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1  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-10-05 02:04:54
Achieved 300 days of GitHub streak.

Yippie!!  Kiss  Roll Eyes
2  Games Center / Showcase / Re: Asteroids - 2D Sidescroller Game on: 2015-10-04 16:37:14
The download isn't working for me, and says "Size: 0 KB" at the bottom of the page.  Undecided

It isn't working for me either.
I recommend you this hoster:

It said 0 KB for me too, but the download is working. The downloaded JAR is 1.84 MB for me.
3  Game Development / Newbie & Debugging Questions / Re: GLContext class not found? on: 2015-09-30 17:48:13
Not sure if that was my tutorial (yes it's outdated, will update when the API is stabilized), but that class have been removed in LWJGL 3.0.0b in favour of GL.createCapabilities() which should work for you.

EDIT: Oh, okay, that's Oskar's video. Didn't see it first.
4  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-09-28 01:40:14
It was my birthday today. I turned one year older than I used to be.

Happy birth day DarkCart, may this year be prosperous for you..

P.S Where's the party?
5  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-09-27 13:59:37
Made a video showing the new intro screen for Blox.

<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>

This goes on repeating, the camera moves between a set of points and looks at the center of the level.
6  Games Center / Contests / Re: [Idea] Would anyone be interested in a Pure Java game jam? on: 2015-09-18 02:10:00
I have a temporary site whipped up at Don't judge, it was written in 10 minutes.

It was blank for me, there's nothing visible.
7  Discussions / Community & Volunteer Projects / Re: Programmer looking for team on: 2015-09-17 09:41:56
That idea is actually good, I actually liked it, but the reason I didn't post there is that the engine is still in the premature state. Most of the things that you have used earlier have changed now, and it offers some more performance than before. I should actually had replied to you there, didn't mainly do since I didn't want to start a will be cool in future project on a premature engine.

Sorry about that.
8  Discussions / Community & Volunteer Projects / Re: Programmer looking for team on: 2015-09-17 09:13:26
Hi, are you talking about the same idea that you said to me on my forum? I had the same issue as you, lack of free time, so didn't reply to you. I think we can talk more if you join the IRC or Slack.
9  Game Development / Newbie & Debugging Questions / Re: What are Scripting languages used for in games? on: 2015-09-16 15:30:52
If there is absolute necessary of a scripting language, I'd take a look at Beanshell 2 as it can evaluate java code upto a certain extent. They used to advertise it as Scripting Java for Java apps if I remember correctly.

Otherwise, if you want to take a look at JRE-8 as suggested above, take a look at Nashorn. It's a better JS script engine than rhino (that's what they say, never used it really).
10  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-09-11 13:46:18
My HOD yesterday asked me what did I do in the last year as part of student feedback. So I told her that I was working on a code editor (which I started after being fed up with TurboC++), especially for C and C++, and integrated a 32-bit build of TDM-GCC into it. Today I demoed it in front of her and she liked it.

So I gave it to our lab in-charge, and he said he will be installing it on all the 120 systems in our lab. Pretty excited that we will be learning C++ using the code editor that I myself made.
11  Games Center / Showcase / Re: Elevox - Early Demo on: 2015-09-10 17:28:53
I'm thinking what that gluPerspective method did, you should be calling GLU.gluPerspective right? It might be helpful if you said at which glMatrixMode call the exception occurred, there are two in the same method.
12  Games Center / Contests / Re: [Idea] Would anyone be interested in a Pure Java game jam? on: 2015-09-10 16:27:50
Why not use JavaFX?

Cas Smiley

I could, but that is completely new to me. I know a bit of GWT though.
13  Games Center / Contests / Re: [Idea] Would anyone be interested in a Pure Java game jam? on: 2015-09-10 15:43:50
This is really good idea, but AWT is drawing me back.. Would GWT count as well? I'd like to completely try a new thing this time..
14  Games Center / Showcase / Re: Elevox - Early Demo on: 2015-09-10 15:02:24
That error sounds like a limited GL support, what are the requirements of this game? I'm pretty sure Dre's pc supports GL3.2 but not up.
15  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-09-06 11:14:59
@SHC: Out of curiosity: are you planning on adding textures to your white cubes? Pointing

No plans till now, but I might in the future.
16  Game Development / Newbie & Debugging Questions / Re: OpenAL - 2 channel OGG sound on: 2015-09-05 18:05:18
This is how I do using STB_Vorbis, and it works fine for me.  ISoundReader

I think it would be better if you post what OpenAL error you are getting.
17  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-09-05 16:08:35
Implemented hiding spikes in my game today, they hide themselves and come back outside every three seconds:

Click to Play

Just a small GIF (2.3 MB, recorded at 8 FPS to reduce size).
18  Java Game APIs & Engines / Tools Discussion / Re: jBullet3 on: 2015-08-28 13:46:08
For the purposes of history, let me state what he said to me on the IRC:

<SHC>   I really like the idea about porting bullet 3
<elect> excellent
<SHC>   right now, I have no experience with it (not porting but using it) so I'm now setting up a test workspace in VS2015
<SHC>   Yeah, I would also like to integrate bullet into my engine, so that would be pretty good to have.
<elect> nice
<elect> I took a look to their repo
<elect> it seems they are still in the phase of transporting bullet2 to 3
<elect> Im writing down the validation right now
<elect> I need the stl
<SHC>   Standard Template Library?
<elect> I think so
<elect> We are gonna need some collision detection in the future for our engine and therefore I was looking at jbullet
<SHC>   How are you planning to port it? You write JNI code? or port it to java manually by hand?
<elect> I dont want any binding
<elect> I want pure java code
<elect> so that we can tune everything
<SHC>   So porting by hand? That's a lot of code there..
<elect> yep
<elect> I need hardbody collision for the moment
<SHC>   So we chose the hard path of thorns,.. so shall we spend some days getting used to bullet 3 in C++ first?
<elect> maybe
<elect> I was also thinking if launching a kickstarter could make any sense
<SHC>   Aren't you making it opensource? I mean, working it on free time?
<elect> both
<elect> opensource for sure
<elect> I will work on it during some part of my work and in my free time
<elect> if we go for the port
<elect> I'd like 100% java so that we can also choose to avoid some class instances for performance and memory footprint
<SHC>   My idea is a bit different, we can avoid the vector classes, like btVec etc., and instead construct the structs in JNI code?
<elect> we shall discuss the pro and vs
<elect> actually I was thinking to rely on JOML
<elect> from kaihh
<elect> it looks very good for performances
<SHC>   That's a good idea too, I thought so since constructing objects is very expencive but struct instances is not..
<elect> so at least the math part is "already done"
<elect> ^^
<SHC>   haha yeah, agreed, we shall be using JOML. And the bindings? I have to see an overview of bullet and read some demos.
<elect> what is your dev os & machine, SHC?
<elect> Im using an i5 & 770 on 15.04 x64
<SHC>   Windows 10, i7 4790k, NVIDIA GTX 750 Ti and 16 GB RAM.
<elect> or i5 & 680
<elect> good
<elect> modern enough
<elect> (for opencl support)
<SHC>   Yeah, I think OpenCL is supported even on GTX 210
<elect> yeah, but it is not mature
<SHC>   That's the minimum I heard
<elect> I read the guide, they say cl kernels are very likely to crash for a large number of reasons
<elect> moreover they cannot use cpu as opencl devices, dont know why
<elect> does lwjgl has a opencl binding?
<elect> I guess so
<SHC>   Yes, LWJGL had OpenCL bindings
<elect> nice, we can do then something generic and everyone will choose what he likes most
<elect> like joml
<SHC>   yeah
<elect> I already cloned and built it
<elect> most of examples run
<elect> just a couple crashes
<SHC>   Oh I'm now reading the manual.
<elect> the problem is that they made a browser windows example and when you open it selects automatically the last example you run.
        This means once it crashes I have to clean and clone again, since everytime I open from that moment going on it keep crashing
        (coz it tries to open the same example)
<elect> anyway the opencl support is experimental
<SHC>   Did you create a repo?
<elect> no
<elect> not yet
<elect> I am still in the decision phase
<SHC>   oh kk
<elect> the thing is that it relies of course also on acceleration structures
<elect> I am just starting with that too

Just posting it here in case anyone would like to know what happened behind the scenes in the IRC.
19  Games Center / Showcase / Re: Monster Run on: 2015-08-24 15:53:28
Jumping feels awkward, almost a bit too slow and too rigid looking.
Collision bounds are slightly too large, I can land on the little patch of air before the grass block.

I just had the vertical velocity on always (gravity) and reversed it when jumping, so it appeared like on the sides of a triangles, flat jumping. Should have tried Arc'd jumping this time. Regarding the collision bounds, yes, I simply used rectangles, while I could have used polygons. Even better I could have scaled the polygons down, forgot that. Will do that next time.

Game runs a little choppy on my machine.

That's just because I was refactoring my graphics engine and the progress was left in the middle of the process due to LD. I should have used a previous stable build of my engine, but used this since there were a lot of features I'd like to have (since I removed some things and replaced them with new implementations). These however ran fine on my system, but not on yours, will have to investigate that.

Maybe the reason was that I allocate a large bytebuffer that can hold 1024 * 1024 * 16 bytes in my batcher. I know that it is a lot, will be soon modifying the system to use instanced rendering instead of batching all the data every frame. Or even I can stop unmapping and mapping them again and again when the data doesn't change. Will look into that too, I learnt a lesson.

Just curious, why use OpenGL, this game could be written much more simply in java 2D

I just wanted to say that I'm more comfortable in my own engine than in Java2D. As you have stated, I don't think OpenGL is overkill, it's nothing wrong in using it to get hardware acceleration. Ever thought why Java2D based engines like GTGE and JGame had ports to JOGL/LWJGL while they are just 2D?

And more over, I wanted to try to create an engine that can do both 2D and 3D games, in a pretty similar way. I know the mechanisms differ a lot, but I'm more interested in building a tool that gives a high level way to create games easily. That is my primary inspiration that made me take computer science as my college course and learn programming in the first place.

SHC, you should lock the window size. I resized the window and the now the game is all messed up!

Yeah I agree with you. I just set the camera projection to the window width and height in the initialization of the camera, but I never resized the camera. I used to configure the camera to keep the aspect ratio, but this time, I had to keep to do it in the time, where I had only 10 hours in 48 hours to focus on my game (due to college, and cultural party we're having tomorrow, I'm doing a skit) with other things like eating, classes, etc., cutting the rest of the time. Will improve this once the judgement is over, and I'll remember this next time.

Thanks a lot for giving me my valuable feedback on my game. I'm pretty sure I'm improving myself in this area of making games (aside from programming tools).
20  Games Center / Showcase / Monster Run on: 2015-08-24 01:35:17

Monster Run

Monster Run is a simple platform jumping game, developed in just under 10 hours including art and music. The mechanics are incredibly simple, all you need is perfect timing to make the monster jump by hitting the SPACEBAR key. The game is made in Java 8 and requires a GPU with OpenGL 3.2 or more with core profile.

Who said that Monsters necessarily need to be bad huh?
21  Game Development / Game Mechanics / Re: How to code a sword swipe? on: 2015-08-16 14:04:53
And from the javadocs, it seems that there is already support for rendering a shape filled with texture in the Graphics class. Use this (click on code for javadocs)

g.texture(swordPolygon, swordSwingTexture);

Should simply work for you. Hope this helps.
22  Game Development / Game Mechanics / Re: How to code a sword swipe? on: 2015-08-16 13:57:30
Yes you are right. That is what I meant. Suppose the effect image is 64x64px, then the width and height are 64 and 64 respectively.
23  Game Development / Game Mechanics / Re: How to code a sword swipe? on: 2015-08-16 13:40:41
You almost got my idea, but the plotting of points is a little different. Let's take for example this image as the sword effect:

The red lines are an approximation of the polygon that you will be using to clip the texture. This should work fine, and is a simple one too. Unfortunately, I haven't worked with Slick2D so I have no idea how to render using that, but in general OpenGL, you get the texture coordinates by dividing the polygon vertices with the texture size.
24  Game Development / Game Mechanics / Re: How to code a sword swipe? on: 2015-08-16 12:28:48
My idea is to clip a texture using a polygon? Make a polygon with the following points.

1: 0,  0
2: w,  0
3: w, st
4: 0,  h

Where w and h are width and height, and st is the height of the sword tip. Then simply modify the polygon every frame, and render the texture with the clipping polygon.

I think this should work.
25  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-08-09 15:30:50
Wrote basic examples using WebGL4J bindings:

See in action
26  Games Center / WIP games, tools & toy projects / Re: Final Fantasy based game - Angel's Destiny on: 2015-08-03 15:27:49
Oh come on @gouessej

As long as you aren't selling anything asking forgiveness rather than permission is fine - don't worry about it. Plus you can always change the art later.

1) There is nothing wrong in trying to be safe in the first place.
2) Changing the art later once the game is well received will make it feel like you are playing a totally different game suddenly, from the middle.
27  Discussions / Miscellaneous Topics / Re: File replacing bat/sh file! on: 2015-08-03 09:05:41
I think you better do this from Java directly, but in another process jar since the OS won't allow you to modify the files that are in use. Then your scripts will become a lot simpler.

/////// SH version
echo Checking directory
java -jar updateUtil.jar

echo Starting updater
java -jar updater.jar

/////// BAT version
@echo off
echo Checking directory
java -jar updateUtil.jar

echo Starting updater
java -jar updater.jar

Then the main class of the updateUtil.jar will replace all the .new files with .old. Some Java code for this.

public static void main(String[] args)
    processDirectory(new File("."));

private static void processDirectory(File directory)
    for (File file : directory.listFiles())
        if (file.isDirectory())
            String path = file.getAbsolutePath();
            if (path.endsWith(".new"))
                File oldFile = new File(path.replace(".new", ""));


And I think this is the more safe way than relying on complex shell commands. Also this works on any platform that your game runs too.
28  Games Center / Showcase / Re: jfCraft on: 2015-08-01 03:58:45
Looks really good, but I'm constantly receiving this error each time I start a new game in the client.
29  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-07-30 15:06:15
Actually the college started two days ago, but only now I got time to post my subjects. My subjects this semester are:

  • Data Structures in C
  • OOP through C++
  • Mathematical Foundation for Computer Science
  • Digital Logic Design
  • Managerial and Financial Analysis

Seems easy enough to obtain 24 credits from them.
30  Discussions / Miscellaneous Topics / Re: What are your current personal projects? on: 2015-07-29 01:46:43
I'm working on a LWJGL like (in the design) WebGL wrapper for GWT.
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2015-09-21 12:54:28
Math: Inequality properties
by Roquen
2015-10-01 13:30:46

Math: Inequality properties
by Roquen
2015-09-30 16:06:05

HotSpot Options
by Roquen
2015-08-29 11:33:11

Rendering resources
by Roquen
2015-08-17 12:42:29

Rendering resources
by Roquen
2015-08-17 09:36:56

Rendering resources
by Roquen
2015-08-13 07:40:51

Networking Resources
by Roquen
2015-08-13 07:40:43

List of Learning Resources
by gouessej
2015-07-09 11:29:36 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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