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1  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-11-26 17:09:38


Completed my first map for my VR FPS Smiley

Hmm... Are you using Unity editor or other tool for that? Smiley
2  Game Development / Game Play & Game Design / Re: What's the design approach to rogue-likes? on: 2016-10-07 01:36:39
I think this largely depends on what kind of game you (exactly) want to create, solutions that work in one game might not work in case of another game.

There are some general approaches to procedural level generation in roguelikes:
  • Fully random world (example: Dwarf Fortress Adventure Mode)
  • Mostly random world with some predefined areas - for example, in places where this is important for a story/progression (example: Desktop Dungeons)
  • World composed from predefined nodes connected randomly (example: Binding of Isaac)
There are also some roguelikes with no random level generation at all, for example the Hammerwatch.

Complexity of level generation depends mostly on selected approach and aspects specific to your game - for example, doing Binding of Isaac style random generation is very easy to implement, while the one in Dwarf Fortress took months or even years to create and polish. If you want to have good looking levels, the more randomness you add the harder it gets to achieve that.
3  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-09-17 09:55:32
To be honest, this game is just perfect for mobile. Smiley

How about the other ones now? Cheesy
4  Games Center / Contests / Re: JAVA4K GAMES DOWNLOAD on: 2016-09-10 22:02:32
Yeah seems like the host to the files no longer responding.I got error404.000webhost.com when tried every games on java4k website.

000webhost is well known to take down websites when they never used paid services, so if the site used their hosting this was just a matter of time.
5  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-09-09 16:13:38
I have +/- 18000 km to NZ... Pretty far away sadly. Smiley
6  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-09-05 16:23:07
Had my first C++ lesson at University today Smiley I'm actually surprised by the apparent similarity between Java and C++!

Both Java and C++ belong to the same family of C-like languages (well, actually Java is meant to be simplified C++ with most of its advantages and less flaws), so expect lots of similarities...

...Well, at least until you will dive deeper. C++ concepts of memory, objects, references etc. are VERY different. Smiley
7  Discussions / General Discussions / Re: Comparison between 2 IDE's - Netbeans and Eclipse on: 2016-08-31 05:31:49
To be honest, on newest Ubuntu (16.04) Eclipse is so unstable that it is almost impossible to use it, and not possible at all without switching back to old GTK 2... While NetBeans and IntelliJ are still working perfectly good. Smiley

Biggest project I took part in so far was +/- 7m LOC split into 16 projects - both Eclipse and NetBeans are able to handle that, but Eclipse seems to often have problems with layout and stability (especially when navigating to new class), while NetBeans takes considerable amount of time to start (2-3 minutes on PC with HDD only and 32 gb RAM) and still processes things in a background for few more minutes.
8  Discussions / General Discussions / Re: Comparison between 2 IDE's - Netbeans and Eclipse on: 2016-08-30 05:31:35
This probably doesn't affect your choice, but I think netbeans has a graphical tool for use with JavaFX GUI building. I haven't used it. Eclipse doesn't offer this as far as I know, though there may be a plug-in. I'm in the minority here, but I do like JavaFX more than Swing and have not gotten very far with LWJGL despite a couple starts. (Am hoping the 3rd time is the charm.)

I'd consider asking this question over on the LWJGL board, too, and reporting back what you find out. Maybe Spasi will weigh in. He's been very helpful for me over on that board and is a JGO member as well.

Personally I like NetBeans due to its excellent GUI making capabilities - especially as most of my bigger applications so far are using desktop GUI's features extensively. Smiley If you will need to make desktop GUI-based application, then NetBeans is the best IDE for that.

And when it comes to JavaFX... It have its flaws and does some stuff in a way which tries to hide some syntatic sugar non-existing in Java, but property binding makes it very easy to integrate model and view almost seamlessly by simply writing properties/bindings transforming model state into view state. Smiley
9  Discussions / General Discussions / Re: Comparison between 2 IDE's - Netbeans and Eclipse on: 2016-08-29 04:53:53
From my experience, Netbeans vs Eclipse can be compared to hammer vs sledgehammer (I added a few points about IntelliJ Idea as well):

NetBeans
  • Is supported by Java creators, Oracle (former Sun)
  • Is very very stable
  • Handles very large projects well
  • Have very "slick" and "integrated" workflow (it is hard to get lost, integration of most tools with IDE is seamless)
  • Looks relatively good, especially when compared to Eclipse
  • Is very good for Java and HTML5, bad for anything else

Eclipse
  • Is de facto standard in most workplaces
  • Offers a lot of plugins
  • Have relatively quick release cycles
  • Is much more than just Java IDE

IntelliJ Idea
  • Appearance! (seriously, the best looking Java IDE)
  • Excellent code inspector
  • Many built-in useful small features useful from time to time, for example bytecode inspector
  • In form of Android Studio, it is best for mobile development
  • It is ONLY Java IDE (there are many other IDE's from JetBrains for other languages, but most of them are paid)

This is mostly matter of preference, but I personally tend to use NetBeans for hobby/in-home projects, Eclipse for more professional stuff and IntelliJ Idea when I need to use one of its specific features (or in form of Android Studio).
10  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-08-18 10:56:48
Code is not secured, but I didn't modified it directly and used external programs approach because it is faster and I just wanted to make it working as fast as possible - client program captures input from the OS, checks if you are using keys associated with keybinds in-game, and - if yes - sends actions to the server. Because only actions and not keystrokes are sent, client and server can map these keys in completely different way.

Server accepts players actions, translates them into gamepad actions on server. It also takes care of streaming, so in fact there is only one instance of game running (all others are watching a game stream sent real-time by server). I am thinking about sending game state and receiving them via in-game modification to reduce bandwidth usage and delays, but this would be something much more complex already.
11  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-08-18 05:52:46
Today I took the offline local co-op game and turned it into online co-op game. Smiley (Lovers in a Dangerous Spacetime)

Unlike the original version you can play together over the web, but it also allows to map keys according to the preferences - not keys already taken. (so for example all 4 players can move character with WASD) The only problem right now is relatively high delay (up to half second) combined with no client prediction, but I am still working on that.

The best part? This took about 3 hours to implement. I am still surprised why developers of this game didn't added online co-op in vanilla.
12  Discussions / Miscellaneous Topics / Re: HTML/CSS Is Gross on: 2016-08-17 06:03:24
Templates and JQuery are a way to go nowadays. Smiley I didn't seen any serious code NOT using them since years, they just make layout/code a lot cleaner while not abstracting both too much.

But I still hate JavaScript anyway... I wish we had any viable alternatives that aren't as limited as Haxe or are just JS extensions.
13  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-08-14 12:54:33
More like "what I did yesterday" (or well, technically today very early morning) - found this:

https://quantumexperience.ng.bluemix.net/qstage/
14  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-08-13 23:38:47
Lost a couple of days of Vangard prototyping due to computer malfunction. The power saving mode laptop CPU was set to 100% and cooling was set to passive... so it cooked itself while doing a system update. How did that even happen?

Just Windows. (I guess?)

And when it comes to overheating... Shouldn't CPU automatically shut down when its sensors detect that temperature gets too high? Intel CPU's have special sensor that do emergency halt on hardware level when reaching high temperature (something like 90-95 degrees, exactly 93 on my old laptop), without communicating with OS or even BIOS.
15  Discussions / General Discussions / Re: Why is Minecraft bad? on: 2016-08-11 18:27:48
Coding well...
... does not mean to require much more time
... does explicitly include simple solutions
... does not mean to predict the future
... does not mean to love or hate oop, functional programming or whatever methods there are
... is quite difficult to achieve

I would also add the next one:
... takes lots of time
Time you could spend, for example, on actually making a game instead of beautiful code. As long as the code is not completely hopeless, "write once, refactor (maybe) later" is a way to go. Smiley
16  Discussions / General Discussions / Re: Why is Minecraft bad? on: 2016-08-11 05:40:41
To be honest, I wouldn't code anymore (or maybe only a little) in his situation as well. Roll Eyes While in many other fields he could still be able to accomplish a lot, in case of indie gamedev his second 'big' game would need to be at least partially as good as the original, and - while we all have different views on this game - I think we can all agree that it started a new era in gaming. Due to that all of his future games would be compared to Minecraft, and I doubt this is something any hobby gamedev would want.

When it comes to Notch coding, all I can say is that his games simply work and codewise are much better than what I often see both at my current job and other games I worked/work on. Smiley
17  Game Development / Newbie & Debugging Questions / Re: What piece of software and IDE do I need to make games in J2ME ? on: 2016-07-29 05:07:18
Why would you need J2ME? If you want to make games for Android in Java, you could use LibGDX, one of "raw metal" OpenGL libraries or even Android libs directly.

Just like said above, if you really need J2ME NetBeans have good support of it.
18  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-07-25 11:27:45
Yep, managed environments have their flaws, some more direct control over GC cycles could be nice in case of games, but... Is there anything better? Most AAA games are GPU-limited anyway, and you don't need all that extra CPU power from native environments in almost all cases anyway (well, maybe unless you make some really, really complex RTS game... But I know only few of them, and all of them are indie titles... OK, MAYBE we can count first Supreme Commander). Smiley
19  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-07-25 08:35:49
Been reverse engineering Evolve Free to Play for the past few days. It's ridiculously easy because CryEngine is open source and a LOT of stuff is client side. In a few days I was able to implement flying (with noclip), infinite ammo, primitive rendering (to render AABBs), and an aimbot with smoothing using game functions. Currently working on a bounding box update work around for infinite health. Also, since a decent portion of the actual game's logic (not engine, I can only access the engine's source) is in lua, I'm attempting to dump that as well. I mean it's like they didn't try to protect it at all. This was done using dll injection, IDA, scylla x64 to dump the game, and github to search the engine source.

The graphics portion is really fun; I'm able to hook into the direct x context and use it to draw 3D stuff in game, including textures and models. So it all looks pretty fancy Cheesy

Also programming an 8080 emulator on the side, check it out here: https://github.com/CMatri/8080Emulator

I am still waiting for a day when (especially non-indie) devs will finally start caring about security and doing online games right instead of just complaining that their game got hacked... Smiley
20  Game Development / Newbie & Debugging Questions / Re: JavaFX sound: no exceptions, but no sound? on: 2016-07-08 22:58:56
Did you tried playing the sound (and loading it as well) inside Platform.runLater?
21  Discussions / General Discussions / Re: Interesting proposals: Java 9 and beyond on: 2016-07-07 00:22:35
Keep in mind Java EE != Java JDK.
Yes, but who knows - what next?
(what point support them Java if they drop commercial Java EE, its Oracle - they leave not profitable projects Sad )

I don't think that Oracle would stop supporting Java platform - if it wouldn't be profitable for them, they would most likely just sell it to someone else (and I am sure there would be at least few companies willing to buy it).
22  Java Game APIs & Engines / OpenGL Development / Major (3d) render rewrite - need pointers on: 2016-07-03 01:34:16
Hello everyone!

I am developer of DeedPlanner program (source is available here: https://github.com/Warlander/DeedPlanner-2 ). In a nutshell this is a program which allows you to rapidly design villages for Wurm Online/Unlimited games, preview it in 3d and evaluate costs before actually starting doing anything in-game. The program is relatively large, with over 100 versions published and its original version is over 3 years old.

The program is heavily depending on customized Swing GUI's, with JOGL GLJPanel doing the actual 3d rendering. Due to Swing dependency, it is impossible to switch to any non-JOGL based library easily. In action, it looks like this:
https://dl.dropboxusercontent.com/u/67758055/Wurm/DeedPlanner/14_05_2015__04_34_01.png
https://dl.dropboxusercontent.com/u/67758055/Wurm/DeedPlanner/14_05_2015__04_32_42.png

Rendering itself without going into details looks like this:
  • Interface and JOGL panel is initialized
  • For each frame:
    • Buffers are cleared
    • Set current camera (perspective or orthographic projection depending on view)
    • Render map: iterate all tiles in radius of "x" tiles around camera, in case of 3d view rendering everything but labels/2d borders, in 2d view - everything on current floor + 2 floors below
    • In 3d view, render skybox

When it comes to optimizations used, textures are pre-loaded on first use and models are pre-rendered to display lists on first use. Everything else is done every frame, including ground/cave rendering. Currently program uses mostly OpenGL 1 rendering with OGL 2 elements, but I can use OGL up to 4.1 easily.

The question

I want to rewrite the rendering in program. Why?
  • Program performs relatively bad when there are many objects in radius around user (can easily slow down even good PC)
  • Rendering seems inflexible
  • Shader support is minimal (especially as I want to implement lighting and water which actually looks like water)

Are there any specific resources I should take a look at or general guidelines I should follow? Maybe some pointers on how to refactor current rendering to make it easier to extend now and in a future?
23  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-07-01 10:20:46
Written last exam in this semester... And got accepted on summer internship I wanted literally hour later (first in my life as well)! Smiley
24  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-06-23 22:49:47
Found these... Things, playing with them at the moment:

Basically feature-complete JVM together with compiler and some other stuff built in browser (first link) and library built on top of it which allows you to use Java code just like JavaScript in HTML (second link). Both look and work surprisingly well, but their startup time is terrible so not very useful for usual tasks.

http://doppiojvm.org
https://www.javapoly.com
25  Game Development / Game Play & Game Design / Re: request: receipe/materials approach? and/or design pattern? on: 2016-06-20 11:21:45
Can recipes output more than one item or always just one?
26  Java Game APIs & Engines / JavaFX / Re: JavaFX For Pixel Games on: 2016-06-02 09:09:35
JavaFX is actually nice, but still young. Smiley Ironically thing which causes it to be not yet commonly used and developed for more platforms is.... Older GUI API, Swing. Other than that, in JavaFX you can basically do everything you could in Swing + much more.
27  Discussions / General Discussions / Re: Interesting proposals: Java 9 and beyond on: 2016-05-26 13:29:15
If only for value classes (aka structs)... This is very, very good idea.

Otherwise, I don't agree.

What else could it be for?

If operator overloading would be possible for "normal" classes as well, I am sure that this possibility would be abused a lot: things like events/setters done with overloaded "+" operator and similar code smells.
28  Discussions / General Discussions / Re: Interesting proposals: Java 9 and beyond on: 2016-05-26 12:05:42
I really really really miss operator overloads

If only for value classes (aka structs)... This is very, very good idea.

Otherwise, I don't agree.
29  Discussions / General Discussions / Re: Interesting proposals: Java 9 and beyond on: 2016-05-26 01:48:02
Personally I am looking forward to structures - currently any abstractions for stuff like vectors or matrices are often resource-intensive (unless used sparingly).
30  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-05-26 01:23:04
Swing listeners are problematic, but JavaFX ones should work just fine.
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List of Learning Resources
by elect
2016-09-09 09:47:55

List of Learning Resources
by elect
2016-09-08 09:47:20

List of Learning Resources
by elect
2016-09-08 09:46:51

List of Learning Resources
by elect
2016-09-08 09:46:27

List of Learning Resources
by elect
2016-09-08 09:45:41

List of Learning Resources
by elect
2016-09-08 08:39:20

List of Learning Resources
by elect
2016-09-08 08:38:19

Rendering resources
by Roquen
2016-08-08 05:55:21
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