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1  Java Game APIs & Engines / Java 2D / Re: Fast sprite rotation on: 2016-06-27 17:57:37
@KaiHH: text book case of premature optimisation Pointing

It makes the code less simple (simplicity is important) and won't have significant impact on performance.
2  Java Game APIs & Engines / OpenGL Development / Re: Discussion: The mother of all shading languages on: 2016-06-21 19:22:20
Be pragmatic, because life is short 'n all. Just go with the pre-compiler Pointing
3  Game Development / Newbie & Debugging Questions / Re: [Libgdx]GWT 'not emitting code for accessing method' on: 2016-06-18 18:37:15
CopyOnWriteArrayList has perfectly fine usecases in single-threaded code.
4  Games Center / WIP games, tools & toy projects / Re: TritonForge || 2D RPG Sandbox (DOWNLOAD V2 NOW-AutoUpdater!) on: 2016-06-06 05:14:19
Unlocked upon request Pointing
5  Game Development / Newbie & Debugging Questions / Re: [solved][libGDX] Tile bounds = Entity bounds -> Cannot move in between on: 2016-06-02 18:26:48
If you use a circle or a rounded-rectangle as collision shape for your player, you'd squeeze right through any narrow entrance.
6  Discussions / General Discussions / Re: Virtual Reality on: 2016-06-01 16:26:01
... 28nm to (kinda not really but almost) 14nm ...

They seriously made transistors 4x as small (as opposed to 2x) from one generation to another? I'm a bit surprised. Pointing
7  Discussions / General Discussions / Re: Next Job in IT Section ? on: 2016-05-30 20:01:16
Finish your education Pointing (But yes, you can get an IT job at 17, given you have skill X and Y, and have experience with Z.)
8  Games Center / WIP games, tools & toy projects / Re: TreeML markup language on: 2016-05-30 16:03:52
Yes, parsers using callbacks are a nice way to separate parsing logic from your data-model, even if you only have 1 interface implementation.
9  Game Development / Shared Code / Re: Bits, Bytes and Insanity on: 2016-05-27 15:09:22
A bit input / output stream is surprisingly useful when you're dealing with native code (eg. reading codecs and such).
Or realtime networking code, where you try to fit everything+dog in ~1490 bytes.
10  Games Center / WIP games, tools & toy projects / Re: TreeML markup language on: 2016-05-27 14:43:58
That document is as relevant as the reason it gives for the line-width of 80 characters Pointing

Why are we hijacking this innocent little thread?
11  Games Center / WIP games, tools & toy projects / Re: TreeML markup language on: 2016-05-26 19:54:28
BTW: Here is a working JavaCC grammar for your language, which accepts your example file:
Negative floats! Pointing
12  Discussions / General Discussions / Re: RSS feeds for JGO still broken since October 2015 on: 2016-05-25 08:31:03
I have no time to investigate this. The main problem is that during PHP-script execution, the PHP executable is terminated. Hard to debug without spending quite a bit of time on it.
13  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-05-21 17:35:54
Err, it would take 3 days.
14  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-05-17 04:47:03
Got this in the mail today and just finished solving it! It took a good hour or two, was a lot of fun. As with the 7x7 and gigaminx, I'm sure my solve time will be halved the next time. Something about the first solve seems to take a very long time even when it's just a larger version of another puzzle.

How many of such cubes would you solve for me if I paid you $0.02 an hour?
15  Game Development / Newbie & Debugging Questions / Re: [SOLVED] QuadTree fails after updating each frame on: 2016-05-15 01:43:12
boolean topQuadrant = r.getY() < horizontalMidpoint && r.getY() + r.getHeight() < horizontalMidpoint;

This will never yield true, unless r.getHeight() returns a negative number ofcourse.
16  Game Development / Game Mechanics / Re: Blending Colours on: 2016-05-15 01:33:14
t = 0.25f;
blended.r = lerp(t, a.r, b.r);
blended.g = lerp(t, a.g, b.g);
blended.b = lerp(t, a.b, b.b);

public static float lerp(float t, float a, float b) {
   return a + t * (b - a);
17  Java Game APIs & Engines / Java 2D / Re: BufferStrategy on: 2016-05-13 05:22:55
I have this code with me (it's even working in 2016, but originally I wrote it in 2012).

Ask me if you have any questions regarding it.

You have 3 bugs in that code:
 1. You check for a displaymode with 32 bit color depth, as opposed to the color depth of the current displaymode. Just use device.getDisplayMode() as a reference, or use it directly. No need to mess with Toolkit.
2. You 'center' the mouse by dividing width and height by... four.
3. You set the displaymode N times in rapid succession when there are N displaymodes with the same width, height and bit-depth, but different refreshrates. N is likely to be >= 4
18  Java Game APIs & Engines / Java 2D / Re: BufferStrategy on: 2016-05-12 20:53:09
Never ever do this:
device.setDisplayMode(new DisplayMode(d.width, d.height, depth, refresh));

Java AWT just cannot cope with your own DisplayMode instances. Pick one from the DisplayMode[] reported by your device. Even a completely identical manually created instance will not function well. This has been the case for over a decade, learn from my mistakes. Pointing

It might not even be related to the issue you are facing, just fix it anyway Smiley
19  Game Development / Game Mechanics / Re: OBJ conventions on: 2016-05-12 19:28:22
This is a highly unlikely pattern.

Use {0,1,2}, {2,3,0} as mappings.

I was just showing the exact indices coming from another array so OP gets a good idea.
And I was just saying that your indirection layer is highly unlikely to be correct.
You create two triangles that partially overlap and do not fill the whole quad.
20  Game Development / Game Mechanics / Re: OBJ conventions on: 2016-05-12 17:06:24
You can manipulate this to turn quadrilaterals to triangles:
int[] vertexIndicesRectangle = new int[]{1, 2, 3, 4}

int[] vertexIndicesTriangle1 = new int[]{vertexIndicesRectangle[0], vertexIndicesRectangle[1], vertexIndicesRectangle[2]}
int[] vertexIndicesTriangle2 = new int[]{vertexIndicesRectangle[1], vertexIndicesRectangle[2], vertexIndicesRectangle[3]}

This is a highly unlikely pattern.

Use {0,1,2}, {2,3,0} as mappings.
21  Discussions / General Discussions / Re: Analytics on JGO? on: 2016-05-09 14:29:37
Use HTTP, not HTTPS in your links.
22  Java Game APIs & Engines / OpenGL Development / Re: LWJGL 3 vs JOGL on: 2016-05-02 19:15:27
Offtopic: passing null to glTexImage2D is tricky, not because it is theoretically incorrect, but it trips up drivers occasionally. Among other issues, it can leave a texture in a state that makes it unusable in an FBO (non-deterministically). I had a loop that created a few hundred FBOs and 1-3% would be 'incomplete' and always render as white. After forcing the textures to be initialized with arbitrary texels, the problem went away. Just allocate 1 buffer in your app and use it to initialize all textures that are not 'naturally' filled with data.
23  Game Development / Game Mechanics / Re: Hardware-like software cursor. on: 2016-05-01 20:16:56
Preferably you would want to smear every gameplay-frame over N render-frames - but... what a contrived solution for a problem that might be fixable in a much more sensible way (aim for 60fps, you can do it!)
24  Game Development / Game Mechanics / Re: Hardware-like software cursor. on: 2016-05-01 16:35:08
I (honestly) was thinking about that solution too - but it makes your (gameplay) framerate issues even worse, especially when vsync is on.

25  Game Development / Game Mechanics / Re: Hardware-like software cursor. on: 2016-05-01 13:15:34
There is no simple solution here. As you expected: either increase the framerate or use the hardware cursor.
26  Games Center / WIP games, tools & toy projects / Re: ExoSim - Exoplanet Simulator (CWSF 2016) on: 2016-04-24 09:32:40
I'd prefer experience over awards. When you have a proper job the former is what matters.
27  Discussions / Jobs and Resumes / Re: [3dFoin] Female centaur - 55% off all items Spring Sale on: 2016-04-16 14:57:56
This is just sexist. Why don't you balance it a bit and have a male mythical creature with 25% of his dick furred up?
28  Discussions / General Discussions / Re: Blog six replies limit on: 2016-04-14 13:25:53
In my opinion it is a disadvantage for readers and writers, if a new thread is started for the same game.
It's not even allowed to have multiple threads for 1 game.

Your options when you run into this 'harsh/unfair' limit:
- You hope somebody posts in your thread
- You just have to request somebody to post in your thread
- You amend your last reply
- You copy the contents of your last post, delete it, add it to a new post, make the post more interesting, add whatever you want.

You can easily play the system, it's trivial. It's just meant as a hint that you might have to change your ways somewhat.
29  Java Game APIs & Engines / Android / Re: Google releases vulkan samples on: 2016-04-14 09:28:01
So I've got to write 800 LOC to draw a triangle? Ridiculous. Short live Vulkan!
And it's still a relatively high level abstraction layer...

Think of the console engines, where engine-developers interact with the GPU directly.
30  Discussions / Miscellaneous Topics / Re: Realistic graphics -- how can it be achieved? on: 2016-04-13 12:56:54
Realism is pretty hard when you've only got 3 wavelengths of light to use to generate colours, too...
Not sure if sarcastic Smiley

But as long as these 3 wavelengths match our eye's 3 types of color-receptors, we're all set for a healthy chunk of virtual realism Smiley

RGB colorspace, however, is indeed a mess, hardly useful for anything, except in the very last phase, on a monitor or image file.
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2016-04-29 12:56:17 is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑
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