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1  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-02-14 06:46:17
Update to GWT-AL, we can now set the properties AL_POSITION, AL_LOOPING, AL_PITCH, AL_SOURCE_RELATIVE, AL_VELOCITY, and AL_BUFFER. I have updated the example to support all these properties.



Also that the example logs OpenAL errors if any to the console.



I guess this will be completed in a few more weeks. Time to work on the listener. See you soon with more updates.
2  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-02-13 04:25:05
Got GWT-AL to play audio in the browser through OpenAL API. Here's a screenshot:



And of course some code here.

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// Create the context and make it current
ALContext context = ALContext.create();
AL.setCurrentContext(context);

// Create the source
int alSource = AL10.alGenSources();

// You need the AudioDecoder to decode audio using the browser's WebAudioAPI
AudioDecoder.decodeAudio
(
    // The 'ArrayBuffer' containing the data (just binary, along with the container and header, not samples)
    data,

    // Upon success, we are returned a OpenAL buffer ID, and the decoded data is uploaded
    alBufferID ->
    {
        // Attach the buffer to the source and play it
        AL10.alSourcei(alSource, AL10.AL_BUFFER, alBufferID);
        AL10.alSourcePlay(alSource);
    },

    // Upon error, you are returned a reason, which is a String explaining what failed.
    reason -> GWT.log("decodeAudio error: " + reason)
);

There is also the original alBufferData function, but it is only usable if you have PCM samples and not a binary file. The example will be hosted online very soon.
3  Discussions / Miscellaneous Topics / Re: What's your "game dev dream" on: 2016-02-09 14:29:52
Anything that players will remember for at least a few years. Right now I'm thinking of a game based on old tales, probably will be called as Grandpa Tales.
4  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-02-08 13:38:00
Good job! If you're in the US and have the ability to travel to oregon, you should go to nationals this year! It's a great experience and nobody really cares about your times, plenty of people with barely sub 2 minute averages attend.

I live in India, and here cubing is not a big deal, and also for me. I just started to do this for fun, but eventually became more interested in it. Thanks for the advice.
5  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-02-07 11:55:13
Yes, it would increase readability, but all I wanted is a quick prototype to show there. I'll add it right now, thanks.
6  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-02-07 11:38:37
I think I improved in cubing, got 1:14 as my best solve today - with only F2L. Other than that, I did a quick implementation of a CPU like program to present in CO (Computer Organisation) class.

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CPU cpu = new CPU(new Accumulator(), new Memory(3));

cpu.defineOperation(/* GET */ 0, (ac, mem, address) -> ac.value = mem.get(address));
cpu.defineOperation(/* ADD */ 1, (ac, mem, address) -> ac.value += mem.get(address));
cpu.defineOperation(/* STO */ 2, (ac, mem, address) -> mem.set(address, ac.value));
cpu.defineOperation(/* PRI */ 3, (ac, mem, address) -> System.out.println(mem.get(address)));

Instruction[] program = new Instruction[] {
        new Instruction(0, 0),   // Get the value at address 0
        new Instruction(1, 1),   // Add the value at address 1
        new Instruction(2, 2),   // Store the result into address 2
        new Instruction(3, 2)    // Print the value at address 2
};

cpu.memory.set(0, (byte) 2);  // Set the value 2 at address 0
cpu.memory.set(1, (byte) 5);  // Set the value 5 at address 1

Arrays.stream(program).forEach(cpu::execute);

I know this is not any better considering what we today have, but is enough for me to get some impression in class before lecturers.
7  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-02-03 15:40:36
Found this one earlier today.



What is this Windows??
8  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-02-03 02:19:11
Started working on a game for the first time in over a year.. This is fun! Hoping to get to nationals this year in the TSA game design competition.
Also averaging low 13s-12s on 3x3 and 3-4s on 2x2, hoping to secure a top 75 place in cubing nationals come summer.

Congratulations and hope you get into the top. How do you solve your cube for speed? I mean, OLL & PLL or is there some other technique? I think I should start learning OLL & PLL now.
9  Java Game APIs & Engines / Engines, Libraries and Tools / Re: WebGL4J - Simple GWT based WebGL wrapper for Java on: 2016-01-31 06:29:17
Thanks for your complements @Ranger, I'm glad that this is useful to you.

Regarding the background thing, I don't recommend setting the background color through the elements, instead use the
glClearColor()
function. And to get transparency working, you need to enable blending and set a blend function.

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glClearColor(0, 0, 1, 1); // Set to blue
glClear(GL_COLOR_BUFFER_BIT);

glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

I think that should work for you. Hope this helps.
10  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-01-26 04:11:01
... as well as got two 9 second solves...

Wow, that's awesome. I just got into the 2 minutes range with my Dayan Zhanchi 3x3x3 cube, where my best is 1:42. You'll be my inspiration.
11  Game Development / Newbie & Debugging Questions / Re: intersecting issue on: 2016-01-23 16:40:51
Hi @Glabay,

Welcome to the Java Gaming forums, it's nice to see you here. Coming to your question, you can find whether the collision happened in which direction by comparing the intersection width of the rectangles.



So to find out the intersection, you can use the built-in method in the Rectangle class.

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Rectangle intersection = ball.getBounds().intersection(brick.getBounds());

Now compare the width and height to find out in which way collision happened.

Hope this helps.
12  Game Development / Game Mechanics / Re: Gradle game modding system? on: 2016-01-19 15:05:48
You might take a look at Zulu builds, they claim that it is completely free to distribute. Take a look at that page:

http://www.azul.com/downloads/zulu/

I haven't used it myself, but it looks a better choice, as it is built on OpenJDK.
13  Game Development / Newbie & Debugging Questions / Re: What type of rendering should I use? on: 2016-01-17 16:33:09
Do what @theagentd said, follow him. He is one of the OpenGL experts on this forum.

The future is the core profile, and if you are learning I would recommend to go with the OpenGL 3.x. I admit that it is easy to get something on the screen with deprecated immediate mode, and there are also several games and libraries using it, but they are slow.

To get some fun, I have implemented a class that provides a glBegin/glEnd like behavior but renders through glDrawArrays with VAO and VBOs. You might want to take a look of it - Batcher.java. A bit of warning, do use it only if you like (I'm not advertising the engine, if someone would point it out, just that class).
14  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-01-13 10:17:57
Achieved 400 days of GitHub streak!!



500 days, I'm coming to see you!!!
15  Game Development / Game Mechanics / Re: Daedalus camera movement on: 2016-01-09 16:38:50
I think this is a game by @deathpat (just confirmed that this is his), so I'm mentioning him. He might help you.
16  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-01-09 13:44:50
This is what I did yesterday and also today, I got GWT-AL to successfully play an OGG file using WebAudio API.

https://github.com/sriharshachilakapati/GWT-AL/blob/master/examples/src/main/java/com/shc/gwtal/examples/client/Main.java

I made it play yesterday, and now added buttons to play it.
17  Java Game APIs & Engines / OpenGL Development / Re: Massive internal JEmalloc/Nvidia driver memory leak? on: 2016-01-04 14:43:12
I have also seen the memory usage thing with LWJGL3, but I thought it might be something with my program. In my case, it went up 1 MB per 30-50 seconds, and once the memory is reaching ~200 MB it's getting back at 2 or 3, might it be the garbage collector doing it's work.
18  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-01-03 08:47:54
Guys I need your opinion now, have four versions for the logo, but I'm preferring C and D from them.



What do you think of?
19  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-01-01 17:28:20
What do you guys think of this? Trying to get a OpenAL port for GWT under the name GWT-AL. Any thoughts on this logo?

20  Java Game APIs & Engines / Engines, Libraries and Tools / Re: WebGL4J - Simple GWT based WebGL wrapper for Java on: 2016-01-01 16:39:21
WebGL4J 0.2.8 is now in the maven central. Also released on GitHub for who are not using maven.

This is a bug fix version over v0.2.7 that fixes an important bug with the conversion of webgl objects to integer handles that generates two or more objects with the same handle if deleting objects is performed. It is recommended that all users using 0.2.7 to immediately switch to v0.2.8 to prevent that from happening.

Maven

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<dependency>
    <groupId>com.goharsha</groupId>
    <artifactId>webgl4j</artifactId>
    <version>0.2.8</version>
    <scope>compile</scope>
</dependency>


Gradle

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compile group: 'com.goharsha', name: 'webgl4j', version: '0.2.8'

// or shorthand notation
compile 'com.goharsha:webgl4j:0.2.8'
21  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-01-01 14:35:20
Murdered 3 mosquitoes..

Apart from that, slept most of the day (was awake up to 3:40 AM yesterday) and just now started back on the daily routines.

Just murdered another mosquito making the count to 4.
22  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-12-26 14:41:07
Replaced my monitor with my 32" Samsung 3D TV.



Click the image for large view.
23  Java Game APIs & Engines / Engines, Libraries and Tools / Re: NanoVG Crash on: 2015-12-25 03:48:32
The log says that it crashed in your
renderButton
method of
MenuRendering
class, where when you call
nvgTextBounds()
method.

I haven't looked into NanoVG still, but can you post that code?
24  Java Game APIs & Engines / Engines, Libraries and Tools / Re: NanoVG Crash on: 2015-12-25 03:37:21
Please post the contents of the crash log; must be in hs_err_pid1504.log
25  Game Development / Newbie & Debugging Questions / Re: LibGDX game logic and rendering sync in loop on: 2015-12-21 14:10:59
@SuperMario

Change that
if
into a
while
loop, and it should play catch up when it couldn't meet the target frame rate. You can also add in a max frameskip control there.

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final float TIME_STEP      = 1 / 30f; // 30 times a second
final int   MAX_FRAMESKIPS = 5;       // Make 5 updates mostly without a render

float accumulator;
int   skippedFrames;

void render()
{
    accumulator += Gdx.graphics.getDeltaTime();

    skippedFrames = 0;

    while (accumulator >= TIME_STEP && skippedFrames <= MAX_FRAMESKIPS)
    {
        accumulator -= TIME_STEP;
        screen.update(TIME_STEP);

        skippedFrames++;
    }

    screen.render();
}

This should be more better, as playing catchup is often required on systems with low configuration.
26  Java Game APIs & Engines / Engines, Libraries and Tools / Re: WebGL4J - Simple GWT based WebGL wrapper for Java on: 2015-12-17 01:55:16
WebGL4J 0.2.7 is now on maven central, you can now use Maven or Gradle to get WebGL4J as a dependency.

Maven

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<dependency>
    <groupId>com.goharsha</groupId>
    <artifactId>webgl4j</artifactId>
    <version>0.2.7</version>
    <scope>compile</scope>
</dependency>


Gradle

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compile group: 'com.goharsha', name: 'webgl4j', version: '0.2.7'

// or shorthand notation
compile 'com.goharsha:webgl4j:0.2.7'

Very happy to share this information.
27  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-12-17 01:43:40
Published WebGL4J into maven central, version 0.2.7 is uploaded.



I'm now pretty excited.  Roll Eyes
28  Games Center / Showcase / AutoInvaders - LD34 Compo Entry on: 2015-12-15 15:21:28




AutoInvaders


AutoInvaders is my take on remaking the classic SpaceInvaders game to the concept of the theme 'Two Buttons Controls', and the only controls used are the two ALT keys. The left ALT key does fire, and the right ALT key spawns up the shield.

Being spending too much time on the graphics, I think there are still things that are not polished. I will be adding those elements after the compo.

This game requires Java 8 to run. OS/X users please use the OS/X build. If you download the Linux build, you can run it with java -XstartOnFirstThread -jar AutoInvaders.jar and it should work fine.

This game uses OpenGL 3.3, SilenceEngine 0.4.1b and LWJGL 3.
29  Games Center / Contests / Re: LD34 on: 2015-12-14 15:37:18
I had finished mine as well: http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=22490

30  Games Center / Contests / Re: LD34 on: 2015-12-13 11:22:39
I'm in. Working on a SpaceInvaders clone with only two buttons.

Pages: [1] 2 3 ... 54
 
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List of Learning Resources
by SilverTiger
2016-02-05 09:39:47

List of Learning Resources
by SilverTiger
2016-02-05 09:38:38

List of Learning Resources
by SilverTiger
2016-02-05 09:35:50

Rendering resources
by Roquen
2015-11-13 14:37:59

Rendering resources
by Roquen
2015-11-13 14:36:58

Math: Resources
by Roquen
2015-10-22 07:46:10

Networking Resources
by Roquen
2015-10-16 07:12:30

Rendering resources
by Roquen
2015-10-15 07:40:48
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