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1  Games Center / Featured Games / Re: State of Fortune on: 2014-12-22 17:41:16
Just posting a new pic to show that there is still progress going on behind the scenes! I'm done with all the things I had planned for Alpha 1.0 and am currently adding some extras until I'm tired of working without feedback Smiley I'm planning to put it online on the 3rd of January or so.
The change/fix list currently contains more than 70 items. The latest additions are ladders, stones (as buildable texture and shape as well as spread out over the landscape) and improvements to fog.


2  Discussions / Miscellaneous Topics / Re: Markus bought a new house on: 2014-12-19 13:24:34
And his dad committed suicide ISTR.

Indeed, but the intention of this thread wasn't to discuss personal items but just to show that it's possible to go from to buying a 50 million euro house for the ones that are aspiring for such things.

3  Discussions / Miscellaneous Topics / Markus bought a new house on: 2014-12-19 09:20:05
This isn't really gaming related per se, more of a related by proxy Smiley

A candy room, great views, 8 bedrooms, 15 bathrooms in Beverly Hills for 70 million dollar. It sounds like he's having fun with the money!

A video of the house:

4  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-12-09 22:29:28
Got the terrain gen down to less than a second for 8192x8192 with 7 octaves (on my i7 4700MQ), interestingly enough it's almost exactly 70M pixels/sec all the way from 256x256 (.94 ms) to the 8K (947 ms).
Memory usage is also quite low, and more importantly, constant during execution. No GC thrashing here!

You should check what happens if you switch out all Math for FastMath. Usually that gives a free performance boost.

5  Game Development / Game Play & Game Design / Re: Enemies Movement... How ? #TerrariaExample on: 2014-12-09 09:39:40
Same thing but with collision detection.
6  Game Development / Game Play & Game Design / Re: Enemies Movement... How ? #TerrariaExample on: 2014-12-08 16:07:32
He's not dumb, he just has a difficulty reversing the velocity so when he starts charging towards you it takes some time for him to come to a halt if he misses. Smiley

7  Discussions / Suggestions / Re: Ability to Remove a Medal on: 2014-12-07 22:43:37
This suggestion already exists and is extensively discussed here:;topic=28358.0

8  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-12-01 21:23:48
Added levers to open/close doors in the dungeons.

I get the feeling that the normal mapping on the stones is inverted or so, or isn't the normal mapping supposed to use the torch?

9  Game Development / Newbie & Debugging Questions / Re: JGO social stats on: 2014-11-28 11:22:53
Maybe how well your posts compress using gzip? Smiley

10  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-10-21 21:10:38
Mulithread? Terrain generation is embarrasingly parallel.

I love you guys Smiley Got it down from 7-7.5ms per container to 1.5-2ms by using a few threads for it.

11  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-10-21 20:39:31
Sure, why not Smiley Maybe it will help someone else that is looking into map generation as well.

I've followed the wise words of our overlord and am making it in a standalone app instead of directly in the game. The main code is in the Generate class. I noticed that switching the noise out with the one from Gustavson would improve the performance with about 30% or so, but it wasn't a plug and play kind of thing and I didn't want to rewrite most of it Smiley

I should probably also scale the landscape based on the amount of water and the max height and so instead of discarding seeds that don't pass a few variables, but I'm lazy Smiley

Eclipse project:

12  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-10-21 20:26:22
Improved on the map generation to make more realistic looking islands while halving the time it takes to generate a height. A container (66x66 tiles) takes about 7 milliseconds to generate. That's about 6 milliseconds too slow but I'm not sure how I'd be able to improve it that much Smiley

13  Game Development / Newbie & Debugging Questions / Re: Would it be better to make a thread for terrain generation> on: 2014-10-06 12:55:22
If you're going to stream in/out terrain then I would split it up into another thread if I were you. On the other hand, if you aren't used to threading then you can start with doing it in the same thread (just limit the number of chunks per tick) to get the game up and running.
14  Games Center / Featured Games / Re: [Slick2d] Retro-Pixel Castles > KICKSTARTER at 40% Go Go! < on: 2014-10-06 06:08:03
I just supported my first ever kickstarter! Smiley

It looks great so far, keep up the good work!

15  Game Development / Newbie & Debugging Questions / Re: NullPointerException or if statement on: 2014-09-30 11:28:33
The if statements all the way. If the first two elements aren't null and the third one is you will have wasted the time it takes to call the two render methods and you may get render artifacts in the result.

Also, entering try clauses is quick, catching exceptions is slow Smiley

16  Game Development / Newbie & Debugging Questions / Re: Interleaved VBO troubles on: 2014-09-25 20:32:22
Another chance to post this awesome guide by our overlord! Smiley

17  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-09-21 19:47:37
Finished the new sun when playing with light scattering and started looking into some smaller vegetation:

18  Discussions / Miscellaneous Topics / Re: Whays the story behind your name on: 2014-09-21 19:39:29
I've been called Mike since I was born (well, the Swedish version anyway). I used to use a couple of internet names, but I don't mind everyone calling me by my real nickname Smiley

19  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Kryo/Kryonet compression and buffer on: 2014-09-21 08:58:55
As for the above question, it was a bug in Kryo that Nate just fixed. Thanks!

20  Discussions / General Discussions / Re: Microsoft to buy Mojang for $2 billion? on: 2014-09-15 13:30:19
1 billion euro (taxes) is a lot of money, let's hope that they do something fun with it (especially Markus with his 71%) and that Microsoft doesn't ruin Minecraft Smiley

21  Discussions / Miscellaneous Topics / Re: How to call police/ambulance from a different country on: 2014-09-12 13:08:50
How do you call an emergency number from a different country ?

You cannot. The best bet would be to
A) Call it in your country and see if they can forward it.
B) Google a local police station in the city and hope that the queue to get to an operator isn't too long.

22  Discussions / General Discussions / Re: Nvidia Sues Samsung and Qualcomm on: 2014-09-11 15:10:45
It has to do with 7 patents around GPU's:

In general the concepts around:
    The entire concept of the GPU, or a dedicated graphics processing chip
    Programmable shading
    Unified shading
    Multithreaded processing on a GPU
23  Games Center / Featured Games / Re: State of Fortune on: 2014-09-09 20:37:26
I ended up getting a nicer SSAO up and running anyway as well as using edge detected FXAA, I didn't want to let the normals defeat me Smiley

Here's a screenie of a remote lake that the new landscape formula generated, as well as a look of the new stone texture and a better look of the new water. There's still something missing that I can't really put my finger on (except for clouds as I scrapped them for now, I didn't like the look of the old ones), but sooner or later it'll be a great looking game Smiley

24  Games Center / Featured Games / Re: State of Fortune on: 2014-09-06 23:23:35
I gave up on the new ssao for now. I didn't get it to look like I wanted without a lot more work than I had thought. I was calculating the normals from the depth texture and I never got it perfectly stable when moving the camera around. Due to that the ssao got some very weird artifacts when moving the camera. The best way to solve it would be to create a normal texture and pass it to the ssao shader, but looking at the difference from the current shader it wasn't worth the work.

I settled on smoothing out the existing ssao instead. Here is a pic with the smoother ssao, the improved aa on distant objects and the new normal calculation Smiley

25  Games Center / Featured Games / Re: State of Fortune on: 2014-09-05 15:16:04
I'll see how they look if I shrink them a bit. Trees are huge though in real life! (At least in Sweden... Smiley)

I just finished changing the code for normal maps so they don't change anymore when you rotate the camera and I am currently busy with improving the SSAO as I never really liked it. The SSAO is starting to look really nice, I'll see if I can get it screenshottable in the weekend.

26  Discussions / Miscellaneous Topics / Re: What other programming languages do you use & why? on: 2014-09-03 20:58:22
Java for evening fun
PHP for evening work project
Javascript (web and Rhino) for work
HTML for work
XSLT for work
VBA for work
SQL for work

I don't really prefer one language over another, they are all good for solving specific problems. I used to study/work with C++, Basic, VB6 and Lisp, but I don't use them anymore actively.

27  Discussions / General Discussions / Re: Performance Test for the Voxel Thing on: 2014-08-31 20:26:30
Nice! Getting over 300fps now sometimes.

When walking up/down you cannot click right/left to quickly sidestep, while you can click up/down to sidestep when you're moving right/left.

28  Discussions / General Discussions / Re: Performance Test for the Voxel Thing on: 2014-08-30 19:02:19
145-160 fps
Core i7 3720, 4 cores @ 2.6Ghz w/ HT
Windows 7 64 bit

CPU didn't even take 10%
29  Discussions / General Discussions / Re: Performance Test for the Voxel Thing on: 2014-08-28 15:42:33
Sorry, should have said, what specs are the machines? Smiley Doh!


I thought so, but you were very specific about only needing FPS Smiley

31-32 fps
Core i7 3720, 4 cores @ 2.6Ghz w/ HT
Windows 7 64 bit


EDIT: Maybe I had something running in the background, getting a stable 60-61fps now Smiley
30  Discussions / General Discussions / Re: Performance Test for the Voxel Thing on: 2014-08-28 12:37:58
I indeed needed the 512MB switch or it crashed right away.

A stable 31-32 fps.
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