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1  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.

http://www.java-gaming.org/?action=pastebin&id=1322
2  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.
3  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.

https://github.com/sriharshachilakapati/WebGL4J/
4  Game Development / Newbie & Debugging Questions / Re: Problems with UnicodeFont(Slick2d) on: 2015-07-28 16:01:06
Perhaps by applying the linear filter on the texture? Dunno in code, never used Slick2D. The definite issue is the stretching of the textures though.
5  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-07-24 10:37:36
Had some fun with GWT and WebGL. Written a basic LWJGL style webgl interface in a few minutes and got a working triangle rendered at 60 FPS.



Some example code:

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// Get the <canvas> element to render on using WebGL
Element canvas = Document.get().getElementById("webgl");

// Create the context and set the viewport
glCreateContext(canvas);
glViewport(0, 0, canvas.getClientWidth(), canvas.getClientHeight());
glClearColor(0, 0, 0, 1);

...

// Create the vertex shader
int vsShaderID = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vsShaderID, vsSource);
glCompileShader(vsShaderID);

// Create the fragment shader
int fsShaderID = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fsShaderID, fsSource);
glCompileShader(fsShaderID);

// Create the program
int programID = glCreateProgram();
glAttachShader(programID, vsShaderID);
glAttachShader(programID, fsShaderID);
glLinkProgram(programID);
glUseProgram(programID);


All these functions are static functions written using JSNI and are present in WebGL class. This is very incomplete, but it works.
6  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-07-22 04:13:57
Did some GIMPing and made this new earth texture: http://i.imgur.com/Y9WpEh6.png

7  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-07-21 17:20:18
@J0

I know that game, I have played that ~6 years ago, it was actually the inspiration for my game. But this game is going to be story based. I need the earth to be there in the background according to the story. I think I will replace that texture with a large and improved earth background.
8  Game Development / Newbie & Debugging Questions / Re: Best Practices for Creating New Objects on: 2015-07-21 09:19:20
For simple things like vectors and matrices, I keep a reusable stack (similar to object pool). Then whenever I need a temporary object I pop the objects from it (if the stack is empty, I create the instance). Once the work with that object is done, I push it back into that stack.
9  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-07-21 01:36:41
Actually what I did yesterday. Implemented thorns into the game, and added a free mode.



The free mode allows you to see the complete level with a 6DOF camera.
10  Discussions / Miscellaneous Topics / Re: Looking for early testers for We Shall Wake Demo 7 on: 2015-07-20 02:54:58
I've tested the Practice mode and the Tutorial mode, and this is running pretty smooth. The only thing, I can't find any enemy in the tutorial mode.
11  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-07-19 12:15:15
Implemented a new ResourceLoader that loads resources in the background in a separate thread:

Click to Play


This uses a secondary window with shared context to the main window in a secondary thread to load the resources, while drawing the progress on the first thread.
12  Discussions / Miscellaneous Topics / Re: Looking for early testers for We Shall Wake Demo 7 on: 2015-07-19 03:11:03
I will be testing it definitely. It'd be awesome if I could be a tester for this awesome game.
13  Java Game APIs & Engines / OpenGL Development / Re: [LWJGL3] Experiencing weird crash on glUseProgram when started in fullscreen on: 2015-07-16 03:54:49
Yes this is a driver bug. The C version did the same. The issue is having only a single shader works fine, but binding another program while one is in use (that is normal) it crashes. I can confirm that this only occurs on Intel HD 4000 of my laptop, switching to NVIDIA graphics makes it work pretty fine.

I'm NOT blaming the bindings, I have just included it in the title tag guessing people will ask me what bindings are you using and similar questions. I have updated my drivers to the latest ones, but the same is the case. Think I'll ignore this now.
14  Java Game APIs & Engines / OpenGL Development / Re: [LWJGL3] Experiencing weird crash on glUseProgram when started in fullscreen on: 2015-07-15 11:06:24
I think my shaders are simple, the default shader just outputs the color, and the light shader does the lighting. This is crashing at the binding of the light shader. I've tried replacing my light shader to a simple one that just outputs white color, and the crash still happens.

I noticed one more thing, this is working fine on my desktop (NVIDIA GTX 750 TI) and also on my laptop if I use the NVIDIA gpu. Dunno why it is failing with Intel HD 4000. I have already updated my graphics, but so far no luck. Does anyone has experienced this kind of issue before?
15  Java Game APIs & Engines / OpenGL Development / Re: [LWJGL3] Experiencing weird crash on glUseProgram when started in fullscreen on: 2015-07-15 10:56:47
I have included the full log: just click on the code. Or here is it: http://www.java-gaming.org/?action=pastebin&id=1308
16  Java Game APIs & Engines / OpenGL Development / [LWJGL3] Experiencing weird crash on glUseProgram when started in fullscreen on: 2015-07-15 09:32:44
Today, I have spotted a weird crash on glUseProgram if I started my game in fullscreen. I'm using the latest nightly (#1 of 3.0.0b). Here is the crash that I have recieved.


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#
# A fatal error has been detected by the Java Runtime Environment:
#
#  EXCEPTION_ACCESS_VIOLATION (0xc0000005) at pc=0x00007ffd8ae7f8b1, pid=1396, tid=5532
#
# JRE version: Java(TM) SE Runtime Environment (8.0_45-b15) (build 1.8.0_45-b15)
# Java VM: Java HotSpot(TM) 64-Bit Server VM (25.45-b02 mixed mode windows-amd64 compressed oops)
# Problematic frame:
# C  [ig7icd64.dll+0x9f8b1]
#
# Failed to write core dump. Minidumps are not enabled by default on client versions of Windows
#
# An error report file with more information is saved as:
# E:\GitHub\SilenceEngine\hs_err_pid1396.log
#
# If you would like to submit a bug report, please visit:
#   http://bugreport.java.com/bugreport/crash.jsp
# The crash happened outside the Java Virtual Machine in native code.
# See problematic frame for where to report the bug.
#
AL lib: (EE) alc_cleanup: 1 device not closed

This is strange for me, as this is not the case when I run in windowed mode, or switch the window to a fullscreen window after starting the game. But this occurs if I start directly in the fullscreen mode. Can anyone say what is happening in my case?
17  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-07-14 05:54:15
Implemented a text listener interface into SilenceEngine, and tried to write a small notepad like app with it.

Click to Play
18  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-07-13 13:52:43
EDIT: God damn it, SHC!

I can't appreciate again!!  Grin Tongue
19  Game Development / Newbie & Debugging Questions / Re: Issues with 3D scene layout and plane positioning using libgdx on: 2015-07-13 13:51:09
Why not recreate the projection matrix on a resize event?
20  Game Development / Game Mechanics / Re: 2D top down racing, car off the track? on: 2015-07-07 14:36:20
Check the position of the sprite with the track area. Suppose you have a track that starts at 100 units and ends at 600 units (units are anything, they may be pixels or any other unit you chose).

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if (position.x < 100 || position.x + sprite.width > 600)
    // Out of track, apply some deceleration
else
    // Inside the track, apply acceleration

And this should do what you want to do.
21  Games Center / WIP games, tools & toy projects / Re: We Shall Wake Demo 7 Preview on: 2015-07-07 14:30:57
Oh wow, that's good! I'm on GTX 750 Ti and you mentioned it! Looking forward for a playable demo, you know, demo 6 doesn't work for me (with texture issues in GLSL, but I've replaced the GPU since then).
22  Games Center / WIP games, tools & toy projects / Re: We Shall Wake Demo 7 Preview on: 2015-07-07 04:31:01
Awesome! This should put an end to all the mouths that say AAA level graphics aren't possible in Java games. You're doing really awesome. Any info on system requirements?
23  Java Game APIs & Engines / Java 2D / Re: Image Flicker / Double Buffering on: 2015-07-05 04:24:18
As I remember my earlier trials, I think you should be overriding the update method.

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@Override
public void update(Graphics g)
{
    paint(g);
}

And do the painting in the paint method. This is what I did when I tried to get into game programming 4 years ago.
24  Games Center / Showcase / Re: Shard Master 3D Demo on: 2015-07-04 17:11:10
CPU: Intel Core i7-4790k @ 4.0 GHz @ 4 cores (8 threads hyperthreading)
GPU: ASUS NVIDIA GTX 750 Ti 2 GB DDR5
RAM: Corsair 16GB (2 * 8GB)
25  Games Center / Showcase / Re: Shard Master 3D Demo on: 2015-07-04 16:29:57
It ran pretty smooth, really nicely done. I have ~120 FPS with ~45k memory.
26  Discussions / General Discussions / Re: Programmer jokes on: 2015-07-03 07:31:50
A friend of mine sent this to me on WhatsApp today:

27  Games Center / WIP games, tools & toy projects / Re: Babbie's first software-rendered ray-tracing on: 2015-07-02 04:29:01
I'm getting severe flickering when I run this. Here's a GIF showing it.

Click to Play


My PC specs are Intel i7-4790k, NVIDIA GTX 750 Ti, and 16 gigs of RAM. Running Windows 10 Insider Preview, and Java 8.
28  Games Center / WIP games, tools & toy projects / Re: Genesis (Survival Game) Java2D on: 2015-06-30 03:38:04
Where's Mr. Mustache? Clueless

He was trimmed off.  Tongue
29  Games Center / Showcase / RageCar - MiniLD #60 and TAFSJ #2 entry on: 2015-06-28 17:27:31




RageCar


A simple game where you have to drive safely on a highway full of other cars in rage. Controls are WASD and arrows to move, F1 to switch between fullscreen mode and windowed mode. Holding the ENTER key does debug rendering, the collision boxes are rendered on top of entities.

Note: Mac users need to run the game from command line, with the command
java -XstartOnFirstThread -jar RageCar.jar


Note: The game requires a system that supports OpenGL 3.3 (in core profile) and Java 8 JRE.

30  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-06-28 02:41:03
So sorry for your loss Cas, I can understand how this affected you, I never saw sad face in your signature but today, stay Strong.

SHC  Sad
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