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Java Game APIs & Engines / OpenGL Development / OpenGL Tessellation
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on: 2013-05-22 01:32:01
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If I am rendering a generally simple game (Not a high polycount for most objects and the few higher-poly items are, well, few.), should I try to go through using tessellation? It just seems fairly complicated and I don't know if I would need it.
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6
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Game Development / Artificial Intelligence / AI Combat
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on: 2013-04-29 17:32:30
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I implemented combat (for the player) and allowing AI to follow a path, but I can't figure out the best way to implement combat for the AI. My game is meant to be a stealth shooter, so I want the AI to call in reinforcements when you are spotted and the game to get much harder, but to allow the player to hide and the AI will slowly return to their positions. The thing is that I can't figure out how to have enemies: - Spot the player
- Stop current "patrol" and chase after player
- Call in reinforcements from a certain distance
- Implement combat so that AI is smart (will use cover), but not unbeatable (no instant reload, aimbot, instant turn, etc...)
- ...
My code is at: https://github.com/novasharper/LocotusDesperatus
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7
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Games Center / WIP games, tools & toy projects / Re: Locotus Desperatus
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on: 2013-04-26 02:47:35
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New download: r2New stuff: - Correctly renders weapon fire, combat mechanics soon to be implemented.
- Re-implemented LOS, simplified code, also, now it works.
Bugs: - Sometimes hangs on start because pathfinding is weirdly slow. I am using A* on a 30x20 map and it hangs. If anyone can find the problem, that would be awesome because pathfinding used to be really fast and now sometimes it hangs almost indefinitely.
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8
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Discussions / General Discussions / Re: Free To Play/In-App purchases
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on: 2013-04-25 21:04:10
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Are there any games that are advertising supported by way of advertisments playing on billboards, etc... in game. So like the user walks by a "holo-ad" projector (or whatever the equivalent would be) in game and it plays an actual ad sponsored by an actual company?
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9
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Java Game APIs & Engines / Engines, Libraries and Tools / Re: LibGDX Gamepad
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on: 2013-04-25 15:23:45
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Update: I fixed it by doing two things: First, I reloaded my gamepad each time I switched between fullscreen and not fullscreen. Second, I changed my reload code to this: 1 2 3 4 5 6 7 8
| if(Gdx.input != null) { Array<Controller> controllers = new DesktopControllerManager().getControllers(); if(controllers.size > 0) gamepad = controllers.first(); } if(gamepad != null) { gamepad.addListener(this); } hatPosition = -1; |
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Java Game APIs & Engines / Engines, Libraries and Tools / Re: LibGDX Gamepad
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on: 2013-04-25 03:21:57
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Well, haven't had the chance to test it on another computer yet, but now when I try to start my game in fullscreen, I get this error: terminate called after throwing an instance of 'OIS::Exception' what(): Win32InputManager::Win32InputManager >> The sent HWND is not valid! AL lib: alc_cleanup: 1 device not closed
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15
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Games Center / WIP games, tools & toy projects / Re: Locotus Desperatus
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on: 2013-04-20 17:16:48
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Update: Got basic level editing working (sortof). Two edit modes: paint and edit. - With paint, you set tile type to paint, then when a tile is clicked on, it sets it to that.
- With edit, you select tile, then change its type.
Loads tiles from spritesheet. http://www.youtube.com/v/IVGVv5mdepw?version=3&hl=en_US&start=Note: The editor is actually smooth, it just appears to stutter because of the screen recording software I use. The code for this is on github in the desktop project. The package is daedalus.leveleditor I need to clean up the code, but right now I am focused on finishing it.
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Java Game APIs & Engines / Engines, Libraries and Tools / Re: LibGDX BufferedImage to Texture
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on: 2013-04-11 12:33:54
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Thanks for the suggestions. I managed to fix it. I create a Gdx2DPixmap which can load from input streams, then I use that to create a pixmap, then I use the pixmap to create a texture. 1 2 3
| Gdx2DPixmap gpm = new Gdx2DPixmap(menuBackground, Gdx2DPixmap.GDX2D_FORMAT_RGB888); Pixmap pixmap = new Pixmap(gpm); Texture background = new Texture(bgPixmap); |
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19
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Discussions / General Discussions / Re: why are people trying to use Java2D to make games?
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on: 2013-04-07 03:39:01
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This is shit you need to know about. You need to know how to do this. If stuff like this gets in your way and you just give up on it despite fairly plain evidence that it's solvable in the form of all those other games out there that have got it working then you're possibly not going to be of the right mindset to be a developer in the first place. Maybe I'm reading too much into this. Cas  I mean, it's not like I just gave up. I finished the game. I just decided that since I am doing mostly 2D development, I would give Java2D a try for my new game. ....dang princec all swarin and sheet but yeah it is kinda basic and not very hard to deal with. I will be honest, I have never setup libgdx without the gui setup program doing everything for me. Does that make me a huge noob? Probably.
Java2D is slow but not 10 images being rotated slow. You have to be doing something horribly wrong. Instead, just drop j2d and move on to the future, libgdx.
To be fair, my definition of slow is fairly strict. My game was getting ~50fps as opposed to the intended ~60fps. With a bit of optimization, I could have gotten over it. Also, the problem was not low fps, it was stuttering due to a game loop that did not react well to a fps decrease. I would simulate constant updates by sometimes updating/ticking multiple times before rendering. If I just separated out game logic from rendering, my problems would go away (for now).
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Discussions / General Discussions / Re: why are people trying to use Java2D to make games?
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on: 2013-04-07 00:18:11
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I know that I am personally using Java2D because I want to make a game that does not need any extra libraries. Sure its not too bad to add extra jars, but having natives gets a bit annoying. I tried using LWJGL and kept getting UnsatisfiedLinkErrors claiming wrong ELF type. No such thing with Java2D. Something like LibGDX streamlines the process for you. They have a GUI tool where you select the folder to save your Eclipse project, and then when you open it in Eclipse it "Just Works." Anyways... It's your funeral.  At the end of the day, almost everybody who is serious about game development and has given both Java2D and LibGDX a try will not prefer to use Java2D. Not only is it less performant and more verbose, but it ports to less platforms and includes zero utilities that almost all games will need (game loops, GUI, input polling, bitmap fonts, asset management, texture atlases, animated sprites, particles, physics, tiled maps, or whatever). For that, I was talking about LWJGL. Also, I wasn't talking about coding. When I use Eclipse, it always just worked because I could specify the native location. I was talking about when I exported my game and tried to run it elsewhere. I have not made a game yet in LibGDX, so I don't know how well one export transfers from one platform to another, but with LWJGL, I exported my game under Windows and when I tried to run it under Linux, it spat out that error.
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Discussions / General Discussions / Re: why are people trying to use Java2D to make games?
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on: 2013-04-06 19:44:50
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I know that I am personally using Java2D because I want to make a game that does not need any extra libraries. Sure its not too bad to add extra jars, but having natives gets a bit annoying. I tried using LWJGL and kept getting UnsatisfiedLinkErrors claiming wrong ELF type. No such thing with Java2D. Sure the Java2D api is a bit annoying, but all it takes is a little wrapper class (i.e. a Sprite class) and you never have to worry about it again. The main concern, and the one why I am considering switching to LibGDX is performance with a bunch of rotated images. It works nice and smoothly until I had 10 simultaneously rotating images, then it just started stuttering.
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Java Game APIs & Engines / Java 2D / Re: Ray Tracing Distortion
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on: 2013-04-03 02:51:59
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I use: 1
| fovx = fovy * width / height; |
and 1 2 3
| alpha = Math.tan(Math.toRadians(fovx / 2)) * (pixel[0] - (width / 2)) / (width / 2); beta = Math.tan(Math.toRadians(fovy / 2)) * ((height / 2) - pixel[1]) / (height / 2); dir = normalize(sub(add(scale(uTemp, alpha), scale(vTemp, beta)), wTemp)); |
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Java Game APIs & Engines / Java 2D / Re: GridWorld-esque Interface
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on: 2013-03-21 11:32:02
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So basically, what I need is the GridWorld system of displaying a grid of entities/blocks and being able to right click on a tile containing an entity to modify its properties. I don't actually need a GridWorld-style system for my game. I already implemented something to render and handle my game. My problem was that I didn't actually have any levels to test my game on. I have a level-format that I can read from and save to, so my problem was that I didn't have something that would create the levels. Grid world is a good interface for what I wanted. (a level designer)
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Java Game APIs & Engines / Java 2D / GridWorld-esque Interface
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on: 2013-03-20 23:21:24
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Hi, I don't know how many of you have had the misfortune to use GridWorld, but I was wondering if anyone could provide me with a rough summary of how the graphics worked. I have the code, but it is hard to dig through all their procedures. I am trying to make a level-editor for a game I am working on and GridWorld is actually a pretty good interface for what I need, but I don't know how to re-create it.
Thanks in advance.
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Add your game by posting it in the WIP section,
or publish it in Showcase.
The first screenshot will be displayed as a thumbnail.
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