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1  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.
2  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!
3  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.
4  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.
5  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="http://www.youtube.com/v/QfY2QZFhWN0?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/QfY2QZFhWN0?version=3&amp;hl=en_US&amp;start=</a>
6  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.
7  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).

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

SilenceEngine.audio.scene.play(mySound1, source);
SilenceEngine.audio.scene.play(mySound2, 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).
8  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.

Pros

  • 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.

Cons:

  • 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.
9  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.

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Starting up SoundSystem...
Initializing LWJGL OpenAL
    (The LWJGL binding of OpenAL.  For more information, see http://www.lwjgl.org)
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(Keyboard.java:406)
        at engine.game.client.io.GameKeyboard.mapKeys(GameKeyboard.java:67)
        at engine.game.client.io.GameKeyboard.tick(GameKeyboard.java:77)
        at engine.game.GameEngine.gameLogic(GameEngine.java:151)
        at engine.game.GameEngine.run(GameEngine.java:139)
        at java.lang.Thread.run(Unknown Source)
10  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.

11  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.
12  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.
13  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.
14  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.
15  Games Center / Showcase / Re: Amoebam - LD35 Compo Entry on: 2016-04-19 14:29:30
Watch the timelapse guys

<a href="http://www.youtube.com/v/iYfg83YExtQ?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/iYfg83YExtQ?version=3&amp;hl=en_US&amp;start=</a>

It's pretty short, two days in two minutes.
16  Discussions / General Discussions / Re: Ludum Dare 35: April 15th to 18th -- THEME IS SHAPESHIFT -- on: 2016-04-18 15:05:07
Here's mine: http://www.java-gaming.org/topics/missing-title/37347/view.html



http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=22490
17  Games Center / Showcase / Amoebam - LD35 Compo Entry on: 2016-04-18 04:10:07




Amoebam


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.

Links


18  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?
19  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.
20  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-04-14 19:21:19
Added CSS to the SilenceEngine GWT Tests page.



Click for full size. Night for today!
21  Discussions / General Discussions / Re: Message preview not working on: 2016-04-14 14:58:07
No, it's working fine here. I'm on Google Chrome on Windows 10.

22  Game Development / Newbie & Debugging Questions / Re: SceneGraph in Entity Component System, Transformations on: 2016-04-14 13:20:08
I found my issue after getting some sleep, I forgot to take care of the parents in the CollisionComponent. All I had to do is to iterate up in the entity heirarchy chain (scene graph nodes) and apply the parent transforms to the polygon.

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// Get some temporary Vector objects to work from the object pool
Vector2 tPosition = Vector2.REUSABLE_STACK.pop();
Vector2 tScale = Vector2.REUSABLE_STACK.pop();

// The temporary rotation variable
float rotation = 0;

// Set the entity properties into the temporary ones
tPosition.set(entity.position);
tScale.set(entity.scale);
rotation += entity.rotation;

// Get the parent of this entity
Entity parent = entity.parent;

// Iterate while the parent is not null and apply it's transforms
while (parent != null)
{
    rotation += parent.rotation;
    tScale.scale(parent.scale.x, parent.scale.y);
    tPosition.rotate(parent.rotation).add(parent.position);

    parent = parent.parent;
}

// Apply the transforms into the polygon
polygon.setCenter(tPosition);
polygon.setScale(tScale);
polygon.setRotation(rotation);

// Push back the temporary vectors into the object pool
Vector2.REUSABLE_STACK.push(tPosition);
Vector2.REUSABLE_STACK.push(tScale);

And this is how it looks in the screenshot:



I'm not sure whether this is the right way, but it does work. I'm thinking it's fine not to worry about the performance now, since the GWT is also running at 60 FPS.
23  Game Development / Newbie & Debugging Questions / [Solved] SceneGraph in Entity Component System, Transformations on: 2016-04-14 09:33:25
I'm recently learning entity component systems, and started implementing it into my test engine, however I'm having an issue integrating this with scene-graph, which I'm trying for the first time.

All my entities have a TransformComponent which transforms the entity in the scene, with it's position, rotation and scale. This is how I'm doing this:

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transform.reset();

Entity entity = this.entity;

while (entity != null)
{
    if (!lockScale) transform.scale(entity.scale);
    if (!lockRotation) transform.rotate(Vector3.AXIS_Z, entity.rotation);
    if (!lockPosition) transform.translate(entity.position);

    entity = entity.parent;
}

The TransformComponent is present for all the entities, and hence it cannot be removed from the entity, I restrict it.

Now I have another component, called as CollisionComponent which contains the polygon, and a callback when a collision occurs, along with a collision tag. It updates the polygon position upon update:

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polygon.setPosition(entity.position);
polygon.setRotation(entity.rotation);
polygon.setScale(entity.scale);

This is working for all the entities that are in the scene root, they are displayed at their correct positions, and also the collisions are working. The issue starts with the entity's children if they are present.

I have attached a child entity with position set to (0, 50) whose coordinate system is local to the parent entity system. But here, the graphics work correctly, on rotating the parent, the children rotate too due to the transform matrix, but the polygon stays at the local position.

The solution that I'm thinking now is to make the entity positions in global coordinate system, even if they are in the children of an entity, and have the transform change correctly even when the parent moves.

How can I do that?
24  Discussions / General Discussions / Re: Blog six replies limit on: 2016-04-11 15:13:12
I can't think of JGO as a blog for my game, you'd normally have your own blog for your game's development. It is sort of advertisement when you post it here, but instead of money you receive feedback, and suggestions.
25  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-04-10 10:35:37
Started learning JavaFX today, and starting writing a project generator (for desktop and html5) projects with SilenceEngine.



It's just been two hours, and I have got the UI working. Time to work on the actual generator now.
26  Java Game APIs & Engines / Engines, Libraries and Tools / Re: WebGL4J - Simple GWT based WebGL wrapper for Java on: 2016-04-07 15:13:43
Done, I actually never noticed that, so used the 0th location as null. Corrected it as per the documentation. Thanks @quew8 for mentioning it.

The change is in the commit d61533f and there is now a new snapshot build uploaded into the OSSRH repository.
27  Discussions / Miscellaneous Topics / Re: Unsolicited blank CD in post - huhh? on: 2016-04-04 18:41:52
No ideas, but that is really weird.  I would not click on anything from them in your email.

It is register post, not e-mail.

@ags1

I think you can inquire about the package at the post office? You can ask them from where they picked it up, but I might just throw it away after keeping for a week. Might also be the case of wrong delivery.
28  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-04-03 13:22:35
I learnt GWT touch events, and implemented them into SilenceEngine's GWT backend. This is a pic of remote debugging in action:



Click the image for fullscreen. Anyone know how to test on a laptop through remote debugging?
29  Game Development / Game Play & Game Design / Re: Blender or GIMP ? Libgdx or what ? on: 2016-04-03 08:01:50
Regarding 2D art, I suggest you to add Inkscape to your list, it's opensource too, and let's you create art by combining multiple primitive shapes. I love it and it is fast to create modern looking cartoonish art.
30  Game Development / Articles & tutorials / Re: Getting Started with JavaFX Game Programming (for Java Programmers) on: 2016-04-01 06:31:27
It's excellent article, but no replies might be due to the formatting, why don't you use headings? Also please remove the HR tags, they just make it mess up.
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Website offering 3D Models specifically for games for free
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