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1  Game Development / Articles & tutorials / Re: LWJGL Tutorial Series - Contents on: 2014-04-16 17:15:46
@Riven

Thank you for taking time to unlock the threads for me, but I've chosen to move the tutorials to my site, due to some factors, one being mainly, building some hype for my name. This series became popular, so moving it to my own site helps me. This is also the site I will use in my resumes, so it would be a bonus asset for me.

Please excuse me if I've bothered you by making more than 15 topics. Will you please delete these deprecated tutorials? I'll still use this contents page to manage the links to my site.

Thanks.
2  Game Development / Articles & tutorials / Re: LWJGL Tutorial Series - Contents on: 2014-04-15 18:44:28
I've been moving this series to my website at GoHarsha.com/LWJGL-Tutorial-Series
3  Game Development / Newbie & Debugging Questions / Re: Faster transformation with VBOS on: 2014-04-14 18:09:42
Modern OpenGL doesn't take care of the matrices for you. You have to manage your matrices on your own and send them to the shaders and multiply them there.
4  Discussions / Miscellaneous Topics / Re: What are Anti-Virus Developers Protecting us From? on: 2014-04-14 14:19:23
I also think that we don't need any antivirus, but am scared not to use one. So I just use free AVG on Windows 8.1
5  Discussions / General Discussions / Re: What hosting do you use for your websites? on: 2014-04-14 08:38:57
Thanks guys for your recommendations. I've subscribed to my college hosting and got 30 GB space on my college servers.
6  Discussions / General Discussions / Re: What hosting do you use for your websites? on: 2014-04-13 04:14:02
Github Pages!

I think it doesn't offer PHP. Is it?
7  Discussions / General Discussions / Re: What hosting do you use for your websites? on: 2014-04-12 18:02:35
Just found GoogieHost. It's features (in free plan) are

  • 20 GB Storage
  • 200 GB Bandwidth
  • Unlimited MySQL Databases
  • Unlimited Email Accounts
  • FTP support
  • PHP 5.4 support
  • 99% uptime

This is a really good option, and moreover, its an Indian company located in Lucknow. Maybe I'll change my hosting provider tomorrow.
8  Discussions / General Discussions / Re: What hosting do you use for your websites? on: 2014-04-12 17:08:36
Hostinger.in has been added to my list. @Kefwar suggested it to me using messages.

Quote
Hello SHC,

This is the webhost I use: Hostinger.nl.
The company is Dutch but you can set the language of control panel to English, otherwise I can help you translate/find the language settings Tongue.

It is has only 2GB storage in free plan, but has some cheap plans with unlimited storage.
Why I like it: reliable, free and no ads.

Regards,
Kefwar
9  Discussions / General Discussions / What hosting do you use for your websites? on: 2014-04-12 16:53:37
Hello all, today I've purchased a new domain GoHarsha.com on GoDaddy and am looking for a cheap (affordable) hosting provider that doesn't put any ads on my website. Currently I'm using 000webhost.com's hosting, but it is showing some ads (once a day) on my site and though there is an option to disable it in it's cPanel, it warn's me that the account maybe deleted and I'm out on quest for a hosting company.

My requirements are:

  • PHP 5.2.4 & MySQL 5.1 (For WordPress)
  • Atleast 2500 MB space (Had some large files I'd like to host on my own site)
  • An e-mail account
  • Allows subdomains for my site
  • Supports FTP

And most importantly, I prefer cheap ones (doesn't mean that I don't wanna pay, but prefer). So please post what hosting you are using it and also why you like it (will ease me in taking a decision) and also it's merits and drawbacks.

Thanks.
10  Discussions / General Discussions / Re: Some Good GLSL Links on: 2014-04-08 03:11:45
Shouldn't this be in the Resources thread?
11  Discussions / General Discussions / Re: Need C programs to practice for debugging competition on: 2014-04-06 12:40:55
C preprocessor directives act even before the compulsion starts. So the result will be 42 instead of 54 which is expected.
12  Game Development / Articles & tutorials / Re: LWJGL Tutorial Series - Contents on: 2014-04-06 05:15:01
@Riven

Will you please unlock these threads for me?

http://www.java-gaming.org/topics/lwjgl-tutorial-series-introduction-to-shaders/30850/view.html
http://www.java-gaming.org/topics/lwjgl-tutorial-series-vertex-buffer-objects/30699/view.html
http://www.java-gaming.org/topics/lwjgl-tutorial-series-introduction-to-3d/30712/view.html
http://www.java-gaming.org/topics/lwjgl-tutorial-series-perspective-projection/30735/view.html

Thanks in advance.
13  Game Development / Articles & tutorials / Re: LWJGL Tutorial Series - Lighting on: 2014-04-06 05:08:38
@Nouht

I didn't mean this doesn't work for FPS games. It brightens the face which is perpendicular to the light more than the faces which are at an angle. Since you are having a large cube, with flat faces, it always happen.
14  Discussions / General Discussions / Re: Need C programs to practice for debugging competition on: 2014-04-06 03:18:40
It's declared as
ll
but used as
l1
.
15  Discussions / General Discussions / Re: Need C programs to practice for debugging competition on: 2014-04-05 18:11:19
Also should there be
uint8_t
instead of
uint8 t
? It took me 5 minutes to notice that. He used the same
goto
statement twice without braces on the if statement.
16  Game Development / Articles & tutorials / Re: LWJGL Tutorial Series - Lighting on: 2014-04-05 13:58:15
@Nouht

I think that is due to your model. That happens if the model has big flat faces.
17  Discussions / General Discussions / Re: Need C programs to practice for debugging competition on: 2014-04-05 10:31:25
@tom_mai78101

The problem is there is no line break after the
#include
.
18  Game Development / Articles & tutorials / Re: LWJGL Tutorial Series - The OpenGL Rendering Pipeline on: 2014-04-04 17:11:01
@Grunnt

Thanks for your reply. But though it is vert short for a tutorial, I feel there is no need to explain much things here because topics like shaders, VBOs and VAOs will have their own pages. I also feel like it is not very much necessary to understand the whole pipeline (that's why I've omitted Geometry shader and Primitive Assembly/Patch from the process), people can start learning OpenGL without much understanding and although they omit these in the beginning, they will get a picture about how things work by the time they complete some of the tutorials.

And thanks for providing those links, they are very informative and clear in language. Thank you very much for linking them here.
19  Games Center / Contests / Re: [Competition] Weekly Incremental Jam - The Original Post on: 2014-04-04 16:53:09
I'm gonna miss this week, had been participating in a debugging competition.
20  Discussions / General Discussions / Need C programs to practice for debugging competition on: 2014-04-03 15:40:39
Hello,

I'm going to participate in a debugging competition going to be conducted in our college. The problems will be in C programming language. I've completed the problems given in our text book and am looking for other problems online.

Also I should mention that files are off topic for this competition.

Any tips for the competition are also welcome.

Thanks.
21  Discussions / General Discussions / Re: Coming back... on: 2014-04-01 18:10:30
You didn't understand our posts Yuri. We don't need any posts explaining what you've did nor what we're expecting from you. You shouldn't be thinking about thinking what others think of you. You should remain as yourselves. If you are willing to do just what others said, you are going to end as a robot and I know that you aren't one. Do whatever game you want, being yourself as you.
22  Discussions / Miscellaneous Topics / Re: Can anyone give me 10 words all related to one thing in common? on: 2014-04-01 17:27:38
any, buy, cry, day, epic, game, help, in, jet, kite, etc.,,,

These are the words related to the english language  Grin
23  Game Development / Articles & tutorials / LWJGL Tutorial Series - The OpenGL Rendering Pipeline on: 2014-04-01 17:08:25

The OpenGL Rendering Pipeline


Welcome to another tutorial in the LWJGL Tutorial Series. In the previous tutorial, we've setup our basic
Game
class which acts as a framework for our tutorials and we've been seeing forward to render something onto the screen. So, in this tutorial, I'm going to explain what is the OpenGL Rendering Pipeline and how OpenGL renders to the screen.

If you find anything wrong, or has improvements, please notify me via comments. Now let's start by seeing what this pipeline is.

Working of the Rendering Pipeline


To draw any shape or object, we will first construct the vertices of it and send them to the OpenGL. The process in which OpenGL converts the raw vertices into a raster image and sends to the display is called as rendering pipeline. You can get an idea of the graphics pipeline by looking at the following image.



The above image is actually showing the phases which are only required to get a basic understanding of the pipeline. There is also a Geometry Shader which comes between Vertex Shader and Rasterisation but is not necessary. In the previous versions of OpenGL, the pipeline is fixed, meaning that you can only do use what is existing but cannot modify it, but modern OpenGL has a programmable pipeline, meaning that parts of the pipeline can (should) be programmed by the developer for his needs. We will be programming the pipeline by using shaders, which are programs that run on the graphics card.

It all starts with the raw vertices for the shape. We usually create the vertices as floats and send it to the OpenGL which are sent to the Vertex Shader, which transforms the vertices into new vertices. The transformations may contain rotating, translating, scaling and also different projections. These transformed vertices will go through primitive assembly, a step which converts these vertices into primitive shapes by connecting those vertices. These shapes are then fed into rasteriser which converts those 3D shapes into 2D by projecting them onto a 2D plane. Then finally, fragment shader comes into play, coloring each and every fragment of the generated raster and produces the output in a framebuffer which will be copied to the display.

Between the vertex shader and the rasteriser, there exists another type of shader called as Geometry shader which is optional and capable of generating geometry with the vertices transformed by the vertex shader on the GPU itself. Since it is not necessary to use the geometry shaders and it is somewhat an advanced topic, I'm omitting them for now and in the diagram.

We'll discuss about the shaders in the next tutorial and let's learn in detail about the vertex and fragment shaders and also the GLSL (The OpenGL Shading Language).

Source Code


There is no source code in this tutorial, since this tutorial only covers the theory part which is necessary for understanding Modern OpenGL.
24  Games Center / WIP games, tools & toy projects / Re: MERCury - 2d Game Engine on: 2014-04-01 15:37:35
Oh my god Wes, you're becoming Cas.

True  Tongue
25  Discussions / Miscellaneous Topics / Re: new computer purchase advice on: 2014-03-31 17:12:29
I'd recommend an NVIDIA GPU from the GTX 700 series and an Intel i3 processor.
26  Discussions / Suggestions / Re: Disable Locking Posts in Articles and Tutorials Section on: 2014-03-30 18:13:42
Thank you Riven.
27  Game Development / Articles & tutorials / Re: LWJGL Tutorial Series - A Basic Game on: 2014-03-30 18:10:05
@Riven

Thanks you very much for unlocking.
28  Discussions / Suggestions / Re: Disable Locking Posts in Articles and Tutorials Section on: 2014-03-30 18:07:45
Didn't know that I can ask for a thread to be unlocked. Please unlock this thread for me.

http://www.java-gaming.org/topics/lwjgl-tutorial-series-a-basic-game/30674/view.html

Thanks in advance.
29  Game Development / Newbie & Debugging Questions / Re: Shaders not working on mac on: 2014-03-30 18:04:36
It might be some problem. Can you try some error checking? You can use this method to check for errors.

1  
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4  
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public static void checkForErrors(String line)
{
    int error;

    while ((error = GL11.glGetError()) != GL11.GL_NO_ERROR)
    {
        System.err.println(line + ": " + GLU.gluGetErrorString(error));
    }
}

Use this method before and after of every suspected gl call and report the output.
30  Game Development / Newbie & Debugging Questions / Re: Shaders not working on mac on: 2014-03-30 17:55:29
Can you post source code of the shaders?
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xsi3rr4x (16 views)
2014-04-15 18:08:23

BurntPizza (14 views)
2014-04-15 03:46:01

UprightPath (27 views)
2014-04-14 17:39:50

UprightPath (12 views)
2014-04-14 17:35:47

Porlus (29 views)
2014-04-14 15:48:38

tom_mai78101 (51 views)
2014-04-10 04:04:31

BurntPizza (110 views)
2014-04-08 23:06:04

tom_mai78101 (211 views)
2014-04-05 13:34:39

trollwarrior1 (179 views)
2014-04-04 12:06:45

CJLetsGame (185 views)
2014-04-01 02:16:10
List of Learning Resources
by Longarmx
2014-04-08 03:14:44

Good Examples
by matheus23
2014-04-05 13:51:37

Good Examples
by Grunnt
2014-04-03 15:48:46

Good Examples
by Grunnt
2014-04-03 15:48:37

Good Examples
by matheus23
2014-04-01 18:40:51

Good Examples
by matheus23
2014-04-01 18:40:34

Anonymous/Local/Inner class gotchas
by Roquen
2014-03-11 15:22:30

Anonymous/Local/Inner class gotchas
by Roquen
2014-03-11 15:05:20
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