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1  Java Game APIs & Engines / Engines, Libraries and Tools / Re: GWT-AL - OpenAL implementation for the GWT platform on: 2016-06-20 15:54:38
GWT-AL is now version 0.2-SNAPSHOT. The main change is that the older version will not work anymore due to the recent deprecations to some nodes in the Web Audio API and Chrome is issuing warnings in the console.

The new version have fixed that issue, and also implemented doppler shift on the sources. Additionally a number of old bugs are fixed. In case you are using the older version, change it immediately and if you have any code already compiled, you'd have to recompile it. There is no change in the public API.

Maven

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<dependency>
    <groupId>com.goharsha</groupId>
    <artifactId>gwt-al</artifactId>
    <version>0.2-SNAPSHOT</version>
</dependency>

Gradle

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compile 'com.goharsha:gwt-al:0.2-SNAPSHOT'

All the users are requested to update to the new version as soon as possible.
2  Games Center / WIP games, tools & toy projects / Re: Drift Team on: 2016-06-19 09:12:48
I'm so happy that you made a real game using WebGL4J. Your game is pretty awesome. Though I felt the controls were a bit hard, it is really fun. Congratulations.

Why not add sound to it using GWT-AL now?
3  Game Development / Newbie & Debugging Questions / Re: [Libgdx]GWT 'not emitting code for accessing method' on: 2016-06-18 19:19:06
CopyOnWriteArrayList has perfectly fine usecases in single-threaded code.

But GWT doesn't provide any concurrent utilities like this in it's JRE emulation.



http://www.gwtproject.org/doc/latest/RefJreEmulation.html
4  Game Development / Newbie & Debugging Questions / Re: [Libgdx]GWT 'not emitting code for accessing method' on: 2016-06-17 17:24:23
There is no point in using concurrent collections here, since GWT doesn't support threads.
5  Game Development / Newbie & Debugging Questions / Re: [Libgdx]GWT 'not emitting code for accessing method' on: 2016-06-17 15:20:57
SHC, seems that file doesn't exist anymore, returning a 404

Yes, the docs now recommend not to use the DTD (atleast the folks on IRC said that they aren't using DTD) but the latest URL is here. The project has now moved to GitHub.

https://raw.githubusercontent.com/gwtproject/gwt/master/distro-source/core/src/gwt-module.dtd
6  Game Development / Newbie & Debugging Questions / Re: [Libgdx]GWT 'not emitting code for accessing method' on: 2016-06-17 13:39:16
I use this in my GWT modules, and it works fine for me.

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<!DOCTYPE module PUBLIC "-//Google Inc.//DTD Google Web Toolkit 2.0//EN"
        "http://google-web-toolkit.googlecode.com/svn/releases/2.0/distro-source/core/src/gwt-module.dtd">

Of course this is from the documentation of Wiki, as I don't use LibGDX. In any case, this should fix it.
7  Games Center / Android Showcase / Re: Circlus [libgdx] on: 2016-06-13 13:51:13
Same here, it says it's not available in India.
8  Games Center / WIP games, tools & toy projects / Re: TritonForge || 2D RPG Sandbox (New DL Soon, project revived) on: 2016-06-12 15:11:18
TritonDreyja, could I help you to not use Slick2D?

What do you mean? Are you trying to plug your engine here? No offense, but first show off something made with your engine. I can say from my own experience, people will not believe unless they see with their own eyes, and this is not going to change.

If this is not the case and you're not advertising an unfinished engine, then yes I support you due to the fact that Slick2D is no longer being developed actively.
9  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-06-10 08:51:04
Being relatively new to programming, I don't see what's so horrible about the code. It looks fine if you ask me.

By horrible, I'm saying about optimizations. I have to correct the values by normalizing the vectors, and check for NaN in the doppler shift if the dopplerFactor is 1 which is the default value.
10  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-06-09 19:13:04
Implemented Doppler shift support in GWT-AL (My OpenAL implementation for GWT)



Ignore the horrible code for now, I'll refactor it tomorrow.
11  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Uploading a java project to a maven repository on: 2016-06-06 14:45:16
Sonatype is great for opensource projects. I already deploy to maven central through them, and I do use Gradle just like you. This consists of the following steps.

First get to the JIRA site, and create an account there. This is a normal registration that takes just a couple of minutes. From there, create a new ticket. As an example, here is mine that I made for WebGL4J: OSSRH-19459

It'd take some time, but it is usually fast. The next step is to configure your build script to push to the repositories.

First you'd need to apply the maven and signing plugins. These are standard plugins so there is no need for custom classpath.

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apply plugin: 'maven'
apply plugin: 'signing'

group = "com.goharsha"
archivesBaseName = "webgl4j"
version = "0.2.9-SNAPSHOT"

Then you need to make sure that others are able to build even if they are lacking the keys locally. So define these properties right after the version variable.

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// Check if the required properties are included, so we prevent our
// build from failing.
if (project.hasProperty('ossrhUsername'))
{
    project.ext.ossrhUsername = ossrhUsername
    project.ext.ossrhPassword = ossrhPassword
}
else
{
    // We might be running on another system where he is not
    // the owner who can push to OSSRH through maven. Set
    // default values so he can still build the library locally.
    project.ext.ossrhUsername = ''
    project.ext.ossrhPassword = ''
}

If these aren't defined, we will get an issue, that is the users cannot build since gradle errors that the property is not defined. The properties are usually placed in
~/.gradle/gradle.properties
file. Now finally include the config sections for maven and signing plugins.

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signing {
    // Only sign the archives if there is a username. This allows one to build the library
    // on systems with no username set.
    if (ossrhUsername != '')
        sign configurations.archives
}

uploadArchives {
    repositories {
        mavenDeployer {
            beforeDeployment { MavenDeployment deployment -> signing.signPom(deployment) }

            repository(url: "https://oss.sonatype.org/service/local/staging/deploy/maven2/") {
                authentication(userName: project.ext.ossrhUsername, password: project.ext.ossrhPassword)
            }

            snapshotRepository(url: "https://oss.sonatype.org/content/repositories/snapshots/") {
                authentication(userName: project.ext.ossrhUsername, password: project.ext.ossrhPassword)
            }

            pom.project {
                name 'WebGL4J'
                packaging 'jar'
                description 'A WebGL wrapper for the GWT platform using Java'
                url 'http://goharsha.com/WebGL4J'

                scm {
                    connection 'scm:git:git@github.com:sriharshachilakapati/WebGL4J.git'
                    developerConnection 'scm:git:git@github.com:sriharshachilakapati/WebGL4J.git'
                    url 'git@github.com:sriharshachilakapati/WebGL4J.git'
                }

                licenses {
                    license {
                        name 'The MIT License (MIT)'
                        url 'https://opensource.org/licenses/MIT'
                    }
                }

                developers {
                    developer {
                        id 'sriharshachilakapati'
                        name 'Sri Harsha Chilakapati'
                        email 'sriharshachilakapati@gmail.com'
                    }
                }
            }
        }
    }
}

I'm not going to explain how to generate keys here, but once you did all this (also change my name and e-mails in the above script with yours! Don't forget!!) you can just trigger your clean build and upload with the following command.

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$ ./gradlew clean build javadoc uploadArchives

If your version is not a SNAPSHOT, then it will create a staging repository which you have to release from the sonatype website manually. The sync to central takes 10 minutes, but in search it will take upto 2 hours to show up.

Hope this helps.
12  Game Development / Newbie & Debugging Questions / Re: LWJGL3 Jar Unable to extract LWJGL natives on: 2016-06-03 16:09:39
Did you properly set your PATH environmental variable? Add the BIN directory of the JDK to the PATH so you get access to the jar command.
13  Game Development / Newbie & Debugging Questions / Re: LWJGL3 Jar Unable to extract LWJGL natives on: 2016-06-03 12:42:39
Use command prompt, or a Terminal.  Pointing
14  Game Development / Newbie & Debugging Questions / Re: LWJGL3 Jar Unable to extract LWJGL natives on: 2016-06-02 13:54:27
I find it really easy to make the natives in another JAR. Just go to the natives directory in LWJGL download and execute

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$ jar -cfv lwjgl-natives.jar *

and then simply add lwjgl-natives.jar to the build classpath. LWJGL does all the necessary magic.
15  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-05-31 06:45:12
I just finished android port of SilenceEngine, and also wrote JNI bindings to OpenAL soft and STB vorbis using SWIG.



https://github.com/sriharshachilakapati/SilenceEngine/tree/silenceengine-1.0.1
https://github.com/sriharshachilakapati/AndroidOpenAL
16  Java Game APIs & Engines / Java Sound & OpenAL / Re: OpenAL crashing on Mac on: 2016-05-29 03:10:12
I don't see where you are creating a context. You have to create a context before you can use it's functions.

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AL.create();


and finally you also have to destroy the context.
17  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.
18  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.
19  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.
20  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.
21  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!
22  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.
23  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:

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{
    "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.
24  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.
25  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). http://pastebin.com/TABWDFUE

Ask me if you have any questions regarding it.
26  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
?date=09+May+2016
to
?date=09+May+2016+GMT
for times in GMT, or
?date=09+May+2016+%2b0230
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).
27  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. http://www.java-gaming.org/topics/my-game-engine/28232/view.html

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: https://www.youtube.com/watch?v=6OM1pVDQJOM

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.

THANK YOU FOR MAKING ME TO LOOK INTO MYSELF!!!
28  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.
29  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!
30  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.
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