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1  Java Game APIs & Engines / OpenGL Development / Re: LWJGL 3 vs JOGL on: 2016-04-28 13:39:46
- javafx support is tricky afaik

Not really, you can easily use JavaFX built-in Swing panel integration to embed GLJPanel and everything works just fine.
2  Discussions / Miscellaneous Topics / Re: The "impressiveness" of games on: 2016-04-12 01:33:18
If this is just something done as a hobby or for learning (preferably both at the same time) - sure, go for technical challenge. Smiley

If you actually want to finish and maybe even sell something, "fun" projects are usually way to go. On the other hand, if all of us followed this approach, we most likely wouldn't have games like Dwarf Fortress or Minecraft (two examples that came to my mind as first) that push the genre forward, create genre/subgenre or even completely change the gamedev world.
3  Discussions / Miscellaneous Topics / Re: lambdas rant on: 2016-04-09 23:35:07
To be honest, I think that this depends on use case - while since Java 8 release I tend to avoid using anonymous inner classes, in case of complex lambda methods I often move them to new (static or non-static) function and reference it using "::" operator. On the other hand, when doing simple operations like working on streams simplified lambdas are usually just fine.
4  Game Development / Game Play & Game Design / Re: Blender or GIMP ? Libgdx or what ? on: 2016-04-05 10:57:15
Caspian's First Law of Indie Game Programming: don't do 3D.

Cas Smiley

Second law of Indie Game Programing (for experts only!) - don't do 3D yet. Smiley

And seriously, "full" 3D is usually much more time consuming than almost anything done in 2D... Altrough game itself can be 2D while graphics are 3D.
5  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-04-04 10:52:36
It's a tough choice.  University is investing in your future and it can be an expensive investment.  If you learn too little, you lose.  If you spend too much for what you've learned, you lose.

Not really expensive (for me personally only public transport cost) unless we consider time needed for university as well (but you can still spend your free time on personal projects, open source etc.). Personally I am looking at university as a good time to try different things, develop both in my main area of interest as well as other programming domains.
6  Discussions / General Discussions / Re: Virtual Reality on: 2016-03-27 21:26:56
Allow me to piss on everyone's chips but VR is going to be a massive flop - at least, in the gaming industry.

Let's guess some numbers.

Number of people willing to pay $x00 for a VR system (I'm assuming they get them to that sort of price)
Number of people who have a physical playing area around their PC actually big enough for VR experience
Number of people willing to don ridiculous headgear just to fire up some game or other
Number of game designs that would be good in VR... that's basically, er, FPSes, plus a few niche interests like "surgeon simulator" and so on*
Amount of money that needs to be spent on an FPS to compete with the latest AAA titles
Amount of extra money needed to make that title support VR adequately and meaningfully (remembering stringent performance requirements to avoid motion sickness and achieve suspension of disbelief)

Discuss the numbers and then tell me how VR is going to be in any way a success. Compare and contrast with 3D cinema. Or maybe even 3D TV for laughs. Pay special attention to previous stabs at 3D goggle tech such as Nvidia's shutter goggles.

Cas Smiley

* Feel free to call me out on this one but let's face it the AAA games industry is not renowned for its innovative risk taking in game design, is it?

To be honest, I think that AAA industry will be one of first to use VR on the bigger scale, just like in case of 3d which is put into most of movies and TV's nowadays, but (especially in case of TV) almost not used at all (although I know only few cinemas with 3d as well). The same with VR, people either don't want, need or cannot afford it.
7  Game Development / Game Mechanics / Re: Best way for LWJGL to AWT in 3? on: 2016-03-09 06:28:16
OpenGL in  AWT works good in JOGL. When it comes to LWJGL... One of possible solution would be to create offscreen window, render anything you need in it and then read pixels and use them to create proper BufferedImage.
8  Discussions / Miscellaneous Topics / Re: I hate hi-res graphics on voxel based games on: 2016-02-25 17:44:35
To be honest, I think that Skyrim graphics style fit this game perfectly - on second screenshot I am barely able to recognize anything, although situation would be different if the whole game was designed with this style in mind.

On the other hand, there are games where hi-res graphics (and "hiding"/smoothing voxels) are usually more harm than good:

Let's take a look at Space Engineers/Seven Days to Die - both of them have "mixed" style with semi-realistic terrain and square structures. Due to that, terrain to structures transitions look terrible, there are problems with determining actual terrain "volume" as well.

Terraria/Starbound - while being 2d games, so hard to compare to the ones I mentioned above - solved this problem perfectly. Terrain is not perfectly squared, but transitions are clearly visible and therefore editing terrain is much easier and more enjoyable.
9  Discussions / General Discussions / Re: Unity3D/2D on: 2016-02-22 10:52:07
My opinion:

Unity is VERY great if you want to actually make and finish the game in reasonable amount of time - it have all kinds of features you need to achieve this goal and - even if something is missing - you can easily grab that from asset store or make on your own. Probably the biggest problem for lots of people is that you must stick to Unity API if you actually want to have something done, and that it makes writing clean code really hard (forget about good scope control unless you want to use some dirty tricks, stuff like MVC and many other useful patterns - while possible - are mostly impractical here). It also lacks good IDE, MonoDevelop or Visual Studio are not even close to NetBeans or Eclipse and tend to be much slower. Also, are you Linux user? Well... Then available toolset is even smaller - while Unity itself works on Linux natively, forget about Visual Studio.

On the other hand, Java is excellent if you want to have code-heavy stuff finished in reasonable amount of time, so - while writing game in it will in most cases take much more time than in Unity - it is very good for writing tools, especially GUI-heavy tools. Unity don't have good out of box GUI support with advanced components, while Java have two very good GUI libraries with lots of available free libraries for them: Swing and JavaFX. Like I mentioned in Unity section, Java IDE's tend to be better than their C# equivalents, you are not limited with pretty strict Unity pipeline as well.
10  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-02-18 21:42:56
Had some fun with LWJGL 3 and contexts in OpenGL, here is example result:


There are no 6 textures loaded in 6 different windows: all windows use the same texture, loaded in offscreen window.

Code:
http://www.java-gaming.org/?action=pastebin&id=1406
This code is very simple, I compressed it into very basic example of how to share resources between multiple windows. In case of Windows, this must be offscreen window and it must be not current on any thread while creating new window bound to it (but after that, you are free to make it current again - just make sure to call "glfwSwapBuffers(offscreenWindow)" each time you load new texture/model etc.).
11  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-02-12 02:53:36
Another day, another GIF... Map generator is taking shape, it is time to finally start adding actual generation on top of this framework which is basically UE4 Blueprint system implemented in Java, with some additional features to make it more friendly for typical user.

Click to Play
12  Game Development / Newbie & Debugging Questions / Re: Ways(or Best Way) of Declaring Orthographic Projection on: 2016-02-12 01:07:28
From my current experience:

-1...1 approach - good if you want to maintain similar look on different resolutions. Trade-off: on large screens and resolutions graphics will look blurry unless proper precautions will be taken.
Screen width and height approach - good for UI's, pixel art and other things that needs to be pixel perfect. Trade-off: on small resolutions UI/game area can be too small, while on large ones this can be exact opposite.

Keep in mind that you can for example render game using first approach and then switch to second projection and render UI - it is good idea to mix these two (and maybe even some other) approches. Smiley
13  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-02-11 01:31:15
Had some fun with Java 8/JavaFX properties:

Click to Play


The whole code which does that looks exactly like that:

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inputsStage.titleProperty().bind(Bindings.concat("Inputs of ", block.getData().titleProperty()));
14  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-01-03 10:18:53
Guys I need your opinion now, have four versions for the logo, but I'm preferring C and D from them.



What do you think of?

A is best in my opinion. Smiley
15  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
16  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:

Quote
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!
17  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).
18  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.
19  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-07-11 16:49:48
Just returned from FCE exam session. Smiley
20  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.
21  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.
22  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
23  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).
24  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.
25  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 ( http://forum.wurmonline.com/index.php?/topic/79352-deedplanner-231-3d-house-and-deed-planner/ ) - 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.
26  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.
27  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:

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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:

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      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)
28  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?
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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.
29  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
30  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.
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