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1  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-12-06 04:03:18
Kinda What I did yesterday in normal sense, but technically what I did today since I did it after the date change in the midnight:

I've got SSL on my website!!! It's now
Thank you CloudFlare for offering free SSL.
2  Java Game APIs & Engines / Engines, Libraries and Tools / Re: LWJGL 3 - Assimp bindings on: 2016-11-29 08:20:39
This is awesome!

But you kinda made elect's work on jAssimp obsolete...?

Thanks, and no, jAssimp is still the goto for Android.
3  Discussions / Miscellaneous Topics / Re: What I drew today on: 2016-11-14 13:48:09
I think this thread should have a fan made JGO logo, made using GIMP all with mouse and brush.

I don't know if this is a violation of rules, if it violates, I'm sorry. I'm not using the logo for any purposes and won't ever be. Just made it for this thread.
4  Game Development / Newbie & Debugging Questions / Re: Layering Particles under Sprites (LibGDX) on: 2016-11-09 18:50:39
You can start a line with two @ symbols and it will be highlighted in the code for you. Bold tags will not work.

this is a normal line
but this is highlighted
and this is another normal line.
5  Discussions / Suggestions / Re: Art section on: 2016-11-09 18:48:52
Nice, but wait, do you mean you want an asset store or something? Your tone seems like you want to make art and see it in others games, but I'm not sure.
6  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-11-09 17:02:51
Drew the character for my November's GitHub GameOff game JAM.

First time making a better character. Don't ask why he is not having eyes, I'm not gonna tell you that.
7  Games Center / Contests / Re: Github's Month-Long Game Jam: GameOff on: 2016-11-08 08:25:34
Ive started mine! It's a bit late into the month but I can cram together a little demo, it's called Silicon Tycoon. A tycoon game about computer software!

Thank you for posting here and reminding me, I almost forgot. But shitty life, had exams till 15th this month, and projects in college.. Will do somehow.
8  Game Development / Newbie & Debugging Questions / Re: Rendering Sprite on Newly Created Body on: 2016-11-02 16:27:07
I'm sure it should be as simple as that. Can I see some of your code?
9  Java Game APIs & Engines / Engines, Libraries and Tools / Re: GWT-AL - OpenAL implementation for the GWT platform on: 2016-11-02 16:02:30

Sorry for being so late to reply, was having my end semester exams, and I have to study hard to keep my grades. Anyways, I don't think you are using panner at all, you seem to not needing the 3D sound right? My observation is that this issue appears only when we needed panning and had a panner node created.

This might be with the panning models, I will revisit the specification soon and will try to find out the problem.
10  Game Development / Newbie & Debugging Questions / Re: Rendering Sprite on Newly Created Body on: 2016-11-02 15:25:20
I'm not a LibGDX user, but since this is Box2D, this is where you create a Body and add it to the world I guess. I see that you are using user data, isn't there a setUserData method? After creating the body also create the sprite, and attach it via the setUserData method.
11  Games Center / Contests / Re: Github's Month-Long Game Jam: GameOff on: 2016-10-27 01:35:05
I'm doing it too.
12  Game Development / Newbie & Debugging Questions / Re: Updated Android studio and libgdx now getting odd error message.. on: 2016-10-11 05:41:04
It happens to me sometimes with other native android projects too. Just refresh the gradle model and it should work fine. Did you try that? Run gradlew clean build and then in the IDE, refresh from gradle tool pane, finally make before running. I'm sure that would fix it.
13  Java Game APIs & Engines / Engines, Libraries and Tools / Re: GWT-AL - OpenAL implementation for the GWT platform on: 2016-10-09 06:37:22

There is a reason why I do slicing the buffer audio data. It is because Firefox doesn't copy the data into the buffer, but it uses the same buffer. It does also modify the contents. For example, I got a buffer, and if I create two source nodes with that buffer, then it will not play the second node. Only the first node can be heard.

Did you test it with both Chrome and Firefox? Last time I tried, Chrome throw'ed me an error when I created SterioPannerNode. All the code in GWT-AL is using PannerNode instead of SterioPannerNode.

GWT-AL does not use the OscillatorNode, so am not actually sure where the bug is coming from. Maybe I have to check again and replace PannerNode with SterioPannerNode. Will check this and reply back soon.
14  Java Game APIs & Engines / Engines, Libraries and Tools / Re: GWT-AL - OpenAL implementation for the GWT platform on: 2016-10-04 14:44:48
I have seen your post, but sorry for the late reply, it is festival time here, and my semester examinations are also approaching at the same time. I did saw the same issue, and it really seems like a bug in the WebAudio API implementations of Chrome and Firefox. I find that there are small differences between the versions of the specifications used by these two browsers.

Right now, it appears that Chrome implementing the latest draft specification, which Firefox is with an older spec, and that both browsers has the same amount of bugs in some areas. IMO Edge has a better implementation than these major browsers, but unfortunately Edge does not support OGG file format.

My latest commit (e6d9eb9) tries to fix the issue on Chrome by disconnecting the sound's panner nodes once the playback is done, and this seems to have some effect at least. As a test, you can try my Lost-Orion game and check it's audio. It fixes the issue in Chrome as per my ears, but there are still issues in FF.

The major issue I find in Firefox is with sound sources that move while the source is still playing. When this happens, Chrome handles this perfectly smooth, but in FF I'm seeing some small pauses while the position of the node is being changed. I'm still looking for a solution to this.
15  Games Center / Showcase / Re: Sulphur Nimbus: Hel's Elixir Demo (3D flying action adventure) on: 2016-10-02 07:09:26
I got this alert from Avira when running the EXE.

But the JAR is fine. Nice game.
16  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-09-24 15:49:38
I was asked to explain about Generator functions in JavaScript today in college, and I made this to spice them up.

I know this is faking threads, but if it is possible to rewrite JS functions in such a way, then it will support client side threading in JS.
17  Java Game APIs & Engines / OpenGL Development / Re: Texture artifacting/bleeding Open GL ES 1.X on: 2016-09-24 14:45:55
I did stumble at that question about a month ago. Did implement it like this in my engine.

public Texture getCell(int row, int column)
    if (row >= cells[0].length)
        throw new ArithmeticException("Cannot get past the last row");

    if (column >= cells.length)
        throw new ArithmeticException("Cannot get past the last column");

    if (cells[column][row] == null)
        float minU = (column * cellWidth + 0.5f) / texture.getWidth();
        float minV = (row * cellHeight + 0.5f) / texture.getHeight();
        float maxU = ((column + 1) * cellWidth - 0.5f) / texture.getWidth();
        float maxV = ((row + 1) * cellHeight - 0.5f) / texture.getHeight();

        cells[column][row] = texture.getSubTexture(minU, minV, maxU, maxV, cellWidth, cellHeight);

    return cells[column][row];
18  Discussions / General Discussions / Re: GLFW Controller Database on: 2016-09-21 14:49:03
I just purchased a Microsoft Xbox 360 Wireless Receiver for Windows for ₹1500/- ($22.35), and it is perfectly working with my original Xbox 360 Wireless receiver that came with the console. It had the same mappings as reported already, and verified itself as "Wireless Xbox 360 Controller". Added it to the database as well.
19  Discussions / General Discussions / Re: GLFW Controller Database on: 2016-09-21 06:32:26
The database is now modified to the new layout I said before. Anyone using a controller with a Mac? We need bindings on Mac OS as well.

Another thing I have observed, Microsoft's XBOX driver is not exposing the guide button on windows, but it is exposed on Linux because of custom non microsoft drivers. It is advised not to use it in the games.
20  Discussions / General Discussions / Re: GLFW Controller Database on: 2016-09-20 05:49:53
So according to GLFW, the joystick name is not guaranteed to be unique per device, and it may report differently on different OS, even the name. This leaves us with only the number of axes and buttons to identify. Additionally, we can keep keywords per mapping, and select the mapping which matches the maximum keywords. This should be the way to globally identify the controllers.

The goal of GLFW Controller Database is not to map every controller to an ideal controller, but to document the input locations on a wide range of controllers. We want to generalize the controllers between XBOX layout and PS layout controllers.

And in XBOX controllers posted, and also third party XBOX style controllers, I've identified two layouts, one with 14 buttons and 6 axes and another with 11 buttons and 8 axes. There might be the same happening in PS style controllers too, we just need to test more.

The new layout in the database (I'll push to the repository soon) is to have files with the naming scheme Style-Buttons-Axes-Platform-Type.json. For examples of valid names, Xbox-14-6-Linux-1.json and Xbox-11-8-Linux-2.json are good examples. The type is a number, which only changes when a controller is of an existing style, have the same number of axes and buttons, but the indices are different.

The internal file format is also going to change a small bit, it accepts names as an array of strings which are known variations that give the same indices for the names, and they are also going to include a new keywords section, which is an array of strings as well.

    "names": [
        "name1", "name2", ...

    "keywords": [
        "keywords", "to", "identify", "uniquely"

    "buttons": [
        { "index": 0, "name": "NAME" }, ...

    "axes": [
        { "index": 0, "name": "NAME" }, ...

The layout section is now gone, because that information is present in the file name, and is already provided by the GLFW, there is no need for redundant data. Also the indices are now JSON number fields and not strings anymore.

We also make it strict for names within the mappings for axes and buttons, so that they are consistent across the mappings. The names for the XBOX style controllers are as follows.


Similarly the names for PS style controllers are as follows.

LS_X, LS_Y, RS_X, RS_Y, DPAD_X, DPAD_Y for the axes.

Every mapping should have the names only from the above selected list. Any other names will render it invalid. Coming to the styles PS and XBOX, there is a need for the differences between them, apart from physical layouts (which only change the location of the left stick), triggers are buttons in PS controllers where they are axes in XBOX style.

With this, I think I have covered abnormalities in controllers enough. There are more layouts and different controllers in the wild, but let's start with these.
21  Discussions / General Discussions / Re: GLFW Controller Database on: 2016-09-20 04:44:39
        { "index": "9", "name": "LS" },
       { "index": "10", "name": "RS" },
       { "index": "10", "name": "DPAD_UP" },
        { "index": "11", "name": "DPAD_RIGHT" },
        { "index": "12", "name": "DPAD_DOWN" },
        { "index": "13", "name": "DPAD_LEFT" }

@Brynn There is index 8 missing in your mapping as well, and you have added same index for RS and DPAD_UP. I suppose that the sticks are in 8 and 9 indices, and DPAD_UP is in 10. Can you confirm this again please?
22  Discussions / General Discussions / Re: GLFW Controller Database on: 2016-09-20 04:36:30

In your mappings, button index 8 is missing. I suppose it is the guide button? I'll add the mapping to the database if you confirm.

L2 and R2 are not buttons on this controller, but axes from -1 (not pulled at all) to 1 (fully pulled). No buttons are pressed when I pull the trigger.

That's expected for XBOX style gamepads, as triggers are analog buttons, and by design, GLFW represents analog buttons as axes since they have values and not just ON and OFF.

The DPAD is also counted as 2 axes, being either 0, 1, or -1 on each axis.

This is really strange, I didn't expect this, because they are buttons. Maybe XBOX is having analog DPAD or what I don't know, but this is indeed a variation.

Maybe you should have a notes section on the database to track these irregularities?

Yes! I'm working on that. There will be a section explaining the mappings in the README soon. I'll also try to provide some code on creating a class which can load these mappings from files and auto-detect the controller.
23  Discussions / General Discussions / Re: GLFW Controller Database on: 2016-09-19 19:46:00
I got an error.

Exception in thread "main" Unable to compile shader:
Vertex shader failed to compile with the following errors:
ERROR: error(#272) Implicit version number 110 not supported by GL3 forward compatible context
ERROR: error(#273) 1 compilation errors.  No code generated

        at com.shc.silenceengine.backend.lwjgl.LwjglFileReader.lambda$3(
        at com.shc.silenceengine.utils.TaskManager.forceUpdateTasks(
        at com.shc.silenceengine.core.EventManager.raiseUpdateEvent(
        at com.shc.silenceengine.core.gameloops.FixedTimeSteppedLoop.performLoopFrame(
        at com.shc.silenceengine.backend.lwjgl.LwjglRuntime.start(
        at com.shc.silenceengine.tests.lwjgl.ControllerTestRun.main(
AL lib: (EE) alc_cleanup: 1 device not closed

I have fixed that issue. Now using GLSL 330 core for the shaders, thanks for the find. Maybe NVIDIA and Intel are ignoring this. I just uploaded a new download, could you please test it again?
24  Game Development / Newbie & Debugging Questions / Re: Is important to know how to make a game without a Java engine? on: 2016-09-19 16:05:51
Can I ask how old are you now? If you have never done programming before, then my suggestion is to start with simple ones, do something in CLI (Command Line Interface) until you understand core concepts well before stepping into GUI. I suggest you to learn some web technologies and how they works, and after that you can come back to Java and use JavaFX, a web like GUI framework.

I'd not recommend looking into AWT or Swing, which most people do use nowadays. Since you are talking about the future, JavaFX will be the standard by then.

If you just want to make games, then go with an engine seriously. But if you want to understand the concepts, try doing a game first in JavaFX. Or even better, try Processing, as it is a teaching utility nowadays.
25  Discussions / General Discussions / Re: GLFW Controller Database on: 2016-09-19 15:54:44
I just purchased a second hand game pad SPEEDLINK STRIKE here for ₹250/- ($3.74) which is very cheap. It is a PS3 style controller, and identifies itself as SPEEDLINK STRIKE Gamepad in Windows after the drivers. Also added its mappings.

P.S: I'm surprised that its driver also detects my LiveTech joystick also as a SPEEDLINK controller, but both have same mappings. Maybe because both are local made.
26  Discussions / General Discussions / Re: GLFW Controller Database on: 2016-09-18 12:51:58
Thanks a lot @Spasi. Added your mappings to the database as XInputNVShieldController.json
27  Games Center / Contests / Re: JAVA4K GAMES DOWNLOAD on: 2016-09-18 10:18:19
Did you call the init and start methods on the A class?
28  Discussions / General Discussions / Re: GLFW Controller Database on: 2016-09-18 10:16:14
I just uploaded a new version of the ControllerTest, now it can sense controller connect and disconnect events. I also added mappings for my locally found non standard controller with a PS style layout and XBOX style button naming, with 16 buttons and 4 axes for Windows.


It looks exactly like the ideal controller that I drawn a few days earlier.

Please post mappings of your controllers guys, it might help someone.
29  Discussions / General Discussions / GLFW Controller Database on: 2016-09-17 17:11:34

GLFW Controller Database

There are a lot of different controller layouts, and even controllers with similar layouts give out different button and axis codes depending on the platform. This is an attempt to create a collection of controller mappings which work with the latest GLFW 3.3 which is used in LWJGL 3.0.1 SNAPSHOT.

All the submitted mappings will be added to this repository at

How to Map controllers

GLFW returns the data as arrays (ByteBuffer and FloatBuffer) in LWJGL, and the button information is found in those arrays. Instead of manually finding the index of the input, I wrote a visual tool which allows to find the indices easily.

Get it at

Though the tool is made with SilenceEngine, it uses GLFW for input. SilenceEngine is only used to render the info to the screen. The controls are as follows. You can type 0 to 9 to switch between the first 10 connected controllers. You can press + and - keys to look for more.

If your controller is detected as ideal, then it means that there is a mapping already provided by a contributor and is present in the database repo. If not please map it yourself and contribute the details.

What details do we need?

The tool doesn't send any information automatically, it is just for convenience. You have to provide the following details so we can add it to the database.

  • The Operating System that you are using
  • Architecture of your Operating system
  • The real name, make and model of your controller
  • What is it identified as by the tool
  • The number of buttons
  • The number of axes
  • Which button is at which index
  • Which axis is at which index
  • Any other additional information you wish to provide

Thanks in advance for being part of the database construction. All the mappings will be changed to a JSON format, and stored as JSON files in the repository.

Note: This requires Java 8, and mac users need to run it on the first thread. java -XstartOnFirstThread -jar ControllerTest.jar. On other platforms, you can run it with java -jar ControllerTest.jar. All the natives are packed into the JAR.
30  Games Center / Contests / Re: JAVA4K GAMES DOWNLOAD on: 2016-09-17 16:39:02
That might be an issue since the class is obfuscated before decompiling, so the decompiled sources were incorrect. You have to directly use the original class and use my method now, just keep it as applet, and add it to a frame.
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List of Learning Resources
by elect
2016-09-09 09:47:55

List of Learning Resources
by elect
2016-09-08 09:47:20

List of Learning Resources
by elect
2016-09-08 09:46:51

List of Learning Resources
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2016-09-08 09:46:27

List of Learning Resources
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2016-09-08 09:45:41

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by elect
2016-09-08 08:39:20

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by elect
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Rendering resources
by Roquen
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