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1  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-05-23 12:56:27
Okay, but then why is the right one x-mirrored?  Smiley

The triangle rotates around the y-axis, and it is a matter of starting time.
2  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-05-23 05:11:55
Got the basic Android port of SilenceEngine to work with OpenGL ES.

You can see the same test running on Chrome (HTML5), Windows (LWJGL 3) and Android at the same time. Still got to implement input APIs and Audio support.
3  Discussions / General Discussions / Re: Site Suggestion on: 2016-05-19 17:13:53
Just hit the HOME key on the keyboard. It's really that easy. Tongue

But yeah, a floating to the top link would be useful. I still doubt that will be done, considering the fact that JGO uses a very old version of SMF.
4  Discussions / Business and Project Management Discussions / Re: Pixelartist for Prism Puzzle [Android Game] on: 2016-05-17 17:11:37
You need to tell more about your project so people might become interested to work with you. What do you offer? You should start by adding a description about your project, and some screenshots if possible.
5  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-05-17 12:18:01
Started experimenting with android again after the last attempt failed. Now I understood how to change orientation programmatically, and also initialization of a OpenGL ES 3.0 context. Working pretty good on my One Plus X.

There you can see my cute app with a red background!
6  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-05-14 12:29:18
In my opinion JSON is still a good format over XML, because it is programmer friendly. Why I have chosen it is because GLTF model format uses JSON, and also this is an opportunity to learn how to write parsers. Next up, I'm also going to implement XML parser, and then I'll try to write my own JBasic, basic language run on JVM.

This is made as part of my college course.

Your format is awesome by the way, especially because I like YAML and yours extend it.
7  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-05-14 09:14:54
In the process of learning to write a lexer and parser, I wrote a JSON parser myself, just for learning.

The JSON I used is like this:

    "employees": [
        { "firstName": "Harsha", "lastName": "Chilakapati" },
        { "firstName": "Teja", "lastName": "Chilakapati" }

This is very interesting, and I now understood how to read diagrams. The parser also gives error messages if present on line number and column number. Pretty cool this is working.

I'm now gonna try out extending this to support Longor's XHON.
8  Java Game APIs & Engines / Java 2D / Re: BufferStrategy on: 2016-05-13 05:39:53
Eagle eyes! I knew there were some bugs, but this was written in the early days when I started programming. This is already dead code, I'm not going to use it again. Just posted here so something would be helpful to the OP.

But you were awesome Riven, it is a great find.
9  Java Game APIs & Engines / Java 2D / Re: BufferStrategy on: 2016-05-13 05:05:00
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.
10  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-05-09 15:25:02
I did some web development today, and rewrote @ra4king's FancyBot powered IRC log viewer. It is now completely responsive (tested on mobile).

All the logs are fetched from Roi's server with the help of his JSON API, and rendered client side. There is also another feature, we can customize the timezone of the day to be fetched!

Just change
for times in GMT, or
to get the times in GMT +2:30 time zone.

If no time zone is specified, the times are displayed in the client's system timezone. The times in the left bar are always shown in the client's timezone. This will get up online probably tomorrow, after tweaking the mobile layout a bit more (two grid cells is too much there).
11  Discussions / Miscellaneous Topics / Re: Where I came from on: 2016-05-05 17:05:01
First, I apologize for the large wall of text that you are going to read. You made me remember all my life, and my JGO previous posts, THANK YOU!!!

I was born in 1995, but I saw my first computer (running RedHat enterprise linux, I dunno which version it is) in 2000 in my father's office (He is a development officer in a national insurance company). He got a computer to home in 2001 with Windows ME installed, early in January I remember. Since then I became a gamer, I spent six years playing games like the House of Death, The Hard Truck, Need For Speed etc., I should say I'm a huge fan of House of Death, I saved up ₹200 to get a copy of House of Death 2. I didn't use my pocket money for two months for that.

It was 2007, when I was introduced to developing games by a friend. His brother gifted him a copy of Game Maker, and he showed me a game he made in it. I was simply amazed, I had never written even a line of code till then. There used to be good competition between I and him in studies, so naturally I wanted to make that game. My goal was to make a game, and I chose to make a platformer (because I played a lot of Mario in my childhood Nintendo console). I have downloaded a trial version of Game Maker 6.1, and made that game (with shitty graphics and no sounds) in two months.

I got a lot of appreciations in school, along with my friend. My first achievement!!! We were heroes in school, since only two or three of my friends know computer and play games, and we made a game!! Enjoyed it a lot, and I decided to become a game programmer, and turn it into my profession. It was so strong, that I used to say that to everyone who asked me what I want to be after studies. We both started making some games using his copy, and distribute in our class. In fact, we introduced computer to many of our friends. Unfortunately, exams kicked in, and we stopped this. We just made three games, one pong clone, one tetris clone, and a mario clone.

Immediately summer came in, and that's the time I played Resident Evil 4 on PS2 (I used to play PS2 with my friend in a local shop, we pay ₹20 and we can play for one hour). The graphics were stunning, that became my goal. Too much, I know that, so I wanted to learn how games work, I knew Game Maker hid so much from me. And game maker doesn't support 3D, so I wanted to create a Game Maker clone that supported 3D. I know, too much for a school going kid, who knew nothing in programming, except some basic GML scripts.

It was 2009, and I started teaching Java to myself. I started with Java since I saw a lot of advertisements in TV about Java Coaching for engineering students. I was not an engineering student by then, but I wanted to learn it. So I started online, and taught myself Java. I also started learning other languages at the same time. By the end of 2010, I have taught myself Java, C#, VB.Net, C, C++ and some basic HTML/CSS/JS. I started my old website (yes, a deviation from gamedev).

It was 2011, and I wanted to come back to game development, and especially start working on my dream, creating a Game Maker clone. I ported my pre-mature Java engine to C#, used WinForms, and created a 2D version of Game Maker clone, I named it Game Forge. But I got an issue, it was able to save the projects, and read the projects (used serialization) but I didn't know how to generate code so I can play my game. It got a break there. I wasted an entire year, but I learned designing complex user interfaces, and some P/Invoke functions in C# and native Win32. I decided to come back to Java, and found this forum. I ended 2011 by browsing this forum daily, as a guest.

In September 2012, I decided that I should post my pre-mature engine here, so I could get some push in the right direction, I didn't know what is the right way, I'm just experimenting. I started experimenting it on different platforms (I used to dual boot Comice OS 4 (Pear Linux) and Windows XP) and I got different FPS values. That's when I learnt about proper game loops (I was using JTimer from Swing before that) and understood how to reduce collision checks, I wrote my first QuadTree implementation and Grids!

I have registered on StackExchange that same year, and thought of remaking GM again. I have made a list of all of it's actions, and started adding to my engine, and it got awesome as I think. I posted this in this thread on this forum, and I got not enough feedback. Of course, I wanted to learn more. Another achievement, I got my first medal for solving all the levels in a 4K game (TiltMaze 4K) and posting the solutions here.

Now that I have got some experience, I thought of sharing my engine to the public, and posted it on this forum.

I did receive a lot of constructive replies, and how I can improve, but it took me a few months to actually understand all that. But that increased my curiosity to learn them. I started with Java concurrency tutorials, and later included them into the engine.

It was 2013, and I started again on my GameForge, in fact made a video showing the interface:

I spent the rest of 2013 making tools, like a Jar2Exe converter, an SWF to EXE converter, an NSIS code generator, etc., and also started with OpenGL and LWJGL. I asked my father to get me a graphics card, and got ASUS GeForce 210. I started writing LWJGL tutorials on JGO, and within few months, they got upto 80K views (I used to open the tutorials section, and count the views daily) which are now moved to my own website. 2013 is also the year I got into college, I took Computer Science because I love games, and I'm the only one in class who took CS by choice.

2014 quickly went by, I was in the second year, but an unexpected thing happened, my father got operated on Retina, we had to travel more than 1000 KM to get to the specialist, and fortunately he recovered soon. Due to that I missed the minimum attendance and had to study second year of college again from mid 2015. Two more exams (within a week) and I will be promoted to third year again.

Back again in 2014, I started working with Mercury, and in 2014 November, I started SilenceEngine. I'm sad a bit that Mercury is stopped, it did a very good attempt to clone Java2D on OpenGL and I wrote the Graphics part on it. SilenceEngine is still continuing, and I'm adding more backends to it. Now, in 2016, my aim is to complete the engine's new graphics API with built-in post processing and lighting.

2015 and 2016 were my big years after 2013, as I got to write more projects WebGL4J and GWT-AL which finally got a decent Java APIs (I love them) for HTML5 with GWT. Now GwtOpenType is also almost done, and the first snapshot is in Maven (OSSRH snapshots repo). I also wanted to get better at coding, and with that, I achieved 500 days of GitHub streak on these projects. Recently broke it so I can focus on my exams.

This is me till now. As you have said, everyone will have their own learning way. Some learn first by a course, and later think of applying what they learnt, and some others keep a goal, and learn to achieve it. In that case, make sure that you have a new goal once you achieved one, or else you'll just stop there.

12  Discussions / General Discussions / Re: SMF is falling apart. on: 2016-05-03 14:51:56
The "There are x new posts!" thing is broken again.

I've just seen it, it's working perfect here.
13  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-05-01 06:44:11
GwtOpenType is almost ready, and working!

It uses opentype.js project to work, but seeing custom fonts is awesome!
14  Java Game APIs & Engines / OpenGL Development / Re: Seeking advice 'bout mouse cursors... on: 2016-04-30 17:19:25
I'd not use the default cursors, at least in games. Disable the cursor completely, and draw your own cursor, with a custom texture.
15  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-04-29 19:38:05
Started a new project called as GwtOpenType which is a binding of the awesome opentype.js project. With this, I'm pretty sure I can enable the TTF support for my GWT backend of SilenceEngine.

My target is to release a snapshot in two days.
16  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-04-29 11:28:37
This is not Java, but I'm thinking of posting this as an update to my workshop instructor.. Any recommendations on how to improve on the next update?

<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>
17  Java Game APIs & Engines / Engines, Libraries and Tools / Re: LWJGL 3.0.0 release candidate on: 2016-04-27 14:20:43
Finally they added AWT bindings! Now I can start using it Smiley

The JAWT bindings just expose the HWND of the AWT windows if I'm aware. GLFW still cannot be started on the AWT thread without it's event loop.
18  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-04-26 19:07:48
Wrote a basic 3D sound system for my engine. It allows me to create a source (speaker) and play multiple sounds through it. If I update the speaker, all the sounds playing in the speaker will also update (position, velocity, direction, looping).

AudioSource source = new AudioSource();
source.position.set(10, 0, 0);
source.update();, source);, source);

And this simply works. If I now change the source position and update them, immediately the sounds too change their position (since they are playing from the same source).
19  Java Game APIs & Engines / OpenGL Development / Re: LWJGL 3 vs JOGL on: 2016-04-26 15:24:33
Please do not try to start API wars, this is a highly controversial subject. But I will try to list the LWJGL 3 pros and cons.


  • The static design is perfect for people who are coming from C/C++ background. Allows to static import functions and constants, and work just like it's native program.
  • Wraps GLFW, which is a perfect C library (best in my opinion, but there are others too) which provides windowing, context creation, input and event abstraction for cross platform OpenGL apps, which is also compatible with core profile OpenGL.
  • Provides bindings to the OpenAL soft library, which ensures that you can use OpenAL on any system. If it was just OpenAL bindings, it will require the user to install the OpenAL runtime through oal_inst.exe, but LWJGL prevents that with OpenAL Soft binary distribution.
  • Provides bindings to the OpenCL, a perfect API that allows you to compute using the GPU with kernels.
  • It is the only library that I know of which currently provides bindings to the Vulkan API. Vulkan is a next generation low level cross platform graphics and compute API, which allows more low level hook into the GPU.
  • Also provides bindings to the JEmalloc, a cross platform memory management implementation.
  • Allows you to create off screen contexts using native bindings to WGL, EGL, GLX, etc.,
  • The bindings to STB libraries allows you to read images, decode OGG audio data, parse truetype fonts, and a lot of things too.


  • The static design of course. A lot of people are against it as much as the people who love it. I think it is just not perfect for all times, but perfect to the design choice as the goal is to make the user think that he is using native APIs directly.
  • AWT integration. It is not possible to integrate GLFW with AWT, but with the new JAWT bindings, things might change soon.
  • SWT integration. It is only possible up to an extent (no core OpenGL support) with Kai's new library. Need to check it, can't say more on that.
  • JavaFX integration. I don't know of any solution except any hacks.

I'm just listing the pros and cons so the OP can choose which he wants. Please do not make this controversial with why this is best and so on. Just let the OP choose.
20  Games Center / WIP games, tools & toy projects / Re: FPS Engine on: 2016-04-25 09:57:38
A log by the way, just an exception, but not fatal.

Starting up SoundSystem...
Initializing LWJGL OpenAL
    (The LWJGL binding of OpenAL.  For more information, see
OpenAL initialized.

Exception in thread "Thread-1" java.lang.IllegalStateException: Keyboard must be created before you can query key state
        at org.lwjgl.input.Keyboard.isKeyDown(
        at Source)
21  Games Center / WIP games, tools & toy projects / Re: FPS Engine on: 2016-04-25 09:55:20
Standing on the wall. I guess TPS is Ticks Per Second, am I right? The rendering is still pretty smooth but the movement is not.

22  Games Center / WIP games, tools & toy projects / Re: FPS Engine on: 2016-04-25 09:40:43
Runs at a solid 100+ FPS for me. What is the TPS value? By the way, I have found a small glitch, why is there a light in the corner?

Pretty cool looking of course. This will be a big hit if made into a complete game.
23  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-04-23 16:54:50

I knew these kinds of tricks existed, but I wanted to try sincerely, and achieved it.
24  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-04-23 16:17:17
@SHC: I bet most of those were just modifying a single character/line just to get something in for the day Grin

Hehe, absolutely not. There are tricks, but I didn't use this. I however created issues on my repositories and they count as contributions. And most importantly, it is commit time and not push time, so I used to commit daily in the morning, and push when I have time.
25  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-04-22 10:02:27
I got 500 days of GitHub streak today.

It's of no real use, so I decided to break it now.
26  Games Center / Showcase / Re: Amoebam - LD35 Compo Entry on: 2016-04-19 14:29:30
Watch the timelapse guys

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

It's pretty short, two days in two minutes.
27  Discussions / General Discussions / Re: Ludum Dare 35: April 15th to 18th -- THEME IS SHAPESHIFT -- on: 2016-04-18 15:05:07
Here's mine:
28  Games Center / Showcase / Amoebam - LD35 Compo Entry on: 2016-04-18 04:10:07


Amoebam is a cross platform 2D platformer where you are an Amoeba (like a slime jelly). You will be coming to the help of your friends, who are being eaten by other Amoebians who are infected by a virus.

Note that the desktop version needs Java 8 with OpenGL 3.3 or later. If you are on Mac OS X, you have to launch it with -XstartOnFirstThread VM argument.


29  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-04-17 12:24:20
Today I come among you, a great community.
These days I watch the complete code of SilenceEngine, and now I can not say that I get to make my own game engine without copying.
SHC did it so well, with such a good architecture... so I'll never can said "I've made my own GE !" :s

Hey Kevin,

Welcome on to this forum, And thanks for your comment. I already spent nearly two (one and a half, November 16th is it's birthday) years on the engine, and I got my hands into low level things, and now it's time to make some games with it.

Doing LudumDare this time?
30  Discussions / General Discussions / Re: Ludum Dare 35: April 15th to 18th -- THEME IS SHAPESHIFT -- on: 2016-04-16 17:16:41
I'm doing this time!, and focused on graphics, animations and some basic game mechanics today:

Click to Play

Other than that, I explored entity component systems for the first time in this game (been reading on them for a few weeks, but this is the implementation). I'm pretty sure that I will be adding at least 20 levels in the game.

Also, this is developed for both desktop and html5 using SilenceEngine's new GWT backend.
Pages: [1] 2 3 ... 56
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FPS Camera Tutorial
by Hydroque
2016-05-22 05:40:58

Website offering 3D Models specifically for games for free
by vusman
2016-05-18 17:23:09

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by vusman
2016-05-09 08:50:56

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List of Learning Resources
by SilverTiger
2016-02-05 09:39:47

List of Learning Resources
by SilverTiger
2016-02-05 09:38:38

List of Learning Resources
by SilverTiger
2016-02-05 09:35:50 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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