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1  Discussions / Miscellaneous Topics / Re: How memory works? on: 2014-11-14 14:06:49
Code is just a bunch of adresses requesting eachother Smiley
Its all a huge stack!
2  Game Development / Networking & Multiplayer / Re: Using UDP and TCP? on: 2014-10-14 07:54:29
UDP still does checksums.. you get a packet or not, nothing between (packet loss is between 5% and 1% in normal situations and without TCP).
Its more about sending confirmations for important messages yourself.
3  Game Development / Newbie & Debugging Questions / Re: Make a game using Image Icon on: 2014-08-03 13:30:41
Pro's: you know it
Cons: It wont work for game design
Lighting, nope, it would be hard in java2d anyways.

You can program in java2d, but dont use panels etc for objects, use bufferedimages at least.
4  Game Development / Newbie & Debugging Questions / Re: [lwjgl] OpenAL UnsatisfiedLinkError on: 2014-07-20 21:10:29
Have you set up the OpenAL natives correctly for your project?
Yes,these are embedded in lwjgl


I dunno if this is even relevant to your issue, but I googled your issue and found another discussion where the user got an error when they forgot
. Again, this may not be relevant, but I thought I should post it Smiley

Thank you, this solved the problem Smiley
5  Game Development / Newbie & Debugging Questions / [lwjgl] OpenAL UnsatisfiedLinkError on: 2014-07-20 16:32:16

As my game is developing, I am in need of some background music for ambiance.
Now this should not be any problem, except the application keeps crashing on any OpenAL call.

I am currently running the latest java, and lwjgl 1.9.1 (also tried 1.9.0).
Exception in thread "Thread-4" java.lang.UnsatisfiedLinkError: org.lwjgl.openal.AL10.nalListenerfv(IJ)V
   at org.lwjgl.openal.AL10.nalListenerfv(Native Method)
   at org.lwjgl.openal.AL10.alListener(
   at Sound.SoundLoader.<clinit>(

Speakers are connected properly and I am getting pretty desperate getting this to work.
Does anyone have a clue what could be causing this or got another audio lib as suggestion?
6  Game Development / Newbie & Debugging Questions / Re: image vs. array on: 2014-07-12 09:18:51
You dont have to return the pixel array, any editting you do here, alters the source image instantly.
7  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-07-01 08:19:32
I decided to have fun with shadows today using shadow mapping.

The code:

Thanks! finally a usable example Smiley
8  Discussions / General Discussions / Re: I want to see Above the Sky With Java + Arduino. on: 2014-06-28 08:10:49
I would go for some kind of quad / octo copter.
These could be controllable with arduino (no java haha) or even pre-made flight controllers.
Multicopters like these are often used as camera mount, but i dont know if you could get far enough te be in the clouds.
I have a webshop in the Netherlands selling all kind of arduino stuff Smiley

Im sorry for my comment, but using rope is a not a smart idea, any clue how heavy 1km of rope would be?
9  Games Center / Featured Games / Re: [Slick2d] Retro-Pixel Castles > Now on Steam! < on: 2014-06-25 19:02:02
Holes in drawing: Sadly, the drawing is tied to the games update cycles and your mouse's polling speed, right now really the only solution is to not move the mouse and map at the same time (or slower). Since the tiles are so tiny it's really easy for a fast mouse to totally skip over one tile here and there. I have it on my list of things to fix, but I have no clue how yet. I'd like to see how programs like Photoshop do it.

Get mouse coordinates before update and after. Fill all tiles between Smiley
10  Discussions / General Discussions / Re: What's with unorganized code? on: 2014-06-24 14:15:26
How would I improve the readability any more than this?

I listed several things wrong with your code above. I'd start by fixing those.

More generally, your whole attitude tells more about you as a programmer than your code does. I get that this was a light-hearted boasting of some code you're proud of, and that's cool, but good programmers know that there is always more to learn.

You could have started this thread with a "hey guys, I think this code is particularly well-done, can anybody give me pointers on how to improve it further?", but instead you immediately started by calling your code "godly". Some of the best Java game developers in the world frequent these forums. Do you really think your code is better than theirs? If not, what's the point of the approach you took?

Best way to get input on the internet is to claim you're better then others, if he was asking advise, he would not even have gotten half the comments he has now Smiley
But i totally agree on you.
11  Discussions / Miscellaneous Topics / Re: Can any wireless usb connect to a router on: 2014-06-20 16:31:06
well, whats your router type (is it even wireless)?
12  Discussions / Miscellaneous Topics / Re: [Girls] How to completely block them from our lives? on: 2014-06-12 21:31:59
New found love is always much better than some programming Wink
This thread should not exist.
13  Game Development / Networking & Multiplayer / Re: Collision detection - server side on: 2014-06-09 13:53:03
Dont use collission detection server side, install libgdx or implement your own system.
14  Discussions / Miscellaneous Topics / Re: Code-style: Cringe pics on: 2014-06-05 20:59:18
Actually, one thing I do that I know makes some people cringe is how I "compress" my getters and setters at the end of my class files into one line. But I've always liked it this way;

   public int getTileId(int tileX, int tileY, int layer){return mapArray[tileX][tileY][layer];}
   public String getTileProperty(int tileID, String property, String def){return mtl.getTileProperty(tileID, property, def);}

I always do this!
Thought i was the only one Cheesy
15  Games Center / Featured Games / Re: [Slick2d] Retro-Pixel Castles > Now on Steam! < on: 2014-05-28 18:30:47
This looks nice, when do you have some kind of playable demo?
16  Game Development / Newbie & Debugging Questions / Re: [lwjgl] [glsl] Blending & depth buffer problems on: 2014-05-15 12:56:47
Why are you guys talking about shaders?
Isnt this problem clearly caused by drawing order (depth buffer does not know about discards)?
17  Java Game APIs & Engines / OpenGL Development / Re: Spritesheets by dividing texture coordinates? on: 2014-05-04 21:09:37
what value has width?
18  Java Game APIs & Engines / OpenGL Development / Re: Spritesheets by dividing texture coordinates? on: 2014-05-04 10:58:27
lets say you have a texture with 16 sprites (4 x 4)
this means you have to do something like this (xindex and yindex ranging from 0 to 3):

float size = 1f / 4f;
new Vector2f(size * xindex, size * yindex), //bottom left
new Vector2f(size * (xindex+1), size * yindex), //top left
new Vector2f(size * (xindex+1), size * (yindex+1)), //top right
new Vector2f(size * xindex, size * (yindex+1)) //bottom right
19  Discussions / General Discussions / Re: The Differences between Java and JavaScript. on: 2014-04-28 09:13:03
JavaScript is only named after Java to lift on the hype back then.
20  Game Development / Networking & Multiplayer / Re: Login through a website on: 2014-04-27 08:14:26
Very very very bad solution, also, check the date.
21  Game Development / Performance Tuning / Re: Taming Java GC to prevent stutter, an in-depth post on memory management on: 2014-04-24 20:33:55
I notice (huge) performance improvements when pooling big stuff like bytebuffers.
So in this situation it could be handy, or am i wrong?
22  Games Center / WIP games, tools & toy projects / Re: SOLIS on: 2014-04-24 16:23:36
I have a suggestion..
Add a bigger picture / show some videos or more pictures so we have a clue what it is.
A picture says more then a thousand words.. Smiley
23  Discussions / Miscellaneous Topics / Re: Is our Universe Simulatable? on: 2014-04-22 06:40:40
It means that all weird stuff thats happening with quantum mechanica (the observer influences the experiment), happens because we are simulated. When you are not looking, its not rendered (optimizing), therefore has a superposition state.
24  Discussions / Miscellaneous Topics / Re: Is our Universe Simulatable? on: 2014-04-20 22:28:59
There are some theorys around saying we are in a simulation right now!
25  Game Development / Newbie & Debugging Questions / Re: Issue with fragment shader on: 2014-04-17 21:46:27
You need to use at least an projection matrix in your vertex shader calculation
26  Game Development / Newbie & Debugging Questions / Re: LWJGL sending information to shaders via texture on: 2014-04-17 21:42:13
divide it by the max value.
For example if your highest value is 100, divide all values by 100.

*You don't need textures to use float buffer data in the shader, Opengl 3.0 has a feature wich allows you to upload this buffer drectly, this way you also can send int / byte buffers.

27  Game Development / Newbie & Debugging Questions / Re: New vector from known angle on: 2014-04-15 12:30:02
I bet there is some nice bounce function around..
A while ago i made one from a known bounce math formula.

public static Vector2f CalcBounce(Vector2f vect, Vector2f surfacenormal, float bounce){
        float add =, normal);
        return new Vector2f(bounce * (-2f * add * normal.x + vect.x), bounce * (-2f * add * normal.y - vect.y));

vect = xspeed / yspeed;
surfacenormal = normal of the surface
bounce = bounce of object, with this you can play with different material types (speeding up / slowing down).

28  Games Center / WIP games, tools & toy projects / Re: SCREENSHAKE: SixtyGig - Open World Retro RPG. on: 2014-04-14 19:42:17
public void screenShakeTest() throws SlickException{

What would generate a SlickException then?

And why dont you use something like this: (not tested)
   public void screenShakeTest(){
        screenShake += 1;
         mapX += screenShake <= 4 ? shakeAmount : -shakeAmount;
         mapY += screenShake <= 4 ? shakeAmount : -shakeAmount;

         if(screenShake %8 == 0){
             screenShake  = 0;

             if (shakeDirection){
                shakeAmount += 1;
                shakeAmount -= 1;

      if (shakeAmount >= 4){shakeDirection = false;}
      if (shakeAmount <= 0){shakeDirection = true;}
29  Discussions / Miscellaneous Topics / Re: What are Anti-Virus Developers Protecting us From? on: 2014-04-14 13:06:42
Just add some nice firewall so they cant call home without permission.
Its what i have been doing for several years now.
If you are paranoid, just disable everything except a white list of applications, some clicking at the start but you will immediately notice something strange popping up.
30  Discussions / General Discussions / Re: Libraries You Wish For on: 2014-04-06 21:31:53
Got loads of static helper classes like this:

public static float fastAbs(final float f)
        return f >= 0.0f ? f : -f;

    public static double fastAbs(final double d)
        return d >= 0.0D ? d : -d;

    public static long fastAbs(final long d)
        return d >= 0l ? d : -d;

    public static float clamp(float value)
        if (value > 1.0f)
            return 1.0f;
        if (value < 0.0f)
            return 0.0f;
        return value;

    public static float clamp(float value, float min, float max)
        if (value > max)
            return max;
        if (value < min)
            return min;
        return value;

Also got some class with fast sin/cos functions and float pi consts
public static final float PIf=(float)Math.PI, PI2f=2*PIf, PI05f=0.5f*PIf, PI025f=0.25f*PIf, PI075f=0.75f*PIf, PI15f=1.5f*PIf;
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List of Learning Resources
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2016-09-09 09:47:55

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Rendering resources
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