trying to create a Display context? Say I set ContextAttribs to OpenGL 3.3 but the driver only has 3.2 support. How can I notify the user about this in a nice way i.e. not using System.err.println(). AWT messagebox? Or Swing? Or does LWJGL have a built-in method?
15  Discussions / General Discussions / Re: I Switched to IDEA! on: 2013-03-09 10:06:18
How much is IDEA these days? I tried it a few years ago but nothing really convinced me to part with hard-earned moolah over Eclipse.
I don't use/need any "enterprise" features or GUI designers anyway.

Is there a "killer" feature? Or is it just a matter of many small improvements?
16  Discussions / General Discussions / Re: ShaderToy becomes a web-site on: 2013-03-06 13:12:16
Incredible. How people can write 600 lines of shader code is beyond me. Simply fantastic.
17  Discussions / General Discussions / Re: Why java over other languages? on: 2013-02-11 14:32:05
API documentation - I cannot but until this day compare any language's api pages to that of Java and shake my head.
It's like learning to read and then finding the library. Knowledge overflow.

Why am I using it until this day
Tooling, documentation, libraries, experience. Also, I make money using it.

Completely agree about Javadoc. It really is a killer feature that has never been bettered. The fact that every Java API or 3rd party add-in, whether written by Gigantic Mega Corp or Tiny Shareware Man has documentation in exactly the same format is such a huge benefit that I absolutely hate having to use APIs from "other" languages that use abominations like doxygen or text files or....chm (shudder).

But yeah, the tooling has yet to be surpassed by any other langauge/IDE. The combination of Javadoc and tooling alone makes me an order of magnitude more productive slinging code in Java than any other language.
18  Java Game APIs & Engines / OpenGL Development / Re: make a Porting: Java2D to JOGL on: 2013-02-01 16:13:03

i.e. methods such as glBegin/End, glVertex, glNormal, glColor, etc.

Ah the old Redbook OpenGL 1.1 style?

Is it really worth learning that stuff only to have to discard it when using "modern" shader techniques?
19  Java Game APIs & Engines / OpenGL Development / Re: make a Porting: Java2D to JOGL on: 2013-02-01 16:02:53
When you say "Immediate Mode" is that like the old NeHe tutorials on Where you just define your vertices and output them?
20  Game Development / Newbie & Debugging Questions / Deploying JRE with a game? on: 2013-01-31 14:18:00
Assuming that lots of people do not have Java 7 installed, and the fact I can't force them to install it, is it feasible to include the Java JRE with my game in a subfolder of the game? So that only my game uses it? The JRE wouldn't be "installed" as such,  just available in a folder so I could run javaw.exe. I know this is a "waste" in terms of disk space and download size but is that a problem in these days of TB disks and broadband? A big advantage is that I could guarantee the exact version of the JRE because I would be supplying it! It also means the user would be unaware that Java is there as some users are "Java haters" because of the FUD around applet security.

What do you think?
21  Discussions / General Discussions / Re: Brainstorming the future on: 2011-10-06 12:16:02
another victim of the you tag... D=

Hehe can't believe I fell for that  Roll Eyes
22  Discussions / General Discussions / Re: Brainstorming the future on: 2011-10-05 13:24:59
It's obvious that you guys know much better where you want JGO to be headed, so spill it, especially you [you], as you're among the most valued of all.

Hey I only come here about once every two years, following Java release cycles :-)

But you know, I am just a poor boy. Though my story's seldom told, I have squandered my resistance, for a pocketful of mumbles such are promises.

I like the site, not sure what else to add. I like kevglass and Cas, probably cos they are Brits like moi, and they know lots of fancy stuff.

Um...that's it really  Undecided

23  Discussions / General Discussions / Re: Go on, ask me anything. on: 2011-06-03 13:33:31
Q for Cas...way back on Page 3 you mentioned you use the Server VM. What sort of performance improvement does that offer over the Client VM?
24  Discussions / General Discussions / Re: Go on, ask me anything. on: 2011-06-03 03:29:54
Just plain old Sys.getTime() from LWJGL and a tight yield() loop for 60Hz (naughty but smooth).

What happens if the user's monitor is set to something other than 60Hz? 75Hz is quite commons for LCD too. Does that affect your loop?
25  Discussions / General Discussions / Re: Go on, ask me anything. on: 2011-06-03 01:36:56
Awesome, thanks Cas.

Your games really are the showcase for Java gaming, and the techniques should probably be "canon" for those of us who want to code silky smooth action games.
26  Discussions / General Discussions / Re: Go on, ask me anything. on: 2011-06-02 00:15:54
Actually Cas, the main question I have is how do you get your games to animate so smoothly? Have you got the ultimate movement code? Every time I mess with Java/lwjgl I just get crappy jerky movement. Even using the lwjgl sample code and wiki which use nanotime().

However in my C++/D3D book it has a very simple display loop which is always buttery smooth (Windows only of course).

What's the secret with Java or do you use QPC/QPF under Windows using JNI?
27  Discussions / General Discussions / Re: Java FX 2.0 SDK beta is out now on: 2011-06-02 00:10:29

By adding "games" it may make some non programmer think its more of a gaming language then a rich client multimedia interface for business and applications.

True. Pity the included Breakout clone is shoddy quality though. Jerky and slow. Ah well.
28  Discussions / General Discussions / Re: Java FX 2.0 SDK beta is out now on: 2011-05-31 05:12:48
Downloaded, will play with it asap.

Notice that "games" are not one of the suggested uses!
29  Java Game APIs & Engines / Java Sound & OpenAL / Re: Play clip more than once? on: 2011-05-26 11:05:06
Try clip.setFramePosition(0);

That was it! Thanks   Smiley

Damn I must learn to read the API more thoroughly  Roll Eyes
30  Java Game APIs & Engines / Java Sound & OpenAL / Play clip more than once? on: 2011-05-26 09:18:34
I can play a Clip by calling clip.start() but when I call it again nothing happens. I have set up a line listener on the clip and it is definitely stopped when I try to play it again. Do I need to reload the clip from the stream again? That might be too slow for a game. I tried using reset() on the AudioInputStream but that doesn't work for Jorbis Ogg decoder (I get a "mark not supported" error).
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