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1  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-09-01 20:05:51
So... even more cubes.

<a href="http://www.youtube.com/v/bnTS2orPu08?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/bnTS2orPu08?version=3&amp;hl=en_US&amp;start=</a>

And mouse-picking which didn't make it into the video.
(Note that the 'pointer'-box is not in the middle of the screen, but is where the mouse is at.)

2  Game Development / Newbie & Debugging Questions / Re: Noob questions: Bitwise operators in screen movement on: 2014-09-01 14:02:12
Hmm I just thought of this so , depending on which endian you use if I were to shift 00000001 >>1 would it be 00000000 or 10000000?

In the case of Java, you dont have to care about endianness when working with numbers, except when you are doing I/O.
3  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-09-01 01:04:51
Physics, Mip-Mapping, and a Performance-Graph!



Also, its raining cubes.


And there is a lot of cubes...
4  Discussions / General Discussions / Re: Icebucket challenge ??? on: 2014-08-29 15:44:27
ALS is not that deadly of a disease , it only really effects people who are already at an age when its difficult to perform normal tasks anyway.

?

ALS can begin at any age as far as I am aware, and it most certainly IS deadly as your chance of a fatal hearth-failure is very high.
At least thats what my mother told me about ALS and what it does.
(And she should know what it does because some of her patients have it)

Or am I (and my mother) wrong?

- Longor1996
5  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-08-27 00:36:30
I've kinda wanted an RPi just to mess around with it, or better yet one of these: https://developer.nvidia.com/jetson-tk1
~160 GFLOPS on a 5W board. Super nifty. Problem is, I don't have a actual project that I would need it for  Sad

I am going to use my RaspberryPI as a File-Server at home, and trough a encrypted connection over the internet.
Its pretty darn useful, like your own little google-drive/dropbox/mediafire.

Now I only need to strap my 1,5 Tb harddrive to the RaspberryPI...



I also just managed to run a Minecraft-Server on it, but the server is WAY too slow in low-power mode.
If you get a RaspberryPI, get a cable (power-cable?) that can support the full required power.

Also, if you have a big television screen (I have a 2,? meter screen!), try connecting the RaspberryPI to it.
Its awesome seeing a terminal on a giant TV screen!


Now I have a reason to learn how linux works!

Have a nice day!

- Longor1996
6  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-08-26 23:54:05
Today I got a RaspberryPI, and it was awesome.
Then I spent 9 hours in a row playing around with it,
or in other words:

"Oh my gawd, SO MUCH FUN with this cute tiny box!"


I also wrote myself a new Wavefront OBJ file loader.
Which you can look at here.

Have a nice day!

- Longor1996
7  Discussions / Miscellaneous Topics / Re: How often do you code on: 2014-08-18 14:48:42
Whenever I feel like it.
8  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-08-15 13:31:19
Lookin good, one crit I might consider reducing the head sway a tad. Watching the video made my eyes feel a little weird, but I'm sure when at the controls it feels different so idk. Just some friendly advise  Cheesy

All values (/calibration values) in the 'engine' are not final, so you can change them at runtime without any problems.
The headbobbing effect is just 5 variables, three for calculations, two for calibration.

I will need to open up a thread with a demo of the 'engine' at some point... probably at the end of the holydays.

Have a nice day!
9  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-08-14 18:59:57
I actually got around to make a small video showing my 3D FP-Prototype. (Note: The 'FP' is just 'FPS' without the 'S')

<a href="http://www.youtube.com/v/sQN6fqUST2I?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/sQN6fqUST2I?version=3&amp;hl=en_US&amp;start=</a>

What a great day!
10  Discussions / Miscellaneous Topics / Re: A rant on OpenGL's future on: 2014-08-13 19:31:42
Basically a useless driver update though. The whole OpenGL model is f**ked. Until I can distribute the latest drivers with my game I'm stuck with using the lowest common denominator I'm willing to support.

Cas Smiley

Just wondering... what is the lowest common denominator for OpenGL right now?
11  Game Development / Game Mechanics / Re: Player data files on: 2014-08-05 18:11:29
The following may not be exactly how you should do it, but it should help.

Writing:
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CompoundTag root = new CompoundTag("root");
NBTOutputStream out = null;
try
{
    out = new NBTOutputStream(new FileOutputStream(new File("player.dat"));
    out.writeTag(root);
}
catch(IOException e)
{
    e.printStackTrace();
}
finally
{
    out.close();
}



Reading:
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NBTInputStream in = null;
CompoundTag root = null;
try
{
    in = new NBTInputStream(new FileInputStream(new File("player.dat"));
    root = in.readTag();
}
catch(IOException e)
{
    e.printStackTrace();
}
finally
{
    in.close();
}


CompoundTag's getValue method gives you access to a 'Map', in that Map you can put all your data by putting it into other Tag's.
12  Game Development / Game Mechanics / Re: Player data files on: 2014-08-05 15:09:38
how do i use this to save data is there any tutorials i cant find any?

Have you ever heard of something called Javadocs?
JNBT has them here:
http://jnbt.sourceforge.net/doc/

Go and read them, using the JNBT library is extremely easy.
The most important classes are NBTInputStream, NBTOutputStream, and CompoundTag.
13  Game Development / Game Mechanics / Re: Player data files on: 2014-08-05 12:06:55
I would recommend JNBT for saving things, but thats just my personal opinion.
Have a nice day.

- Longor1996
14  Java Game APIs & Engines / Java 2D / Re: my game i'm making is taking up all my RAM. on: 2014-08-04 09:11:44
I have learned a little about variables,operators,casting,user input,objects,and if,else,and,or.Most of the time i'm learning as i go.

Don't learn the basics of Java 'as you go' by trying to make games.
This will bite you in the ass later on, and it will bite (very) hard.


Learn the basics of Java by making things like a Calculator, or a Text-Adventure.
Then go and make 2D games.

Have a nice day.

- Longor1996
15  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-08-01 14:31:25
Making a actual working Graph logic/rendering system seems pretty hard.
Nice. Did you get the inspiration from Blender's node editor system? Smiley

From Blender, but mainly from the Unreal-Development-Kit.
16  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-07-31 21:17:44
Making a actual working Graph logic/rendering system seems pretty hard.



I think it looks nice. Now on to making even more logic!
17  Discussions / Jobs and Resumes / Re: Skill set for an average Java Job on: 2014-07-30 19:04:18

How bad could it be?
 

Have you ever read stories from http://thedailywtf.com/ ?
After you read some of these stories, you will know how bad it can be.
(Be aware that some stories are fake/untrue/overdone-jokes)
18  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-07-30 17:15:19
I took some Swing and a bottle of Coke, and started working on a little something that I actually want to have. Couldn't find any application that does it like I want (and supports features I need), so its Do-It-Yourself time!



Have a nice day.

- Longor1996
19  Game Development / Newbie & Debugging Questions / Re: Double Buffering with a JPanel on: 2014-07-30 16:22:40
But I was having issues with the display being off sync and I wanted to get that problem sorted out before I got to deep in rewriting everything.

I have the feeling your problems with the display being off-sync has to do with your possibly incorrect usage of Swing, or more precisely the EDT.
If you put any long-running tasks into the EDT, (be it a complex calculation or the loading of a file), the entire GUI will start to behave really weird and get unresponsive. Making mistakes like not changing Swing-components on the EDT, or running a very expensive operation on the EDT, is the main reason for a lot of bugs. What's even worse is constantly calling repaint() as fast as possible by using a dynamic-timestep application-loop, which is what I think you are doing (?).

Fix your application-loop so it doesn't call the repaint() method more than ~30 times per second.

Why 30 times: Nobody can possibly read a number that changes more than 30 times per second (there are probably exceptions to that). Example: I can barely guess a number that changes 20 times per second, any faster and I am totally lost.
20  Discussions / General Discussions / Re: So... state of the art 3D "engines" in Java on: 2014-07-30 14:55:15
and this? A few games using Ardor3D


Isn't that Manic-Digger (which is written in C++)?
It looks just like it, and if its not MD, what game is that?
21  Game Development / Newbie & Debugging Questions / Re: Double Buffering with a JPanel on: 2014-07-30 14:49:34
Why would you want to force the JLabel's to repaint at the same time?
It's just JLabels, so there shouldn't be any performance issues with letting Swing repaint them automatically.

If the labels calling additional repaints() is actually your problem, why not this:

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loop {
    canvas.setIgnoreRepaint(true);
    app.update();
    canvas.setIgnoreRepaint(false);
    canvas.repaint();
    sleep();
}


The method setIgnoreRepaint(true) tells Swing/AWT to ignore the repaint-messages from the operating-system, but does not disable the repaint()-calls that are made in setText(). See here: http://docs.oracle.com/javase/7/docs/api/java/awt/Component.html#setIgnoreRepaint(boolean)
22  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Shader libs? on: 2014-07-29 14:50:39
I meant i dont have any libs !!


That doesn't make any sense at all.

If you want to make a game with pure Java, you have to use Java2D, which does not provide shaders.
You can't have "shaders" with pure Java. Its impossible.

You will need to use LWJGL/JogAmp or (even better) libGDX.
These give you the ability to use shaders.

Have a nice day.

- Longor1996
23  Game Development / Newbie & Debugging Questions / Re: Create a separate JFrame ontop of a fullscreened LWJGL display on: 2014-07-21 14:29:21
As far as I know (I might be wrong), it is impossible to overlay any swing or awt components/windows/dialogs over a fullscreen OpenGL-context in a simple/straightforward way.

You are better of using a OpenGL based GUI.
I recommend using a existing GUI-Library for OpenGL, like TWL or scene2D.

Have an nice day.

- Longor1996
24  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-07-17 20:46:49
If lightmaps only contain indirect component you can easily remap it to never go to zero. Just remember that if you can see something then light also can go there and its never pitch black.

Thanks for the tip, I will try that out some time soon.
Its not like fixing someone else lightmapper (that is written in Pascal) is my job/goal.

I made a staircase.

So you didn't actually make the shadows or AO, you just used a lightmap generation program to do it for you and then just mapped the textures to some geometry?


Your post 'sounds' like you are mad at me for actually using 3rd party tools to do the job instead of creating my own tool like I always do.

Yes, I created the geometry and lighting with a level-editor, then read that into my own Engine, which was outfitted with physics, and a renderer+reader for the RTW-format over the last three days. Next on to do is to implement an actual Entity-system, and cleaning up code.

And as I said: I made a staircase. (And more things behind the scenes which you can't see)
Thats "What I did Today", and have a nice day.

- Longor1996
25  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-07-17 20:10:28
I made a staircase.

-snip-

The geometry (CSG) and lighting (Multicolor Lightmaps) where made with the 'Runtime World Editor' (Download it, its awesome!), the textures are from Portal 2 (I love this Game), and the Game-Engine that renders the whole thing is one of my personal projects.

There is also physics and a First-Person Camera system ('KinematicRigidCamera'), that can be swapped out with a 'FreeCam', or the default JBullet camera ('KinematicCharacterController'). Next on the ToDo-list is to refactor the code to allow multiple kinds of 'Entities' like levers, buttons, doors, boxes you can pickup and carry/throw around, NPC's and Dynamic-Lights. Then I could actually make a small interactive World.

A 3D-Labyrinth, maybe?

- Longor1996

"Corners Don't Look Like That"
http://nothings.org/gamedev/ssao/


Is that ssao or lighmap with textures that already contain baked occlusion?

That is a 'error' in the lightmapper built into Runtime-World-Editor.

If I where crazy, I would set the lightmapper to use supersampling at a level of 8 (at which the dark corners go away), but lightmapping a map as simple as the shown staircase with a supersampling level of 2 already takes 20 seconds flat. Add to that the fact that with each ss-level the computation takes about two times longer, and you got a big time consuming problem.

I am already trying to get rid of the dark corners by applying some kind of filter to the generated lightmap, but I can't seem to get it working, since I don't know much about image processing.

- Longor1996
26  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-07-17 17:00:54
I made a staircase.



The geometry (CSG) and lighting (Multicolor Lightmaps) where made with the 'Runtime World Editor' (Download it, its awesome!), the textures are from Portal 2 (I love this Game), and the Game-Engine that renders the whole thing is one of my personal projects.

There is also physics and a First-Person Camera system ('KinematicRigidCamera'), that can be swapped out with a 'FreeCam', or the default JBullet camera ('KinematicCharacterController'). Next on the ToDo-list is to refactor the code to allow multiple kinds of 'Entities' like levers, buttons, doors, boxes you can pickup and carry/throw around, NPC's and Dynamic-Lights. Then I could actually make a small interactive World.

A 3D-Labyrinth, maybe?

- Longor1996
27  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-07-15 21:52:03
I am working on my Game-Framework again, slowly turning it into a Game-Engine.

The result looks awesome (Using Portal 2 textures in this Image):
28  Java Game APIs & Engines / OpenGL Development / Re: Drawing big Objects far away on: 2014-07-15 16:20:11
What exactly is the "Outerra way"?

This is the 'Outerra-way':
http://outerra.blogspot.de/2012/11/maximizing-depth-buffer-range-and.html
http://outerra.blogspot.de/2013/07/logarithmic-depth-buffer-optimizations.html
http://outerra.blogspot.de/2013/07/hacking-amd-opengl-drivers.html

This is also the method that the 'Space-Engine' uses.
I you don't know what 'Space-Engine' is, I recommend to check it out, its awesome.

Have a nice day.

- Longor1996
29  Java Game APIs & Engines / OpenGL Development / Re: Drawing big Objects far away on: 2014-07-15 14:57:13
that outerra guys are going pretty crazy on that depthbuffer issue - best stuff i could find about that topic.

a more simple idea is to split the rendering into objects "far away" and "near". give them different clipping planes.

Nope

Doing it the way the Outerra guys are doing it (The 'Outerra-way') is MUCH simpler.
With the splitting of 'near' and 'far' object, you are going to have to deal with a lot more coding (and bugs), than with the Outerra-way.

The Outerra-way, only needs a FBO (FrameBufferObject) with floating-point Depth enabled, and slightly modified Vertex/Fragment-Shaders for drawing into that FBO. You can set the whole thing up in a couple of minutes if you already have Shaders and FBOs implemented in the Engine/Framework you use.

And from the top of my head there are only two main drawbacks of this method:
  • It costs a lot of performance if you do something wrong in the Shaders. 'A lot' meaning: A HELL of a lot.
  • You cannot have big polygons close to the camera, as that produces (very noticable) artifacts.

In the end, you have to choose between:
- A more complex implementation (more bugs), but better performance. (Near/Far Splitting)
- A more simple, but worse performance. (Outerra-way)
- And all the other ways there are.

Pick your flavor, and have a nice day!

- Longor1996
30  Java Game APIs & Engines / OpenGL Development / Re: Drawing big Objects far away on: 2014-07-15 14:13:56
The solution to that is to use a floating-point Depth-Buffer, and a special Shader that changes the way OpenGL computes the depth for all vertices/fragments.

Note that changing the way the depth-buffer is used can create a (very) bad performance hit if done wrong.

Read the following blogposts, as they help a LOT:
http://outerra.blogspot.de/2012/11/maximizing-depth-buffer-range-and.html
http://outerra.blogspot.de/2013/07/logarithmic-depth-buffer-optimizations.html
http://outerra.blogspot.de/2013/07/hacking-amd-opengl-drivers.html

Read one by one, in the given order, or else some things just wont make sense.

Have a nice day!

- Longor1996
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List of Learning Resources
by Longor1996
2014-08-16 10:40:00

List of Learning Resources
by SilverTiger
2014-08-05 19:33:27

Resources for WIP games
by CogWheelz
2014-08-01 16:20:17

Resources for WIP games
by CogWheelz
2014-08-01 16:19:50

List of Learning Resources
by SilverTiger
2014-07-31 16:29:50

List of Learning Resources
by SilverTiger
2014-07-31 16:26:06

List of Learning Resources
by SilverTiger
2014-07-31 11:54:12

HotSpot Options
by dleskov
2014-07-08 01:59:08
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