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1  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-03-28 17:00:54
My MiniLD #58 entry SurvivorPong is now complete. It is my attempt at remaking Pong by adding a bit of challenge. The idea is you have to stop a deer from running into leopards which are hiding under leaves, and the score is how much time you can survive.



The game needs a GPU which supports OpenGL 3.3 or higher, and Java 8 runtime. By the way, this is just my second real game, so please give me constructive criticism if I have done anything in a wrong way.

LudumDare Post
LudumDare MiniLD entry
Executable JAR download (4.67 MB, needs Java 8 to run)

Please play once and tell me your opinions on how should I improve. I want to learn from any mistakes that I would have made. Also I'll be participating in the main LD event too this time.
2  Game Development / Newbie & Debugging Questions / Re: Best Practise - Quad Trees on: 2015-03-28 12:17:46
This is a complete tutorial that helped me implement a QuadTree.

http://gamedevelopment.tutsplus.com/tutorials/quick-tip-use-quadtrees-to-detect-likely-collisions-in-2d-space--gamedev-374

Hope this helps.
3  Game Development / Newbie & Debugging Questions / Re: Collision Advice on: 2015-03-28 08:48:41
Is this the link that you have followed? https://www.youtube.com/playlist?list=PLXa65xzz2vplye7cn1HH4GyE6_FjnDSug

If that is the playlist, he is @opiop65 in this forum. Along with that, you need to give us some more details on what your problem actually is. In my opinion you have to separate the collision system from your chunks. Start by creating a AABB class and attaching an AABB for each chunk.
4  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-03-25 04:23:48
My MiniLD #58 entry is nearing completion.



The idea is to prevent the deer from running into the leopards, and thus helping it survive.
5  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-03-24 06:50:26
The leopard should look like it is waiting to sprang on a deer. Thanks a lot, I think moving the legs to a new layer and move them under the body (not fully removing them) should make it look like it is waiting for it's prey.

Can you say how is it now?

6  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-03-24 02:38:30
Trying to make a leopard sprite, and this is the result after one hour.

Click to Play


It's still half done though, and have to complete it in another hour. I'm still thinking on how to do the head, as I never seen a leopard in a top-down view.

Edit: - after 70 more minutes. I have finally completed it.

7  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-03-22 15:59:21
Got this idea today, just before 5 minutes, so I took this picture. Introducing the new Citizen YOGA!



I just did this for fun, how is this guys?
8  Java Game APIs & Engines / OpenGL Development / Re: A good Game Loop on: 2015-03-22 08:05:01
You're right, the inner loop is the logic loop. It plays catch up by skipping some frames if the lag is increased. But at the same time, there is a maximum frameskip to ensure that a frame is rendered at least after ten logic cycles. This ensures that the game runs consistent on both high end systems as well as the low end ones.
9  Discussions / Miscellaneous Topics / Re: What Anti-Virus are you using? on: 2015-03-22 02:15:15
The same as @ra4king, I use Avast free edition. I just keep it installed though, never did any scan..
10  Java Game APIs & Engines / OpenGL Development / Re: A good Game Loop on: 2015-03-22 02:01:08
That is a function that returns the current time in seconds. Here is the complete class for you.

https://github.com/sriharshachilakapati/SilenceEngine/blob/master/src/main/java/com/shc/silenceengine/utils/TimeUtils.java
11  Java Game APIs & Engines / OpenGL Development / Re: A good Game Loop on: 2015-03-21 10:46:21
I use a fixed time-step game loop with interpolation. The update function takes the time of a single frame (
second/targetUPS
) and the render function takes the interpolation as the argument. The overall loop looks like this.



The above looks a lot simplified, but it isn't. The complexity here is in how to limit the UPS aka the logic rate, but keep on rendering as many frames as you can. This is how the code looks like.

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public void start()
{
    // Initialize the Game
    init();

    // GameLoop constants
    final double second = TimeUtils.convert(1, TimeUtils.Unit.SECONDS, TimeUtils.getDefaultTimeUnit());
    final double frameTime = second / targetUPS;
    final double maxFrameSkips = 10;

    double currentTime;
    double previousTime;
    double elapsed;

    double lag = 0;

    double lastUPSUpdate = 0;
    double lastFPSUpdate = 0;

    int updatesProcessed = 0;
    int framesProcessed = 0;
    int skippedFrames = 0;

    previousTime = TimeUtils.currentTime();

    running = true;

    // The Game Loop
    while (true)
    {
        if (Display.isCloseRequested() || !isRunning())
        {
            Game.end();
            break;
        }

        currentTime = TimeUtils.currentTime();
        elapsed = currentTime - previousTime;

        lag += elapsed;

        // The update loop, update constantly to meet the target UPS while skipping frames
        while (lag > frameTime && skippedFrames < maxFrameSkips)
        {
            update((float) frameTime);
            gameState.update((float) frameTime);

            lag -= frameTime;
            skippedFrames++;

            // Calculate the UPS counters
            updatesProcessed++;

            if (currentTime - lastUPSUpdate >= second)
            {
                ups = updatesProcessed;
                updatesProcessed = 0;
                lastUPSUpdate = currentTime;
            }
        }

        // The simplest way to calculate the interpolation
        float lagOffset = (float) (lag / frameTime);

        render(lagOffset, batcher);
        gameState.render(lagOffset, batcher);

        // Calculate the FPS counters
        framesProcessed++;

        if (currentTime - lastFPSUpdate >= second)
        {
            fps = framesProcessed;
            framesProcessed = 0;
            lastFPSUpdate = currentTime;
        }

        // Swap the buffers and update the game
        Display.update();

        skippedFrames = 0;
        previousTime = currentTime;
    }

    Game.end();
}

This is how I do in my engine. The actual game loop looks a lot complicated when added null checks for the game states and when I run the InputEngine at a more faster rate, but is more or less the same. If I disable the VSync and lock the logic rate at 60, this loop does me 60-61 UPS and 1700-2300 FPS.

Hope this helps.
12  Discussions / Miscellaneous Topics / Re: Crash - Corrupt File, Months of Work Lost on: 2015-03-20 05:15:53
Aren't you using a Version Control? If so you could pull from your repository again. If you are using Visual Studio, it has Git integration built in, and BitBucket/CodePlex offers you free private repositories. You should be using them to prevent these kinds of losses.
13  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-03-19 12:26:07
I'll definitely buy it in future, but right now, I'm not able to buy additional software. I have spent most of my savings to purchase my new PC (I spent $950 for it). So for now this is the only option for me.
14  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-03-19 09:47:39
Finally learning to draw vector graphics, this is what I drew in 30 minutes in GIMP, and started my journey to get away from blocky pixel art as much as I can.



Still has to improve, and next up learn animating them using Blender. Yes you read it right, Blender can also be used to create 2D animations.
15  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-03-19 03:00:39
Achieved 100 days streak count on GitHub.



 Kiss  Roll Eyes  Shocked
16  Discussions / Miscellaneous Topics / Re: Lambda - Java 7 Alternatives on: 2015-03-14 13:49:12
There is this project called as RetroLambda, it works by taking the compiled Java 8 bytecode and generating Java 7 bytecode as the output. It supports the lambdas and method references but doesn't support other features like streams API.

I have never used this before, but there is a tutorial for this project using Android (said it also works on the desktop) here at http://zserge.com/blog/android-lambda.html
17  Games Center / Contests / Re: BWGJ - BiWeekly Weekend Game Jam on: 2015-03-13 09:28:59
Four more days? March 14 is tomorrow here, right now (March 13 2:57 PM). I also didn't understand the theme, what is "Micro Management"? Should we make games that involves micro organisms?
18  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-03-12 16:29:16
Posting in this thread after a lot of days, but today I worked with my OOP GLFW Wrapper.



This is the new wrapper that is going into SilenceEngine to provide multi window support.
19  Game Development / Articles & tutorials / Re: Implementing AI state stack on: 2015-03-12 15:43:05
Please use the [
code
] tag to enclose code samples. That helps readability since the code will then be syntax highlighted.
20  Discussions / General Discussions / Re: New feature: mentions in posts on: 2015-03-12 15:40:26
I think it's down again...

Same here, I'm not seeing it too.
21  Java Game APIs & Engines / OpenGL Development / Re: (LWJGL) Not finding natives on Linux on: 2015-03-11 06:02:13
Shouldn't that be
-Djava.library.path=natives/
instead of what you had it now?
22  Games Center / WIP games, tools & toy projects / Re: Pi Jump on: 2015-03-09 05:05:09
Now it works completely.



I just can't play it with mouse, but on my touch screen laptop, I can get as high as 4000. Interesting game.
23  Games Center / WIP games, tools & toy projects / Re: Pi Jump on: 2015-03-08 07:11:51
Still the error is not solved. Here is the complete log.

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D:\Pi Jump - Windows 64bit>java -jar "Pi Jump.jar"
Pre-init: 0
doInit()
0
0
0
1282
0
0
0
0
0
0
0
0
0
0
0
0
0
0
doInit()
Post-init: 0
[Sun Mar 08 12:40:29 IST 2015] [DEBUG] Console: Sound System not initialized. Do not load sounds.
0
Start create:
0
End create:
Exception in thread "main" com.digiturtle.engine.util.GPUError$OpenGLException: OpenGL encountered an error (code: 1282)
        at com.digiturtle.engine.util.GPUError.checkError(GPUError.java:53)
        at com.digiturtle.engine.graphics.opengl.GLGraphics.flush(GLGraphics.java:226)
        at com.digiturtle.engine.graphics.opengl.GLWindow.launch(GLWindow.java:130)
        at com.digiturtle.pijump.PiJump.onCreate(PiJump.java:58)
        at com.digiturtle.engine.util.Launcher.create(Launcher.java:28)
        at com.digiturtle.pijump.PiJump.main(PiJump.java:25)

D:\Pi Jump - Windows 64bit>
24  Games Center / WIP games, tools & toy projects / Re: Pi Jump on: 2015-03-08 05:09:44
Okay, I ran again with the new JAR you provided, and the output is almost identical to the before, except that the "start create" moved below the error.

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D:\Pi Jump - Windows 64bit>java -jar "Pi Jump.jar"
[Sun Mar 08 10:36:58 IST 2015] [DEBUG] Console: Sound System not initialized. Do not load sounds.
1282
0
0
0
0
0
Start create:
0
End create:
Exception in thread "main" com.digiturtle.engine.util.GPUError$OpenGLException: OpenGL encountered an error (code: 1282)
        at com.digiturtle.engine.util.GPUError.checkError(GPUError.java:53)
        at com.digiturtle.engine.graphics.opengl.GLGraphics.flush(GLGraphics.java:226)
        at com.digiturtle.engine.graphics.opengl.GLWindow.launch(GLWindow.java:128)
        at com.digiturtle.pijump.PiJump.onCreate(PiJump.java:58)
        at com.digiturtle.engine.util.Launcher.create(Launcher.java:28)
        at com.digiturtle.pijump.PiJump.main(PiJump.java:25)

D:\Pi Jump - Windows 64bit>

Hope this helps.
25  Games Center / WIP games, tools & toy projects / Re: Pi Jump on: 2015-03-08 04:33:00
Okay, I did the test run with the debug JAR, and here is the output.

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D:\Pi Jump - Windows 64bit>java -jar "Pi Jump.jar"
[Sun Mar 08 10:00:42 IST 2015] [DEBUG] Console: Sound System not initialized. Do
 not load sounds.
Start create:
1282
0
0
0
0
0
0
0
0
End create:
Exception in thread "main" com.digiturtle.engine.util.GPUError$OpenGLException: OpenGL encountered an error (code: 1282)
        at com.digiturtle.engine.util.GPUError.checkError(GPUError.java:53)
        at com.digiturtle.engine.graphics.opengl.GLGraphics.flush(GLGraphics.java:226)
        at com.digiturtle.engine.graphics.opengl.GLWindow.launch(GLWindow.java:128)
        at com.digiturtle.pijump.PiJump.onCreate(PiJump.java:58)
        at com.digiturtle.engine.util.Launcher.create(Launcher.java:28)
        at com.digiturtle.pijump.PiJump.main(PiJump.java:25)

D:\Pi Jump - Windows 64bit>

However I don't see much information in this build than in the previous thing, except for the glGetError values.
26  Games Center / WIP games, tools & toy projects / Re: Pi Jump on: 2015-03-08 03:42:41
I got the same error as NegativeZero.

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D:\Pi Jump - Windows 64bit>java -jar "Pi Jump.jar"
[Sun Mar 08 09:03:05 IST 2015] [DEBUG] Console: Sound System not initialized. Do not load sounds.
Exception in thread "main" com.digiturtle.engine.util.GPUError$OpenGLException: OpenGL encountered an error (code: 1282)
        at com.digiturtle.engine.util.GPUError.checkError(GPUError.java:53)
        at com.digiturtle.engine.graphics.opengl.GLGraphics.flush(GLGraphics.java:226)
        at com.digiturtle.engine.graphics.opengl.GLWindow.launch(GLWindow.java:128)
        at com.digiturtle.pijump.PiJump.onCreate(PiJump.java:56)
        at com.digiturtle.engine.util.Launcher.create(Launcher.java:28)
        at com.digiturtle.pijump.PiJump.main(PiJump.java:23)

D:\Pi Jump - Windows 64bit>

I'm running this on Windows 8.1 Single Language x64 with NVIDIA GTX 750 Ti GPU and driver version 347.52. I have support for OpenGL 4.5. Hope this helps to identify the issue.
27  Games Center / Contests / Re: BWGJ - BiWeekly Weekend Game Jam on: 2015-03-08 02:19:51
I'm in!! This is definitely a chance for me to prove SilenceEngine!!
28  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-03-07 15:42:05
You can enable DSR or the AMD equivalent, you know.

Thanks a lot!! Now it looks a lot smoother, also the text. Dunno that a feature called as DSR existed. A small problem is, my resolution is now 1960x1102 and not 1920x1080 (a bit more). Is that okay? Or should there be some other settings that I'm missing out? Just asking because the text is now a lot smaller, so it might take me a day or two to get used to this.
29  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-03-07 13:47:24
Changed my resolution to 1920x1080 on my monitor whose native resolution is 1600x900



It's not supported, but looks good though..
30  Discussions / Miscellaneous Topics / Re: IRC? on: 2015-03-07 05:26:28
ATTENTION PEOPLE!! THE IRC has moved to #java-gaming on Freenode..
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