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1  Java Game APIs & Engines / Engines, Libraries and Tools / Re: JGLOOm - Loading Every File Format for Every OpenGL Lib* on: 2016-07-18 12:44:15
Hydroque can you do something other than turning every thread into something about you/derailing? Thanks.

@Ecumene, clever idea! Would be very handy.
2  Discussions / General Discussions / Re: Pokemon GO 'augmented reality' game on: 2016-07-12 10:41:54
AR is "augmented reality", just FYI Hydroque.

Pokemon Go is great, I can only hope they decide to actually expand upon what they have now to keep everyone interested.
3  Game Development / Newbie & Debugging Questions / Re: [LibGdx] Best way to store/get textures for rendering ? on: 2016-07-08 13:22:44
Because you didn't actually answer his question initially. You literally just told him how to load a texture, and then how to reference it. That's not what the OP asked. I think it's pretty clear he knows *how* to load a texture, he's asking what to do with it *after* he's loaded it. Your second post was a little more helpful because you actually said
Storing the texture by its most basic form in the entity that uses it is a good idea.
You still didn't provide any proof beyond that's what you think is best though.
4  Game Development / Newbie & Debugging Questions / Re: [Libgdx] Rendering TiledMap wrong on: 2016-07-06 16:44:31
That tile renderer is apart of LibGDX's code, not OP's.
5  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-07-01 13:30:47
Bought my dream car, the Subaru WRX! She's a 2017 WRX in the base trim with a manual transmission in Lapis Pearl Blue. I really have to thank some of the members here for putting up with me in the beginning, if I had been turned off of programming I would have never been hired as a software developer and I wouldn't be the proud owner of my favorite car. I truly have to accredit the beginning of my career to this site. So thank you everyone!

Have a picture taken with a potato!

6  Game Development / Newbie & Debugging Questions / Re: [Libgdx] Rendering TiledMap wrong on: 2016-06-30 13:09:03
Then we'll need to see 'GameRenderer' class to solve that first issue. Your second "issue" is a completely different topic that you should do some research on, it's not as simple as just a couple lines of code.
7  Game Development / Shared Code / Re: Hydro's Game Engine on: 2016-06-25 00:27:26
One of the easiest ways to pull down someone's project is through source control. I wouldn't expect you to understand that though, which is why we are trying to tell you that. You need to grow up and learn to listen to people who know more than you who are just trying to help. I'm not saying that person is me, but some very smart knowledgeable people have tried to give you good advice. You can be headstrong and excited and ignore everything we say, but at least have the decency to read our replies instead of blowing all of us off. We don't need that in our community.
8  Game Development / Newbie & Debugging Questions / Re: LibGDX ninja rabbit project on: 2016-06-24 18:06:11
What version of Gradle do you have installed?
9  Game Development / Shared Code / Re: Hydro's Game Engine on: 2016-06-24 18:02:15
Reinventing the wheel is nice when you're learning, but reinventing the wheel when there's already a well known existing solution and you're trying to get people to use your solution instead... well that's most likely a waste of time.

I'm not trying to make you feel bad. But I've seen a lot of "engines"/frameworks started here, and months later they are no longer in development. If you're making it for yourself, great! But don't expect other people to take up your solution when there's already *hugely* popular frameworks out there that have been solving problems for years. If your goal here is to get people to use your framework then I would advise you to get a team together and really hammer out a lot of solid features. Otherwise I wouldn't bother.

Efficiency is king when it comes to development, why would anyone decide to learn an entirely new framework that may not support all the features they used in their old framework? I think most game developers would rather stick with their tools that they already know work, that way they can just focus on making their games. I think part of what you don't understand is that a lot of us have tried to create their own game frameworks. Some of us were successful, a lot of us weren't. But I think in the end most of us learned that they're just for personal use, not to try to get others to use. We *do* have the experience, and a lot of us are trying to help you so you don't stumble before you can take off running (making games). I think everyone here would love to see you make a popular framework or game which is why we are trying to guide you. Every head strong "newbie" that has come through here (you're definitely not the first) always goes down the same route you're going. A couple of them have gone on to work on some really cool projects after they realize they're wasting their time with the whole "try my framework" thing. The ones who didn't realize that might be working on cool projects now too, but it took them longer to get to that goal. If you would seriously just sit down and listen to what some of us have to say you would learn a lot, and it might set you up for success earlier.

I already hate the current coding style we do. You have a main function then hundreds of sets of functions that are called once or twice. So called, "helper functions." I don't really think that is digressing, but you see my point.

What do you even mean by this? Condensing code isn't always the answer, sometimes sprawling code bases are necessary to keep code efficient and re-usable. Trying to force everything into huge functions is exactly what leads to what you're complaining about; unnecessary labyrinths. Not to mention, functions are self documenting when used correctly. Reasonably splitting up code into smaller functions that are properly named and have just the right scope makes code infinitely more readable. Sometimes it's necessary to have a function that is maybe only called once or twice, and I think knowing when to do that is part of moving forward as a programmer. Design is just as important as the actual code you write otherwise you're going to end up writing some pretty god awful spaghetti code.


For the love of god, don't pick apart my response to try to prove me wrong. Read some of the posts your peers here have taken the time to write out to you and really consider them instead of just tossing them aside because they might hurt your feelings a little bit. There are some brilliant people here you could learn a lot from, and not just about game design but about development as a whole. I haven't worked on a game project in years now, but I learned a lot about development and now I'm a professional software developer. I can attribute part of my "success" to some of the users here. Open your mind and seriously consider what people have to say, that's all I'm really asking you to do.
10  Game Development / Newbie & Debugging Questions / Re: LibGDX ninja rabbit project on: 2016-06-23 18:01:49
What is Gradle outputting? (need the stacktrace)
11  Game Development / Newbie & Debugging Questions / Re: [Libgdx]Tilemap rendering issue on: 2016-06-22 15:17:06
Hydro, how is that batching? At the very core you're really just throwing some objects into a list without any rendering order. Doesn't seem like that really solves the batching issue.
12  Game Development / Shared Code / Re: Hydro's Game Engine on: 2016-06-21 13:08:44
Even less people would use your libraries if you don't have them hosted on some kind of dependency hosting site. SourceForge is not the answer. Git might seem like it's a pain in the ass until something happens and you have all your source code hosted online. It takes maybe a couple hours to learn. Or even just use the Github for Windows/OSX/Linux program that will do almost everything for you. No real excuses *not* to use Git at this point.
13  Game Development / Shared Code / Re: Hydro's Game Engine on: 2016-06-18 15:33:47
Er... no. It's good for you and that's pretty much it. If you want anyone to use your "engine" then you need to put as much work and time into it as the LibGDX team does, for example. And you need to innovate instead of redoing what everyone else does. Why would anyone switch from a more mature framework like LibGDX for someone else's? Unless you innovate and provide solutions to problems (multi-platform one time compile like LibGDX), no one is going to bother.
14  Game Development / Newbie & Debugging Questions / Re: [Libgdx]GWT 'not emitting code for accessing method' on: 2016-06-17 14:45:05
SHC, seems that file doesn't exist anymore, returning a 404
15  Game Development / Newbie & Debugging Questions / Re: Java2D Render Tiled Map on: 2016-06-16 19:47:10
Be wary of ints vs byte if you are using each byte as an ID to reference a type of tile! Eventually you may run out of IDs to be passed out. Don't optimize until you know you need it Smiley
16  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-06-14 21:11:27
My "WIDT" contribution isn't that impressive, but I want to keep this thread going!

I've decided to write a small scripting language (just in Java, no fanciness going on yet) and today I wrote my simple tokenizer.

A test file:
def testFunc() {
   int i = 0;
   string s = "";
   string st = s;
   int j = i * 1 - 2;
   ret 1 + 1;

This is stripped of whitespace,

And then tokenized to produce this:
VAR_INT : int
VAR_STRING : string

VAR_STRING : string
VAR_INT : int
RETURN : ret

Very basic for now, but I haven't read anything about tokenization and I didn't go to college (so no compiler course). There's still some issues to work out, both design wise and code wise, but I'm happy with the progress I made today. Next steps are huge and I haven't researched anything, so this might take a while.

I can't wait to start writing functions in my own scripting language Wink
17  Games Center / WIP games, tools & toy projects / Re: Orbus: A team-based multiplayer. Collect orbs and sabotage the enemy to win! on: 2016-06-12 01:07:47
I seriously doubt Ray is trying to say you don't know what you're doing. It's just far more useful to learn how to do something yourself than have someone else do a lot of it for you. It's good to have people around to ask questions (what this forum is supposed to be used for), but you'll learn a lot if you just attack it on your own.

Also, you should really contemplate if you want to mess around with the underlying technology or just make games. OP, if Slick provides you with everything you need to render your game, then stick with it until you figure out it's limitations. Moving to LibGDX might very well be beneficial, but why take the time to learn an entire new library when you already know one that functions perfectly fine?

If you're more interested in "pushing" technology to it's limits, consider learning raw OpenGL. Just know that you probably won't be making a game with any framework you create for a long time because OpenGL is a decently difficult technology to actually get good with.

But if you're more interested in just making games, stick with Slick until you are stopped by the library's limitations (if you ever find any).
18  Java Game APIs & Engines / Engines, Libraries and Tools / Re: LWJGL 3 - LMDB bindings on: 2016-06-08 14:35:42
Hey look im the minimalist
Why do you keep repeating this like it has any sort of significance? Great, you lead a minimalist lifestyle. Please inform me why any of us need to know that, or be reminded every day?
19  Discussions / Miscellaneous Topics / Re: Graphics Cards on: 2016-06-08 14:14:32
I really hope in 20 years (when you presumably have learned more about life and yourself) that you can look back at all of this stuff you're saying on JGO and just cringe Hydroque.

Here's hoping for you  Pointing
20  Discussions / Miscellaneous Topics / Re: Graphics Cards on: 2016-06-06 03:11:59
Oh man...

You don't need that desktop, I don't even have a desktop/laptop at my house and I live just fine. It would be great if everything were free/super cheap, but then why would anyone work? And then why would most people try to better the society they live in? Money is a necessary evil.

You can find a perfectly capable old-ish machine that will handle everything you need.  
21  Discussions / Miscellaneous Topics / Re: Graphics Cards on: 2016-06-06 03:08:38
I don't even know what is going in this thread.

Just why.
22  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-05-31 17:23:26
I graduated high school yesterday  Cheesy
That first day of "freedom" after high school is finished was amazing. Enjoy your summer! And do good in college if you're going, study hard and all that.
23  Discussions / General Discussions / Re: Next Job in IT Section ? on: 2016-05-31 13:38:26
We use X and Y libraries and you need to have experiences with all C-type languages. Oh and know Java and this library. You must understand the flow of program creation too. If you don't we won't hire you.

This field is full of idiotic people. You will need to learn to do what your asshole says first, meaning get a real job first that is consuming to you. Do that for a year and you will learn. Then come when you are 18 you'll be a little more bit ready.

Have you ever actually tried applying for jobs in this field? I can tell you right now you aren't going to be hired solely based on if you know how to use 'x' library.
24  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-05-20 20:14:35
That would be the one in the back playing drums and trying too hard to look cool!
25  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-05-20 20:07:51
In case any of you still remember, my band recently released our first recorded single. Here's the music video!

<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>

Watching and leaving a like really helps if you actually do like it!
26  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Java Build Tool on: 2016-05-19 13:08:15
Seems very extensive to have to download projects to multiple places. I would configure a root network hub for all computer to negotiate over. But thats just me.
You'll understand if you ever work as a professional in software. Source control and build systems make an ugly and convoluted world just a little less ugly and convoluted.
27  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Java Build Tool on: 2016-05-18 14:20:33
I'm over here like I know what ANT and Maven is... but like what are they D:

I am not one to use build tools. Never had any means to do so. I think its redundant.

Shed any light? Might help OP.

Not redundant when you need to easily move and quickly build projects on hundreds of computers...

Gradle is awesome because it has built in support for dependency management. I love being able to add a line to pull a library from Maven, takes all of 10 seconds and then I am ready to use it in my project. Build systems are infinitely useful in professional software development, at work we use Jenkins to build our platforms. Jenkins can pull down changes from source control, execute our build file (which, among other things, downloads ALL our dependencies. We have a lot of dependencies) and then spit out a compiled, updated version of our platform to be deployed to our different environments. You *can* emulate that without build tools, but it's so, so much easier to keep everything organized and easy to move around with them.
28  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-05-05 14:25:00
Working double buffer + ps/2 mouse driver. Can now render in 1920x1080x32.

That's amazing! I tried getting into OS/kernel development a couple months ago and I just had no idea how to start. I followed some tutorials that showed the very basics of getting a kernel up and running but couldn't for the life of me figure out what the hell to do after. I think I'll buy some linux kernel development books and give it another shot because what you've managed to do is just very, very cool.

On another note, my band's music video and first recorded single are coming out on May 20th!

I'm also toying with the idea of using Ethereum/other crypto currency mining to power services. Idea is that a customer gives you a certain amount of money (whether it be through a subscription or one time payment), they get access to the service and you invest that money into mining and buying new mining hardware. As more and more people buy into your service, you get more mining rigs to mine coins which can then power servers, pay employees or whatever else you need. This could benefit one particular industry I'm involved in and revolutionize the way creators are paid and how consumers can consume more of the product while paying less.
29  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-04-19 13:10:32
Yay! I got a spot as a summer intern software dev. There was only one position available and at least 10 other people applied, so I'm very happy about this. Plus it's good money too.
Hopefully I'll learn a bunch Smiley
Can I ask where you're interning and what you're working on? That's great though! Have fun, ask questions if you need to and impress everyone Smiley
30  Game Development / Newbie & Debugging Questions / Re: Adding multi-player on: 2016-04-15 15:25:59
Check out Kryonet. Easiest way I know to get networking up and running in the shortest amount of time. It's high level enough so that you're only dealing with which clients to send packets to, which does mean you'll have to write a small server but it's nothing hard to do.
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