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1  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-08-01 16:31:25
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.
2  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-07-31 23:17:44
Making a actual working Graph logic/rendering system seems pretty hard.



I think it looks nice. Now on to making even more logic!
3  Discussions / Jobs and Resumes / Re: Skill set for an average Java Job on: 2014-07-30 21:04:18

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)
4  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-07-30 19:15:19
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
5  Game Development / Newbie & Debugging Questions / Re: Double Buffering with a JPanel on: 2014-07-30 18:22:40
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.
6  Discussions / General Discussions / Re: So... state of the art 3D "engines" in Java on: 2014-07-30 16:55:15
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?
7  Game Development / Newbie & Debugging Questions / Re: Double Buffering with a JPanel on: 2014-07-30 16:49:34
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)
8  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Shader libs? on: 2014-07-29 16:50:39
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
9  Game Development / Newbie & Debugging Questions / Re: Create a separate JFrame ontop of a fullscreened LWJGL display on: 2014-07-21 16:29:21
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
10  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-07-17 22:46:49
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
11  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-07-17 22:10:28
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
12  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-07-17 19:00:54
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
13  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-07-15 23:52:03
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):
14  Java Game APIs & Engines / OpenGL Development / Re: Drawing big Objects far away on: 2014-07-15 18:20:11
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
15  Java Game APIs & Engines / OpenGL Development / Re: Drawing big Objects far away on: 2014-07-15 16:57:13
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
16  Java Game APIs & Engines / OpenGL Development / Re: Drawing big Objects far away on: 2014-07-15 16:13:56
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
17  Discussions / Miscellaneous Topics / Re: Minecraft: overwriting login database? on: 2014-07-11 21:19:34
Just buy the game.

I think he's already got an account, this may be useful for a school or something. Setting up 100+ mc accounts are hard, but making a login server for the Windows Login and Minecraft Login could be interesting. (Yes, I know Minecraft in school is kinda a cheesy concept, but don't act like you didn't think about its educational value Smiley )

Personally, I think it'd be cool. Figure it out, Longor!

You have to replicate the ENTIRE Account-API 1:1, and it takes a lot of time to get everything right.
If you don't get everything right Minecraft will, most of the time, just crash.

I tried it, and it absolutely wasn't worth it. It was actually the worst idea ever.
One had to install the 'patch' on every Client that wanted to join my modded Server, and since people are too lazy to do such a thing, I lost all players on my server. ALL of them.

It usually did go like this:
- User tries to join Server.
- Client crashes.
- User says: "Stupid Server, makes MC crash! I will play elsewhere..."
- My Server got more bad reputation.
- GOTO step0.

Tl:Dr; Don't try it, you will loose (nearly) all of your players.

Have a nice day.

- Longor1996

Edit: By the way: I stopped that project the moment someone 'higher up' told me that what I was doing was against the EULA. Don't ask for the code, I don#t have it anymore anyway.
18  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-07-11 00:19:11
I worked on some terrain today!

Features:
- Its infinite.
- Its fractal-noise generated.
- Its multithreaded.
- View Distance is 2 kilometers. (At least for me)

Image (Sorry for the bad quality):


Note:
There are two thread-pools running, each with 2 threads.
One pool is for rendering, the other is for everything else.

ToDo:
- Grass
- Trees
- Terrain Deformation
- Roads
- Buildings
- World Saving/Loading

Have a nice day!

- Longor1996
19  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-07-09 20:06:14
I further expanded my Jasic-fork today (and yesterday).
Jasic is a small library (without any dependencies) that allows you to interpret a slightly modified/expanded version of the BASIC in Java.
It's basically a scripting-language, that looks and acts like BASIC, but is not exactly BASIC.

So you can do this:
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PRINT "Hello, World!"
PRINT 2*8
PRINT sqrt(4 * 3)
PRINT "The time is: " + time()
20  Discussions / Miscellaneous Topics / Re: Minecraft: overwriting login database? on: 2014-07-09 19:49:06
You can do that by replacing the URL's in the Launcher/Client/Server that point to the Minecraft-WebAPI, which is 'api.minecraft.net' (Or is it? IDK) with URL's that point to your own service.

The problem lies in the fact that you have to replace the API-URL in all of the Launcher/Client/Server-code, which also requires that all users that want to play on your Server then have to have that mod (or rather: patch) installed in both Client and Launcher.

Have an nice day.

- Longor1996
21  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-07-08 00:23:54
I am now rendering finite hyperplanes, if that makes sense.

Image:
22  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-07-01 16:12:03
*snip*

Wow, that's really cool, I may just use this in the future! Could you post a download?

-snip-

Yes, I can provide a download for it.
Or even better: How about a github repository?

The code is still a bit messy and not completely commented, since I wrote the entire thing in about 5 hours, but it works and is usable. I included a basic usage example in the ReadMe, even though I tried to make the usage as easy as possible. You can also just go and look at the Test-code.

Here is the link:
DatPaperLayout @ Longor1996 @ Github

And yes, the library is called 'DatPaperLayout', because I can't think of any better name.

This is also the first time I am using Unit-Test's instead of 'main(String[] args)' to test the library functions. Mind that I don't really understand how they work (yet), so you may have to rip your hair out over the way I use them. (On that note: Can anybody recommend me a Tutorial for JUnit-4?)



Anyway, Have a nice day!

- Longor1996
23  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-06-30 20:23:23
I just made a small 'library' (~3 hours), that helps laying out objects (rectangles) on screen in a hirarchy of objects.
Have a screenshot:


I made a small typo there with "written Java": It should be "written IN Java".

Here is how to create a bunch of boxes, using the library:
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      void makeBoxes(ContainerNode root);
      {
         ContainerNode cnode = new ContainerNode(root);
         cnode.setPreferredBounds(new RectangleF(64, 96));
         cnode.addAttribute(LayoutAttribute.compassLayout());
         cnode.addAttribute(CompassAligmentAttribute.south("vertical-align"));
         cnode.addAttribute(CompassAligmentAttribute.west("horizontal-align"));
         
         {
            RectangleNode node = new RectangleNode(cnode);
            node.setPreferredBounds(new RectangleF(16, 64));
            node.addAttribute(CompassAligmentAttribute.north("vertical-align"));
            node.addAttribute(CompassAligmentAttribute.west("horizontal-align"));
         }
         
         {
            RectangleNode node = new RectangleNode(cnode);
            node.setPreferredBounds(new RectangleF(24, 24));
            node.addAttribute(CompassAligmentAttribute.center("vertical-align"));
            node.addAttribute(CompassAligmentAttribute.east("horizontal-align"));
            node.addAttribute(SizeAttribute.createPercentage("height", 50));
         }
      }


The entire thing doesn't care about pixels/inches/centimeters or anything. It just says 'units', and thats it.
Its up to oneself how to use the values/rectangles the layout-library generates.

Have a nice day!

- Longor1996
24  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-06-28 00:29:56
I was working on the 5th iteration (Or rather: The 5th "great code rewrite/refactor") of my Voxel-Engine today.
This is the 1 Month birthday of the iteration, and I am working almost every second or third day on it, which is a new record of 'not giving up on it after a month'!

The current result:
- 14.426 lines of code.
- Uses Gson, LWJGL, EventBUS, and KryoNET.
- Has a basic GUI-System.
- Automated Asset Manager.
- 'Infinite' Bitmap FontRenderer.
- Both Fixed-Function and Programmable-Function 'pipelines' for OpenGL.
- FINALLY got the hang of all the right patterns.
- And some more stuff ...

Screenshot of the bare-bones (yet)non-functional Main-Menu:


There isn't anything besides the Main-Menu yet, sadly.
I am going to waste my entire weekend on this...

(Have a nice day!)

- Longor1996
25  Game Development / Newbie & Debugging Questions / Re: [Swing] How do I: Multiple JFrames approach to utilize multiple content editors? on: 2014-06-22 22:18:34
Why don't you go and make a JFrame (The 'Main'-JFrame), and use JDialog's as additional windows?

So you have:
- JFrame/TerrainEditor: The editor that you use to edit your scene.
- JDialog/TriggerEditor: The editor for the currently selected trigger in the scene.
- JDialog/(Texture/Script/Entity/Model/Prop/Sound/Resource/???)Editor: Huh.

Make the main JFrame the 'parent' of all of your JDialog's. That should close them when you close the main JFrame (Unsure if this is correct). When you want to make a dialog go away, just use setVisible(false) to make the JDialog's invisible when you don't need them, and use dispose() on the main JFrame to close the entire application.

If the thing with making all the JDialog's children of the main JFrame doesn't work, just put them all in a synchronized list, and add/remove them as you open/close them.
26  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-06-21 20:53:34
I was just coding away on my Raytracer... (Realtime at 60 FPS)



Right now I am drawing a Bitmap-Font, which I might upload later on.
27  Discussions / Miscellaneous Topics / Re: Longest program you have written? on: 2014-06-18 23:48:21
My current project is rather small then with its 10'272 lines of code.
That is, exluding the libraries I am using (LWJGL, KryoNET, EventBus).

At least according to SourceMonitor...

All that just for a Voxel-Engine!

- Longor1996
28  Game Development / Performance Tuning / Re: Cache locality and LibStruct - fixing Java's horrible memory layout on: 2014-05-20 12:57:32
Could LibStruct be useful when making a raytracer in Java?
The biggest problems I got in my Raytracer is the creation/management of vectors (and I am already reusing them), and the use of methods which I can't manually inline without causing a big mess.

That could be a good example for Multithreading when I think about it.
Gotta try that out, with LibStruct.

Have a nice day.

- Longor1996
29  Discussions / Miscellaneous Topics / Re: Public Minecraft Server on: 2014-05-18 14:06:54
Even though we are not in a Minecraft-Forum, it would be nice if you add to your main-post why you set up this server, what the concept is, a screenshot of the spawn if possible, etc.etc.

Also, why did you post this in General-Discussion?

- Longor1996
30  Discussions / General Discussions / Re: What programs do people want? on: 2014-05-16 13:07:09
Just like BurntPizza said: Make a 'offline' version of Trello.

I would like to see such a application too, because my collection of notes/todos (for programming) is a bit... messy?
Make a offline version of Trello, but put in more ways to order the cards, make it possible to change the user-interface ('Take a Component and put it somewhere else on the Screen'), a 'Timeline' thing where you can put cards in a timeline ('What to do next'-line), ...

Yeah, that would be useful.

- Longor1996
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2014-08-01 22:53:16

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2014-07-24 01:59:36
Resources for WIP games
by CogWheelz
2014-08-01 18:20:17

Resources for WIP games
by CogWheelz
2014-08-01 18:19:50

List of Learning Resources
by SilverTiger
2014-07-31 18:29:50

List of Learning Resources
by SilverTiger
2014-07-31 18:26:06

List of Learning Resources
by SilverTiger
2014-07-31 13:54:12

HotSpot Options
by dleskov
2014-07-08 03:59:08

Java and Game Development Tutorials
by SwordsMiner
2014-06-14 00:58:24

Java and Game Development Tutorials
by SwordsMiner
2014-06-14 00:47:22
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