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Discussions / Business and Project Discussions / Re: Skill games
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on: 2009-02-10 17:34:59
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I work as a game developer, yes. Conditions? I get a salary, they tell me what to make, I make it. We develop almost all skill games inhouse.
Thanks Markus. Do you know whether other large skill game sites develop their games on their own?
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Discussions / Business and Project Discussions / Re: Skill games
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on: 2009-02-10 16:50:36
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Well, yeah, I work at king.com. =)
Ha! Then you are a valuable source of information Markus_Persson :-) Do you write games for them? What are the conditions? Do they buy existing online games and adapt them to "skill games" needs, or do they order complete skill games from various development studios?
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3
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Game Development / Shared Code / Re: Bloom demo with source code
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on: 2009-02-07 09:56:04
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Thanks Jono!
Std dev of 1 does not work too well here as the last two weights (0.00444 and 0.00012) are practically zero. However a std dev of 2 gives more useful values: 0.2, 0.18, 0.12, 0.06, 0.03
Nevertheless the real problem with this filter is that it seems to be too weak, while being rather slow.
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4
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Game Development / Shared Code / Re: Bloom demo with source code
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on: 2009-02-06 22:48:41
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This isn't a "plus" either, because if you consider pixel (x,y), the pixels above and below it during the vertical pass are already blurred with pixels on their right and left. So in the end the value at (x,y) will depend on values of all 80 pixels around (x,y) and of course the original value at (x,y). Moreover, a pixel further away will have a smaller influence than a pixel close to (x,y), so there is some similarity to a Gaussian curve.
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Game Development / Shared Code / Re: Bloom demo with source code
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on: 2009-02-06 13:10:21
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Ah yes. I know this one. It's a very good article indeed. The quadlinear method in my demo is very similar to the "'quick and dirty" method described by Philip. The Gaussian filter is different though, because Philip takes a more mathematically correct approach and uses square matrices, while I used a less elegant, yet faster method adapted from the article I mentioned earlier.
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8
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Game Development / Shared Code / Re: Bloom demo with source code
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on: 2009-02-05 22:20:02
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Cool! I don't know GLSL, but from what I can see this looks like it is blurring the textures on the box. Can this get that "fuzzy silhouette" effect between different objects as well? I also discovered that my video card supports GLSL, which is a nice surprise.  Bloom is a post-processing technique. You render the whole scene to a FBO and then render the image from the FBO onto the screen using a shader program that applies various operations like a Gaussian blur for example.
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9
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Game Development / Shared Code / Bloom demo with source code
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on: 2009-02-05 15:46:58
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Hello I have prepared a small demo that shows two techniques of creating a bloom effect. Maybe it will be useful to someone. There are actually two demos. One uses Gaussian blur to blur the screen. The other uses linear scaling that is repeated four times, hence I called it "quadlinear". Both demos use FBOs and GLSL, so if your graphic card doesn't support them, don't bother trying to run the demos  The first demo can be launched by clicking hereThe second demo can be launched by clicking hereNOTE: When the demo starts the bloom is turned off. In order to turn it on, press "b". Source code for both demos is hereAnd here's a screenshot:  Any comments/questions are welcome :-) Cheers, Grzegorz
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Games Center / WIP games, tools & toy projects / Re: 3D Vehicle Dynamics Engine Demo (New Version)
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on: 2009-02-05 12:28:01
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Very cool. 1 excpetion : 1 2 3 4 5 6 7 8 9 10 11 12 13
| exception in QueueFlusher: java.util.ConcurrentModificationException at java.util.AbstractList$Itr.checkForComodification(Unknown Source) at java.util.AbstractList$Itr.next(Unknown Source) at com.insightmachines.vde.Model.getObject(Model.java:263) at com.insightmachines.vde.renderers.SceneRendererCS.renderShapes(SceneRendererCS.java:233) at com.insightmachines.vde.jogl.JOGLRenderingManager.renderShapes(JOGLRenderingManager.java:109) at com.insightmachines.vde.jogl.JOGLRenderingManager.display(JOGLRenderingManager.java:87) at com.sun.opengl.impl.GLDrawableHelper.display(GLDrawableHelper.java:78) at javax.media.opengl.GLCanvas$DisplayAction.run(GLCanvas.java:435) at com.sun.opengl.impl.GLDrawableHelper.invokeGL(GLDrawableHelper.java:194) at javax.media.opengl.GLCanvas$DisplayOnEventDispatchThreadAction.run(GLCanvas.java:452) at sun.java2d.opengl.OGLRenderQueue$QueueFlusher.run(Unknown Source) |
This is important! Thanks irreversible_kev. I'll fix it ASAP.
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Games Center / WIP games, tools & toy projects / Re: 3D Vehicle Dynamics Engine Demo (New Version)
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on: 2009-02-05 10:20:35
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when I back up to a wall and it blocks my screen and the walls ort of fades. colourful lines fly aorung my screen.
21 FPS if I dont move. and it steadily goes higher tah longer I move. highest I got was like 35. excpet when I turn then it goes back down to 21.
The FPS will at least partially depends on the complexity of graphics that is being drawn. Some models are simple (i.e. the fence) and render quickly, some are more complex (warehouse with cones in front of it) and require more time to render. The issue with colourful lines is new to me. I will have to look it up. It's something with blending, most likely. Thanks for the feedback h3ckboy :-)
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Games Center / WIP games, tools & toy projects / Re: 3D Vehicle Dynamics Engine Demo (New Version)
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on: 2009-02-05 10:15:40
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Somehow it didn't work for me with Sun Web Start launcher (6u10), only briefly displayed the window and then quit (probably crashed). With OpenJDK, it works - and quite nicely at that.  I'm running Ubuntu Linux here. The physics feel solid, and cellshading + stencil shadows look nice. Keep up the good work!  I guess I could try Sun JWS with Java console open to see if anything turns up.. This is quite odd. I use Sun Java (6u11) under Fedora 10 and it works just fine. If you could run the demo with a console open, that would be great.
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Discussions / Business and Project Discussions / Re: Skill games
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on: 2009-02-01 11:51:53
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Thanks guys. I think I should rather find an established skill games site like WorldWinner.com, King.com, or GameDuell.com, instead of trying to create one myself. Did any of you had any experience with any of these sites?
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Discussions / Business and Project Discussions / Netbook - a low cost gaming platform?
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on: 2009-01-30 21:34:21
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Hello all The netbooks market is growing quite fast and will probably grow throughout 2009 despite the recession. I'm aware, that these devices are not meant to be gaming platforms, however, nVidia has recently announced, that it will move into the netbooks space with their GeForce 9400M chip. So there will be enough GPU power on those things to run simple 3D games. No hard-core gamer will ever even think about playing a game on a netbook, but casual gamers might be interested. Quite a lot of netbooks run some sort of Linux (of course the majority runs Windows XP, but still), so Windows-only games will have a limited penetration of the market. Could this be a chance for Java? After all, it seems to be the only available technology for creating web-deployable, cross-platform games with decent real-time 3D graphics (Shockwave does not work on Linux). Am I right?
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21
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Discussions / Business and Project Discussions / Skill games
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on: 2009-01-25 12:54:18
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Hello everyone! I'm looking for an area in the games market, in which there is room for a browser based 3D car racing game with relatively realistic physics (written in Java of course). I was recently advised to take a closer look at the "skill games" sector. I have been to some websites, that host this type of games, so I know the official information, but I was wondering whether some of you guys had any experience with developing skill games. Is there any legal risk involved? Are such games regarded as gambling? Are there any special design requirements that I should be aware of? Cheers, Grzegorz [EDIT] By "skill games" I mean games played online against a human opponent for cash ( http://www.skillgames.net/).
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Game Development / Game Mechanics / Re: Physics library for top-down racer
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on: 2009-01-06 18:04:08
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I would agree with Orangy Tang and ewjordan - making a custom mini-engine seems to be the best solution at this time. You can use Marco Monster's tutorial as a base. This is what I used, when I was writing a car physics engine quite recently. The tutorial can be a little difficult to find. It has disappeared from its original server. I do have a copy however, so I can e-mail it to you, if you want.
Cheers Grzegorz
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Games Center / Showcase / Re: Dyspraxia. A cyberplatformer. (added webstart link)
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on: 2008-12-23 15:31:24
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This is neat! Very unorthodox  However I have found a few things that bother me a little: 1. The music loop is a little too short. It is nice, but too short and after a while it starts to be annoying. 2. The description of "products", that I can buy is too dark (at least for me). It is barely visible. 3. When I approach those machines that sell things, I have to hit them a couple of times before the dialogue window appears. Sometimes it appears just for a fraction of a second and then I have to move back and approach the NPC again. 4. This is just my personal preference, but I prefer a windowed application to have a frame, so that I can move it around. I've run the game on Fedora 9.0 (32bit) running on AMD AthlonX2 2100MHz. The FPS was at around 30.
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Games Center / WIP games, tools & toy projects / Re: 3D Vehicle Dynamics Engine Demo
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on: 2008-12-22 09:49:49
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OK. I have made a few changes. 1. I have recompiled the code to work with JRE 1.5 using JDK 1.5. Simply changing "target" to 1.5 is not enough. This does not check for API compatibility, but only marks the code as compatible with Java 1.5 2. I have removed the FPS limit, so it should run smoother on Windows. 3. I have included a simple profiler type of thing. When you run the demo with the console open and press ESC to restart, you will see a printout in the console similar to the one below. This is an analysis of an average simulation time step, that tells you how much time was required to complete each phase of a time step. There are four phases: physics, shapes, shadows and overlay. There is also an entry for the whole time step. The "Potential FPS" value means, that if some phase were processed alone (without other phases) it should reach such a frame-rate. 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29
| Time measurement "JOGLRenderingManager: physics" Minimum time = 0.93ms Maximum time = 26.69ms Average time = 2.18ms Potential FPS = 458.60
Time measurement "JOGLRenderingManager: shadows" Minimum time = 0.93ms Maximum time = 9.10ms Average time = 1.24ms Potential FPS = 804.70
Time measurement "JOGLRenderingManager: shapes" Minimum time = 2.35ms Maximum time = 11.25ms Average time = 2.87ms Potential FPS = 348.61
Time measurement "JOGLRenderingManager: time step" Minimum time = 4.76ms Maximum time = 190.89ms Average time = 9.34ms Potential FPS = 107.08
Time measurement "JOGLRenderingManager: overlay" Minimum time = 0.17ms Maximum time = 169.41ms Average time = 2.75ms Potential FPS = 363.73 |
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Games Center / WIP games, tools & toy projects / Re: 3D Vehicle Dynamics Engine Demo
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on: 2008-12-21 17:12:30
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You use almost 100% of my CPU. Do you use VBO? How do you draw your car? Do you use NURBS?
I use the good old display lists, no VBO. The reason why rendering takes so much time, is that the car model is quite detailed. Too detailed for this kind of demo, but that was the only model I could use. Nevertheless I have found a small bug that has quite significantly increased the CPU load during rendering. I have removed it, so the demo should work a little faster now.
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Games Center / WIP games, tools & toy projects / Re: 3D Vehicle Dynamics Engine Demo
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on: 2008-12-21 12:10:41
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Excellent!!! It works fine under Linux. I like this demo very much. You have made a very good job. I think I will quote your demo  But why is the frame rate so low on my machine? Only 11 FPS. It is not very important as it is quite playable. I'm under Mandriva Linux 2007, AMD Sempron 2600+, ATI Radeon 9250 Pro, open source driver. Other 3D Java games using JOGL rarely get a frame rate lower than 20 FPS on my machine. What do you use for your physics engine? I have written the physics engine myself basing on the Marco Monster's tutorial of vehicle dynamics. I've also used some equations from "Physics for game developers" by David M. Bourg. I'm a little disappointed that you get only 11 FPS. Can you check your CPU usage?
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Add your game by posting it in the WIP section,
or publish it in Showcase.
The first screenshot will be displayed as a thumbnail.
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