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1  Games Center / Showcase / Re: Wurm Unlimited on: 2015-10-21 17:47:17
Wurm Unlimited is sharing most codebase with Wurm Online, but doesn't contain WO advanced bot/cheat protection - we would most likely need to setup 4 different repositories for WO and WU to make that possible without risking leak of these systems, and development team is very small. Who knows, maybe in a future... Smiley
2  Games Center / Showcase / Wurm Unlimited on: 2015-10-21 17:18:35

You guys probably remember Wurm Online that was posted by Notch here 12 years ago - I am very proud to announce that standalone version of Wurm client and server just got released on Steam! Smiley
It will work parallel to Wurm Online - WO is still subscription based, while WU is Buy To Play.

Wurm Unlimited can be modded (and - unlike Minecraft - it is non-obfuscated, so can be easily decompiled to code very similar to original), so I am excited to see what mods will be created for this game (especially knowing fact that a lot of current Wurm Online players are programmers and there was big interest in mods/tools even before the release).

Wurm Unlimited is available here

Short description from game Steam page:

Wurm Unlimited is your full standalone version of the fantasy sandbox world Wurm Online, the MMORPG where the players are in charge!

A pioneer in the ideas of player influence, crafting and adventure, it is now one of the most deep and feature packed sandbox experiences available.
Whether you enjoy building your home, conquering kingdoms or hunting dragons, Wurm will let you.

Explore the world and make your mark!

In Wurm Unlimited, players can explore an elaborate fantasy sandbox world in the predefined Creative or Adventure modes as well as set up their own game server and invite friends to live and experience the Wurm universe.

What can I do in Wurm Unlimited?
Host your own Virtual World! The Server Management GUI hels you change settings such as skillrate gains, action timers, creature count ...
Explore huge, diverse landmasses with creatures and mysteries!
Modify the terrain; dig, raise, flatten and sculpt the land around you!
Craft and use thousands of unique items.
Wage war on other kingdoms, and lead yours to victory.
Discover and fight over religious artifacts on a PvP server.
Capture and breed animals from the environment.
Train 133 Skills, 10 Player Characteristics, and 3 Religion Characteristics.
Follow one of four unique deities and religions. Or attempt to become a Deity yourself and join the existing ones on the moon of Valrei!
Hunt creatures such as the unique red dragon, forest giant, kyklops, troll king and others!
Become a priest or champion of your religion and learn powerful spells and enchantments.
Choose one of five meditation paths and take advantage of special meditation abilities.
Earn as many of our 200+ skill and achievement titles as you have time for!
Mount various creatures, from horses and carts to unicorns, bears and even dragons!
Construct, crew or even captain six different ship types with other players, from small rowing boats to impressive caravels.
Build a variety of structures, from guard towers to stone houses to fences, bridges and statues.
Found your own settlement wherever you desire; own land, build a farm, a castle, or perhaps an entire village!
Pave roads to connect settlements and plant signs to improve local infrastructure.
Live off the land by creating fields to farm a variety of crops including potatoes, garlic, cotton, wheat, strawberries, pumpkins and more!
Cook nutrious food using a huge range of ingredients.
… and much more!
3  Game Development / Newbie & Debugging Questions / Re: Advantages of games created with JAVAFX on: 2015-10-10 14:24:46
Just pay attention that there are disadvantages as well - JavaFX is still not supported in OpenJDK, performance will be lower than in case of OpenGL-based libraries (but this shouldn't be a big problem unless you want to make 3d game or 2d one with a lot of effects).
4  Discussions / General Discussions / Re: Why are voxels everywhere!? on: 2015-10-07 06:06:22
Voxels are very interesting topic - while voxel based game can be made basically by (almost) everyone, making them right is very difficult task. It is usually much easier to put together complex, never changing static world than a map that can be changed at any time, or even grow when you are near its edge.

This combined with possibility to put voxels in almost any kind of game makes them perfect both to learn coding and face some new challenges.
5  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-07-11 16:49:48
Just returned from FCE exam session. Smiley
6  Game Development / Newbie & Debugging Questions / Re: Self-cert Java Applet Issues on: 2015-06-09 04:30:18
Making applets is not a good idea any more - both Oracle and web browsers developers want to make them gone.

If you want to make apps/games for web browser, you can try using LibGDX instead which can target WebGL.
7  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-06-08 22:05:46
To be honest, I don't like this refund policy as well... Refund should be possible only if user didn't even downloaded the game or cannot run it after downloading (in which case developer makes refund manually).

Buying game which is not in user taste is user, not developer fault. 2 hours is a lot.
8  Discussions / Miscellaneous Topics / Re: What kind of keyboard do you code on? on: 2015-06-06 19:10:20
Any keyboard, as long as it works and have noticeable (and audible) feedback. Smiley
9  Discussions / General Discussions / Re: Rayvolution's JGO Appreciation Thread (AKA: Free copies of Retro-Pixel Castles!) on: 2015-05-27 21:26:00
I found tiny bug already - when you pause game and zoom out the map, only previously rendered part of it is visible (I guess that game is not updating what is visible and what is not when paused).
10  Discussions / General Discussions / Re: Rayvolution's JGO Appreciation Thread (AKA: Free copies of Retro-Pixel Castles!) on: 2015-05-27 04:58:30
I would like to try it as well. Smiley

Good job on making successful game, especially after seeing for much positive feedback it received on this site since the beginning.
11  Discussions / Miscellaneous Topics / Re: What are your current personal projects? on: 2015-05-22 19:41:59
Since few years I am developing DeedPlanner - tool for Wurm Online ( ) - this is probably my biggest personal project so far.

When it comes to games, I have two personal projects as well, but both of them are suspended due to lack of time and in too early stage to show them to the world, the same with Direct3d bindings for Java.
12  Discussions / Miscellaneous Topics / Re: Most unusual/weird syntax features in non-joke languages on: 2015-05-12 21:59:44
Java compared to Javascript is like Scrabble compared to Jenga... Very different, but both of them belong to the same category (programming languages and games) - first of them have very strict rules and requires some experience, second one gives more freedom and requires less learning, but - if you fail even slightly - it is over.
13  Discussions / Miscellaneous Topics / Most unusual/weird syntax features in non-joke languages on: 2015-05-08 23:39:30
Like in topic - what are the weirdest or very unusual syntax features you saw in other languages than Java? Please post features only from "real" languages (no Malborge, Shakespeare etc.).

I will start with this code snippet from Haxe:

class Vec3 {

   public var x : Int;
   public var y : Int;
   public var z : Int;
   public function new(?x : Int, ?y : Int, ?z : Int) {
      this.x = (x == null) ? 0 : x;
      this.y = (y == null) ? 0 : y;
      this.z = (z == null) ? 0 : z;

Haxe don't support method and constructor overloading, but what we see there is something similar - in this case this method can be invoked without parameters or with 1, 2 or 3 parameters, like this:

      new Vec3(); // (0, 0, 0)
      new Vec3(1); // (1, 0, 0)
      new Vec3(1, 2); // (1, 2, 0)
      new Vec3(1, 2, 3); // (1, 2, 3)
14  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-03-09 20:35:47
Just wrote this , thought it looked quite weird, what do you think?
cable = (sub != null);
electric = (sub != null);

I very rarely use the syntax like this usually it's a set of if statements for the readability , any performance enhancements to using this, I can guess a few less processor calls.

Compiler should take care of duplicate statements and optimize them, but codewise avoiding duplicate statements is (almost always) a good practice.
15  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-02-18 21:52:12
Added automapping for the dungeons. I actually didn't want to do that, but...i did it anyway... Grin

This is starting looking like Skyrim mobile. Cheesy
16  Discussions / General Discussions / Re: What's your day job? on: 2015-02-16 19:59:31
1st year CS student on Warsaw University of Life Sciences here. Smiley

Not all teachers are incompetent, but I must agree that if you don't want to learn something or come to school just to pass it and get a diploma, nothing will help you. Good teacher is a teacher who can interest you in a particular topic or field, from this point he/she can HELP you to get more knowledge in his/her field.
17  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-02-15 01:59:37
I haven't post much recently due to school, but I still lurk here every once in a while. During our school's week off for Mardi Gras break, I looked into functional programming with Java, lambdas, method references, etc.

They are awesome! Code like this is beautiful.

Yes, this is beautiful... But sadly not too fast Sad (although I wouldn't worry about it as long as everything is working good enough)
Very useful for working with any data and - at least in my opinion - much easier to read than "classical" code as you can see what the query do at first glance.
18  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-01-27 21:47:03
Just implemented bogosort and bogobogosort sorting alghoritms: (just for fun, naturally). Cheesy
19  Discussions / Miscellaneous Topics / Re: Unofficial JGO Steam Group! on: 2015-01-25 18:37:47
Joined as well. Smiley
20  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-01-02 11:17:15
I always wonder if anyone will ever make a Java game that will stop all this stuff about: Java is too slow, Java isn't good for AAA games, Java is bad...

Java IS too slow... If you don't know how to handle GC properly. Sadly this is a difficult thing to master, we can see problems with GC even in most known Java games. In addition, we don't have any good java-based game libraries/editors.

There are some very good looking Java games (Wurm Online for example, Starsector is not looking bad as well), but sadly lack of any more known Java indie or commercial games and lack of support from Oracle for anything related to games (in fact, to anything client-side) are creating false image of Java games.
21  Game Development / Newbie & Debugging Questions / Re: LWJGL - Immediate rendering alternative on: 2014-12-17 21:07:14
Use GL_LINES instead of GL_LINE.

In addition, if you need to display A LOT of lines/points/anything else and you don't want to change rendering data often, you can use display lists for significant performance boost.
22  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-12-06 20:22:32

Gist updated. Smiley I will probably refactor project and make WIP thread soon.
23  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-12-06 01:50:47
If you release the code (the pastebin would work, Gist would be better), we could probably speed that up quite a bit. 2s sounds slow, although I'm forgetting what all is involved with fractal gen.
It's diamond-square, right?

Looks good though!

Edit: XOR random generator improved generation speed by about 30%.

Edit2: Added multithreading, now 8192X8192 fully detailed map is generated in 14 seconds instead of 33.
24  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-12-06 00:51:29
Experimented with procedural terrain generation again, now with fractals:

I wrote this generator in 2 hours, but even after such a short time I am able to say that fractal-based generation is superior to noise-based (especially simplex noise). Main advantages of this random generation method:

  • VERY fast generation
  • possibility to generate less detailed, very similar looking maps on demand
  • only small amount of repeating patterns (probably possible to fix with better random function)
  • easily configurable
  • lazy generation

Generation times:
2048X2028 (seen above), full detail - ~2,3s
8192X8192, full detail - 33s
8192X8192, very high detail (almost the same as full detail, with just one generation layer less) - 23s
8192X8192, high detail (first noticeable quality loss) - 14s
8192X8192, low detail (very noticeable quality loss, but still should look acceptable in the far distance in case of 3d games) - 8s

I will try to improve this generator further, this looks very promising.
25  Discussions / Miscellaneous Topics / Re: C#, did Microsoft just want to be different? on: 2014-12-02 01:02:22
Most of this stuff seems like attempt to avoid boilerplate code... By adding unreadable code. Smiley
26  Discussions / Miscellaneous Topics / Re: Language with direct RAM<->HDD communication on: 2014-11-29 19:35:14
Yes, but in case of paging you don't have any control on what is in memory and what is stored on HDD - I am thinking mostly about something like database built directly in language which is deleted after program execution stopped.
27  Discussions / Miscellaneous Topics / Language with direct RAM<->HDD communication on: 2014-11-29 19:22:26
Why nobody invented language with built-in direct RAM<->HDD communication so far? I think this would have many pros (if used right), even in modern times where RAM is getting cheaper and cheaper.

Some examples (in Java code):

Example class:

import java.util.ArrayList;

public class ExampleClass {

    //field for internal JVM use only, possibly by GC
    private boolean loaded = true;
    private ArrayList<String> list;
    public ExampleClass() {
        list = new ArrayList<>();
    public ArrayList<String> getList() {
        return list;
    public void setList(ArrayList<String> list) {
        this.list = list;
    //this method should be directly in Object class
    public boolean isLoaded() {
        return loaded;
    //this method should be directly in Object class
    public void setLoaded(boolean loaded) {
        this.loaded = loaded;
    public void doSomething() {
        //do something here

Example 1:

public static void main(String[] args) {
        //new object is created in memory
        ExampleClass obj = new ExampleClass();
        obj.getList().add("Hello World!");
        obj.doSomething(); //working as usual

        obj.setLoaded(false); //JVM receives hint that obj and everything inside should be unloaded from memory and moved to HDD on next GC cycle
        obj.doSomething(); //still working as usual, unless GC cycle happens between this and previous call
        obj.doSomething(); //obj is loaded from HDD and is stored here until end of method and next GC cycle, if called method is using list inside obj, then this list is loaded as well
        obj.setLoaded(true); //the whole obj is loaded from HDD to memory and deleted on HDD
        obj.doSomething(); //working as usual

Example 2:

public static void main(String[] args) {
        ExampleClass first = new ExampleClass();
        ExampleClass second = new ExampleClass();
        second.setLoaded(false); //only second will be unloaded to HDD on GC as list is used somewhere else
        first.list.add("Hello World!"); //works as usual
        second.doSomething(); //second is loaded from HDD, but list inside is in memory all the time
        first.setList(new ArrayList<>()); //reference to list inside second object is erased
        System.gc(); //list inside second object is unloaded to HDD
        second.doSomething(); //obj is loaded from HDD and is stored here until end of method and next GC cycle, if called method is using list inside obj, then this list is loaded as well
28  Game Development / Newbie & Debugging Questions / Re: Saving and loading gfame data with file i/o on: 2014-11-29 02:46:23
Pros and cons of each method:

+very flexible
+easy to edit (for example for debugging)
+easy to implement in OOP way (especially XML)
-takes a lot of space (in comparison with other methods)
-easy to edit (if you are worried that users will edit save data, but you shouldn't)
-needs some boilerplate code

2. Text formats
+very easy to implement
-very dependent on programmer skills and design decisions

3. Binary format
+very fast saving/loading
+takes very small amounts of space
+hard to edit (if you are worried that users will edit save data, but you shouldn't)
-inflexible (in some cases you even need to write a new loader after changing something, in addition to maintaining code for older saves)
-hard to edit (if you want to change some values inside save for debugging or testing purposes)

For most of games, I would choose XML unless you need to save/load a lot of data, then I would choose binary format (but still use XML as alternative for debugging and testing).

In your case even text file should be enough.
29  Game Development / Newbie & Debugging Questions / Re: How to integrate Lua into Java? on: 2014-11-29 01:43:45
What would you recommend for scripting in Java? Lua or JS?

I think this is matter of personal preference - from my experience Lua is better suited for (especially large) games, but with both of them you should be able to implement scripting easily.
30  Game Development / Networking & Multiplayer / Server UI - graphical vs command line on: 2014-10-15 16:14:10
Like in topic - what do you think, is it better to be able to control server via GUI or command line? I wonder which solution is better - command line should work everywhere and is very easy to make, but GUI should be faster and easier to use and be able to show more data at the same time.
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