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1  Game Development / Articles & tutorials / Re: LWJGL Tutorial Series - Contents on: 2014-04-16 20:51:36
Are you implying with the last sentence that you would like *this* topic to remain? You can't have your cake and eat it too.
2  Game Development / Articles & tutorials / Re: LWJGL Tutorial Series - Perspective Projection on: 2014-04-15 21:42:46
Unlocked upon request Pointing
3  Game Development / Articles & tutorials / Re: LWJGL Tutorial Series - Introduction to 3D on: 2014-04-15 21:42:30
Unlocked upon request Pointing
4  Game Development / Articles & tutorials / Re: LWJGL Tutorial Series - Vertex Buffer Objects on: 2014-04-15 21:42:17
Unlocked upon request Pointing
5  Game Development / Articles & tutorials / Re: LWJGL Tutorial Series - Introduction to Shaders on: 2014-04-15 21:42:02
Unlocked upon request Pointing
6  Game Development / Newbie & Debugging Questions / Re: problem with adding items on: 2014-04-15 19:05:49
Starting from scratch won't help if you leave arbitrary fields static. For now: just remove static from the two fields I described and your itemID won't be 'global' anymore.
7  Game Development / Articles & tutorials / Re: LWJGL Tutorial Series - Contents on: 2014-04-15 18:46:47
I only saw your request today. I'll do it when I get home.
8  Game Development / Newbie & Debugging Questions / Re: problem with adding items on: 2014-04-15 18:32:39
Just like I thought: ItemEntity.id is static, which means it is a variable that is 'shared' by all instances of that class. Further, Items.sprite is static, while it has non-static getters and setters.

Please educate yourself on what static actually means, it will save you hours upon hours of trial and error (and forum posts).
9  Discussions / General Discussions / Re: JGO Kickstarter on: 2014-04-15 17:21:31
Correct, I should have added nine months, but people wouldn't have understood. Emo
10  Discussions / General Discussions / Re: JGO Kickstarter on: 2014-04-14 18:47:20
It's a point in time where you deem time to be zero.


It's 923,034,528s since Riven epoch.
11  Discussions / General Discussions / Re: What hosting do you use for your websites? on: 2014-04-13 21:51:09
Just make sure it isn't a fire hazard, because PSUs tend to explode or overheat occasionally.
12  Discussions / General Discussions / Re: What hosting do you use for your websites? on: 2014-04-12 18:36:37
Always fun to see how a company's tiers are nuts.

Free: Unlimited E-mail accounts
$2.99: 100 E-mails accounts

$2.99: Unlimited Storage
$9.99: 100 Storage (100 what?)


Avoid.
13  Game Development / Performance Tuning / Re: Huge lag in voxel engine using lwjgl on: 2014-04-11 11:06:44
As it appears you can't figure it out while having it integrated in your game, do just like Mike said:
  • render 1 triangle
  • render 2 triangles
  • render 3 triangles
  • render 1 cube
  • render 2 cubes
  • integrate in your engine
14  Discussions / Miscellaneous Topics / Re: Customizable Animated Game Characters: InDee Toons on Kickstarter on: 2014-04-10 19:01:51
One of the issues is that people in general want to have it all for a reasonable price.

They don't really need 50 toons, but they equally don't know which subset of the 50 toons is interesting for them. If you had 68 toons, people would want them all, too, for the same price as the current 50. Consider this: you currently ask $450 for 50 toons. What if you added another pledge level of $441 for 49 out of 50 toons. Nobody in their right mind would pick that pledge, because we don't like to make a choice we can't oversee the consequences of: which toon would we discard for a mere $9 savings? Unfortunately you create a sense that people will miss out, regardless, unless they pick one of the highest pledge levels. $450 is a lot to pay up, for your indie dev target audience.

Sadly, the odds are that your Kickstarter is going to fail, given the amount of pledges and the number of days remaining. I think you'd be better off selling your toons in existing online outlets. (Sorry to be such a naysayer!)
15  Game Development / Performance Tuning / Re: Huge lag in voxel engine using lwjgl on: 2014-04-10 12:58:52
1  
2  
GL20.glVertexAttribPointer(0, positionFloatCount, GL11.GL_FLOAT, false, vertexFloatSizeInBytes, 0);
GL20.glVertexAttribPointer(1, positionFloatCount, GL11.GL_FLOAT, false, vertexFloatSizeInBytes, byteOffset);


What is this 'positionFloatCount' variable?

The 2nd parameter ('size') specifies how many components your vertex attribute has.
   3 for 3D vertex
   2 for 2D vertex
   2 for regular texcoords
   4 for RGBA colors
   etc, etc


Additionally, it seems your
int byteOffset = floatByteSize * 2;
is probably off, because presumably you start your interleaved geometry with the vertex position, which is 3D (you're rendering cubes), so the offset for the 2nd vertex attribute should be 3 floats, not 2 floats.
16  Discussions / Miscellaneous Topics / Re: Eclipse completions problem? on: 2014-04-10 12:51:04
Sometimes Eclipse just gets horribly confused and gives up. Reopening the *.java file usually solves the problem.
17  Java Game APIs & Engines / OpenGL Development / Re: FloatBuffer and Batching on: 2014-04-10 08:24:13
Yes, fillrate capped.
18  Game Development / Game Mechanics / Re: A* path finding on: 2014-04-09 23:03:10
Backtrack from the destination to the visited neighbour (recursively) with the lowest accumulated cost. When you reached zero, you reached the starting point.
19  Game Development / Newbie & Debugging Questions / Re: Over the top Error handling? on: 2014-04-09 22:50:05
Each class should support the least amount of functionality possible (don't allow changing the Clock format, unless you see a use case). Any time something fishy is going on (stopping while not running, starting while running, etc, etc) immediately fail with an unchecked exception: never allow your objects to reach an undesired/undefined state (running with a timeFactor <= 0.0 or NaN). Sometimes parameter validation results in code duplication, for example if multiple field values implicitly define a single 'state': in such cases you can move the parameter/field validation into it's own method, allowing you to check whether the entire object is in a valid state.

TL;DR:
 - it's the API's role to be strict
 - it's the callsite's role to be lenient
20  Game Development / Newbie & Debugging Questions / Re: OpenGL glColor3f interfering with textures? on: 2014-04-09 09:50:13
If you call color4f with (1,1,1,0) and then call color3f with (1,1,1) the alpha still is 0
Not true. glColor3f sets alpha to 1
21  Java Game APIs & Engines / OpenGL Development / Re: FloatBuffer and Batching on: 2014-04-09 09:04:19
Are you sure you are measuring VBO upload performance and that you are not capped by your GPU fillrate? Make sure every sprite is 1px or less (like having all geometry outside the viewport).

Additionally, you can create a PRNG with reasonable quality output that's way faster than Random.next() / Math.random()
22  Discussions / General Discussions / Re: JGO Kickstarter on: 2014-04-07 21:01:32
Patreon seems to be targeted at the creative fellows. I'm fairy sure that doesn't include me. Besides, I don't want money from the people that create the community. That's just wrong, on so many levels (well, three). So instead I sell eye-time of guests. With a deal recently made, breaking even (covering all hosting costs since jgo-epoch) in 2 years is a real possibility. So put back those wallets, as I'm not havin' it.
23  Game Development / Game Mechanics / Re: Visibility test. on: 2014-04-07 08:33:25
Write a line-line intersection function first. Then intersect your line-of-sight with the 4 lines comprising the edges of your rectangle.
24  Game Development / Newbie & Debugging Questions / Re: [Scala] Finding the intersect of functions on: 2014-04-07 07:34:53
This is math problem.

Each function results in a straight line. Just find the intersection-point, if any.
25  Discussions / Miscellaneous Topics / Re: new computer purchase advice on: 2014-04-04 07:22:00
Why not buy a 2nd hand desktop computer for ~$100 off a friend / ebay.
It would sure beat your current setup by a factor 2 or 3.
You can take the same approach for your tablet - who needs new toys anyway?
26  Game Development / Newbie & Debugging Questions / Re: Why a NaN variable is not equal to Double.NaN? on: 2014-04-02 21:20:34
Please, use, commas, Pointing
27  Game Development / Newbie & Debugging Questions / Re: Why a NaN variable is not equal to Double.NaN? on: 2014-04-02 17:58:37
In SQL, NULL pretty much behaves like NaN in Java.

SELECT NULL = NULL
->
NULL

SELECT NULL != NULL
->
NULL

SELECT NULL <> NULL
->
NULL

SELECT NULL <=> NULL
->
1
(true)
SELECT NULL IS NULL
->
1
(true)
SELECT NULL IS NOT NULL
->
0
(false)
SELECT NULL = 13
->
NULL

SELECT NULL <=> 13
->
0
(false)

Also consider that Null is indicative of a single state, so Null == Null makes sense. [...] nothing should always equal nothing.
You can equally reason that
null
is nothing, unknown, and cannot be compared with another unknown.


The difference, however is, that in Java, NaN is a range of values, and null is basically the integer zero (for the VM). In theory the VM could have been implemented that a null value would be defined as any value below 1, but the language designers were sane enough to follow C's example, as opposed to SQL's.

One advantage of SQL's NULL is that you can have unlimited NULLs in a set (as used by UNIQUE INDEX).

One advantage of Java's NaN is that it's 'hardware accelerated' (x87)



Slightly more on topic: it would be nice to have (additional) floating point types in Java that raised exceptions when the result of an operation was NaN, as to avoid silent errors. Just like dividing by zero for integers.
28  Game Development / Newbie & Debugging Questions / Re: Why a NaN variable is not equal to Double.NaN? on: 2014-04-02 07:24:36
Keep in mind that NaN values are not even equal to themselves:
1  
boolean isNaN =   unprocessed != unprocessed; // true
29  Discussions / General Discussions / Re: JGO Kickstarter on: 2014-04-02 00:49:39
So, everything is back to normal. The kickstarter sidebar is limited to this thread, and the logo is back to the one somebody here designed. Was it appel or void? I'm sure it was.

(and please don't 'd' this thread, I will hunt you down and take your candy)
30  Discussions / General Discussions / Re: JGO Kickstarter on: 2014-04-01 22:12:02
@kpars: the illuminati rolled the dice. Five and three came up. I'm mystified as to how it relates. Do you recycle? We once put one of us in the padded room, he could not reproduce. He could stay, but since that day we've lost our technicolor vision. Wanna join?
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List of Learning Resources
by Longarmx
2014-04-08 03:14:44

Good Examples
by matheus23
2014-04-05 13:51:37

Good Examples
by Grunnt
2014-04-03 15:48:46

Good Examples
by Grunnt
2014-04-03 15:48:37

Good Examples
by matheus23
2014-04-01 18:40:51

Good Examples
by matheus23
2014-04-01 18:40:34

Anonymous/Local/Inner class gotchas
by Roquen
2014-03-11 15:22:30

Anonymous/Local/Inner class gotchas
by Roquen
2014-03-11 15:05:20
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