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1  Games Center / Showcase / Re: CustomRPG - A fully customizable role playing game! on: 2014-08-22 16:09:48
And to remove www from link, use

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[url=http://aivgames.com]aivgames.com[/url]
2  Games Center / Showcase / Re: CustomRPG - A fully customizable role playing game! on: 2014-08-22 15:59:28
A perfect website should redirect users when they use the deprecated www subdomain. Try adding a CNAME record to your DNS.
3  Game Development / Newbie & Debugging Questions / Re: GLSL Lighting a 3D box on: 2014-08-22 15:50:45
You shouldn't reset the buffers, you should rewind them.
4  Games Center / Showcase / Re: CustomRPG - A fully customizable role playing game! on: 2014-08-22 15:47:51

Your site is not working. At least no game on it.
5  Game Development / Newbie & Debugging Questions / Re: How can I implement camera rotation into my collision detection? on: 2014-08-21 03:31:47
You didn't get the basic idea. Think the scene as empty space. Y is up, X is towards right and Z is coming out towards you (out of monitor, of-course). This space is called as the world space. Now, for the case of objects, every object is composed of vertices. Here the vertices are in the object space, they have position inside relative to the object, and as a whole, they are transformed by scaling, translating, or rotating into the world space.

Think of the camera, as just another object in the world. you can position it anywhere you want, and rotate to change the scene what is viewed when seen through it. Therefore, the camera should not affect the collisions in the world. Usually, you wrap up your objects in a sphere or an aabb and test them for collisions. The shapes you use should also move along with the object, that is, whatever transformation you use, will also apply to the colliding shape (We should only apply transformations like translation and rotation, and not of the camera's of-course).

There, in the world space, you will test your objects for collisions and apply transforms according to your collision response. Only then, you apply the camera to the entire scene and then project it to the screen. Usually, these are only applied in the shader level.

Hope you got it now.
6  Game Development / Newbie & Debugging Questions / Re: How can I implement camera rotation into my collision detection? on: 2014-08-21 02:53:45
Camera is only for controlling what is viewed on the screen and from where you look. Collisions should not use the camera, they should be done as they are, camera rotation should not affect collision detection.
7  Discussions / Business and Project Management Discussions / Re: Game Programmer looking for Team on: 2014-08-21 01:48:14
You can have a mod to move this post. Other than that, I don't think this post is written by a kid, it seems somewhat professional (not in the details, but in the style). And one more thing, swing is not a game library and isn't tailored for making games. Before all this, I recommend to learn some game engine like LibGDX, it help's you a lot.
8  Discussions / Miscellaneous Topics / Re: How often do you code on: 2014-08-20 12:02:14
Its not the number of hours you code, it is how productive you are that matters.
9  Games Center / Contests / Re: Ludum Dare 30 (Next Weekend) on: 2014-08-18 16:10:56
I'm not, wanting to do, but unable, had exam on 23rd and 25th. I'll be participating in the next compo, in December.
10  Discussions / Miscellaneous Topics / Re: How often do you code on: 2014-08-18 15:16:41
Depends on my mood. I had had days in life where I had coded even when eating, and also days I spend after them going with full sleep.
11  Game Development / Newbie & Debugging Questions / Re: Updating collisions makes huge fps drops... ? on: 2014-08-18 13:49:08
Please be specific. What do you mean by that?
12  Game Development / Newbie & Debugging Questions / Re: Updating collisions makes huge fps drops... ? on: 2014-08-18 13:25:15
What's the type of game are you making? A chess game in 3D or what?
13  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-08-17 00:38:13
@ags1

Congratulations  Cheesy
14  Game Development / Newbie & Debugging Questions / Re: Game Loop Falling Behind on Slower Machines on: 2014-08-16 07:11:43
Your biggest first problem is that you are using JPanels and JLabels for animating game objects, which is not at all encouraged. Instead, we recommend you to try to keep a single Canvas, set it's preferred size and add it to a JFrame. Then create a BufferStrategy and use active rendering. Here's a small guide for that.

Another thing is that you can't rely on Swing for your games. If your game is getting big, you will see some performance problems like the one you got now. It is recommended to switch to OpenGL and use some library like LibGDX.
15  Discussions / General Discussions / Re: Java & Linux Chromebook: problem running my application in fullscreen on: 2014-08-14 11:58:42
Try printing those modes. On some linux machines, bit depths are set to -1
16  Game Development / Newbie & Debugging Questions / Re: Lost my CODE! on: 2014-08-14 11:47:25
You can restore files from Windows 8 file history. Link here http://windows.microsoft.com/en-IN/windows-8/how-use-file-history if you have it enabled. I recommend you to enable it to not suffer anytime again.
17  Java Game APIs & Engines / OpenGL Development / Re: Specular highlights aren't working on: 2014-08-12 13:58:42
The best thing to test these will be the suzanne model from Blender. It'll be perfect for testing lighting.
18  Discussions / Community & Volunteer Projects / Re: Indie Game Developer Magazine. on: 2014-08-09 16:24:07
I recommend that keep that form forever, and for every edition, check those results and select three best ones. Magazine should also contain popular articles by members. And first and foremost thing, please change the layout of the edition. (I can be a co-editor if you want, what do you think?)
19  Discussions / Community & Volunteer Projects / Re: Indie Game Developer Magazine. on: 2014-08-09 16:11:06
Nice and funny. Welcome to the JGO's most largest circulated Indie Game Developer Magazine!!!
20  Discussions / Community & Volunteer Projects / Re: Indie Game Developer Magazine. on: 2014-08-09 14:33:26
Ray, +1 for the interview.  Grin
21  Discussions / Miscellaneous Topics / Re: [READ THE TITLE] Why did the one handed man cross the road? on: 2014-08-08 15:23:42
What do readers get from this thread?

Nothing valuable.
22  Discussions / Miscellaneous Topics / Re: [READ THE TITLE] Why did the one handed man cross the road? on: 2014-08-08 11:38:52
Where was the man with no mind going?

To the groceries shop, to get some peas-of mind.
23  Java Game APIs & Engines / OpenGL Development / Re: Specular highlights aren't working on: 2014-08-08 11:33:38
@basil_

That's because of the documentation of reflect glsl function. It takes a incident vector and the normal of the surface, and reflects it appropriately. Here is the syntax.

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genType reflect(genType I, genType N);

And
surfaceToLight
is from the surface to the light, but we need the reverse of it, from light to the surface, so we negate that vector so that the direction is reversed.
24  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-08-08 04:09:39
Created a small image to visualize quaternion as an axis/angle rotation tool.

25  Java Game APIs & Engines / OpenGL Development / Re: Specular highlights aren't working on: 2014-08-08 03:59:35
Yeah, it looks perfect.
26  Java Game APIs & Engines / OpenGL Development / Re: Specular highlights aren't working on: 2014-08-08 02:34:46
What you are trying to achieve can be done easily by using the phong reflection model.



First, we implement the ambient component. This component specifies the color of the object when it's in no light. Here's the shader code that specifies the ambient component.

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vec3 ambient = ambientCoefficient * vColor.rgb * lightIntensity;

Where the terms
ambientCoefficient
values to 0.05 and
lightIntensity
values to 2.0. That's the ambient part of the light. Now, let's get to the diffuse component. This component darkens out the parts that are in complete darkness. Here's the shader code that calculates this component.

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// First, we need the surface to light vector
vec3 surfaceToLight = normalize(lightPos - vertPos);

// Now calculate the diffuse coefficient
float diffuseCoefficient = max(0.0, dot(vNormal, surfaceToLight));

// Finally calculate the diffuse component
vec3 diffuse = diffuseCoefficient * vColor.rgb * lightIntensity;

Now, finally we implement the specular component. This is what that gives the shininess on the model. Here's the shader code that does this.

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// Specular coefficient is zero if the diffuse coefficient is less than or equal to zero
float specularCoefficient = 0.0;
if(diffuseCoefficient > 0.0)
{
    specularCoefficient = pow(max(0.0, dot(surfaceToLight, reflect(-surfaceToLight, vNormal))), shininess);
}

// The specular component
vec3 specular = specularCoefficient * vec3(1.0, 1.0, 1.0) * lightIntensity;

That said, now we finally compute the fragment color by multiplying all these components.

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outColor = vColor + vec4(ambient, 1.0) + vec4(diffuse, 1.0) * vec4(lightColor, 1.0) + vec4(specular, 1.0);

And it simply works. Hope this helps.
27  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Flow - A Java voxel engine, using LWJGL on: 2014-08-06 17:11:19
I think it's a bit too early to post here. Without any screenshots, these kinda topics wont generate user interest.
28  Discussions / Miscellaneous Topics / Re: How do you make animated GIFs? on: 2014-08-05 17:50:36
gifception.

Can you give a download link please? My google searches result in gifs shared on blogs, not the software.
29  Discussions / Miscellaneous Topics / Re: How do you make animated GIFs? on: 2014-08-05 17:10:35
Well anyway, the generated one (for 14.2 seconds) is 40.23MB in size and it also has green all over it. GifCam is not an option.
30  Discussions / Miscellaneous Topics / Re: How do you make animated GIFs? on: 2014-08-05 17:03:34
I found the original blog: http://blog.bahraniapps.com/gifcam/. Avast gives an alert at this site too, but the downloaded EXE is not a virus: Confirmed by scanning with it, avast warns the domain.
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2014-08-16 10:40:00

List of Learning Resources
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2014-08-05 19:33:27

Resources for WIP games
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2014-08-01 16:20:17

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2014-08-01 16:19:50

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2014-07-31 16:29:50

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