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1  Game Development / Game Mechanics / Re: Cross chunk procedural terrain generation. on: 2017-07-28 16:00:59
Split your chunk generation into two phases: Terrain and decoration.

In the terrain phase you generate everything that structures depend on being there, like height/volume, biomes, basic tiles (stone/dirt/water)... but no actual structures (something larger than a tile) of any kind.

Then decorate the chunk by generating/placing all the structures into it. The trick here is to only let the decoration phase happen AFTER all immediately surrounding chunks have their terrain generated.

Hope this helps! Wink
2  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-06-02 22:25:42
What I did the last few days? Finding Kotlin; Learning Kotlin; Rewriting EVERYTHING in Kotlin... and loving every minute of it.

I will never ever touch Java ever again (unless absolutely necessary).
3  Game Development / Game Play & Game Design / Re: Working on "How to plan and design a game engine" and I'm looking for feedback on: 2017-04-17 12:19:00
This was the most interesting thing I read this month, and will help me greatly making the foundation of my game.


He is writing a general guide to game engines, so where's your problem?
4  Game Development / Game Play & Game Design / Re: Graphics Backend Abstraction on: 2017-04-13 17:56:15
This might be interesting:
5  Games Center / Cube World Projects / Re: [LWJGL] Voxels - Display lists vs. Instanced Arrays on: 2017-03-23 18:47:58
Display Lists (Minecraft too)

Minecraft does NOT use DisplayLists... it uses vertex arrays/buffers for everything for over two years by now. As elect said, they are deprecated, use vertex arrays/buffers.
6  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-03-15 00:51:04
I spent the day trying to fix a EXCEPTION_MEMORY_ACCESS_VIOLATION... turns out the Garbage Collector is very good at its job and NanoVG has absolutely no memory protections/checks or error reporting mechanisms. Apart from that, doing baby steps while developing things for once, and I am actually being productive as a result!

7  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-03-09 21:22:20
After a lot of fiddling over the last 3 days, I managed to set up the Sledge Editor, with the correct configurations and files, for generic scene construction using CSG brushes, custom entities and my own textures.

This was a PITA experience, but now I've got a easy to use editor for simple 3d scenes.
8  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-03-03 18:30:18
Today I am trying out LWJGL3's NanoVG and Nuklear bindings...
I've crashed my PC several times already! Cheesy

Btw: Does anyone know where to find the documentation/guides/tutorials for Nuklear? I can't seem to find any.
9  Games Center / WIP games, tools & toy projects / Re: FFP Software Rendered - GFX/Game Progress on: 2017-02-15 16:38:59
Awesome! With the amount of pictures in the OP, I am starting to think JGO needs something like a image gallery feature. Cheesy
10  Game Development / Articles & tutorials / Re: LWJGL 3D Game Engine Series [GERMAN] on: 2017-01-24 22:03:45
@TGStudiosDE: Yes, I am from germany and can thus watch your video, which by the way seems okay for a beginner in tutorial-making. Also, please don't think about the amount of views you will get at this stage: you wont get very far and might as well give up.
11  Game Development / Articles & tutorials / Re: LWJGL 3D Game Engine Series [GERMAN] on: 2017-01-24 21:42:35
Why are you using LWJGL 2 instead of 3?
12  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-01-16 15:10:58

Quick, make a highway chase scene with zombies!
13  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-11-04 13:10:52
Working derping with blender again, this time with a HDR Sky and better PBR Shaders.

Nice render! I wish I was as good as you in Blender Cycles too! (But one thing I share with you are these nasty little fireflies everywhere in cycles  Cheesy)

I'm not great at Blender/Cycles at all! Mostly following the tutorials from Blender Guru and BornCG (both recommended) and experimenting with shaders gets you a long way without much difficulty.
Also, the 'fireflies' can be get rid of by increasing the amount of samples... if that didn't kill my laptop that is.
14  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-11-03 23:15:42
Working derping with blender again, this time with a HDR Sky and better PBR Shaders.

The HDR Sky makes a big difference!
15  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-09-22 17:12:53
What I did today (and yesterday!): Played around with Physically Based Rendering (PBR) in Blender.
All within a 'masterfile' that has all the shaders I ever made (or will make).

16  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-09-22 10:56:15

The link seems to be broken?
17  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-09-16 19:26:43

This game gets pretty depressing after a while...

Also, tried my hand at web design once again:
18  Discussions / Miscellaneous Topics / Re: CuBBool Pixel language on: 2016-09-12 15:11:46
- in some way its even better then QR codes because you can decode text manually

If it were better than QR-Codes, it'd have some form of error correction. Does it?
19  Game Development / Game Mechanics / Re: Downloading and running jars from servers - Security? on: 2016-08-30 07:54:24
Good point, I should stop worrying about security and just make it more functional.
I'll make the requirement that mods must be downloaded online, rather than from entering a server.

You could also go and make two modding API's (that are 'one' behind the scenes):
One that is based on 'configuration files' (json/xml/ini), and another that uses 'code files' (java).

The API based on configuration files is easy to secure:
Its entirely data driven, so as long as you don't add the ability to reference resources that are not in the game assets, and/or functions that allow the modder to arbitrarily pack together data, it will be 'secure'. These mods can be made downloadable from a server without much issues.

Problem might be that modding based on configuration files is pretty much useless, so you might have to add something like a simple 'command' language (similar to how Minecraft did it) that allows the modder to execute simple commands from simple actions, all still within the sandbox of the surrounding program.

The API based on code files ala' Java... you cant secure. Mods based on these should not be downloadable from a server, since loading and executing class files is a security hole the size of the solar system and bigger.

Good luck!
20  Game Development / Game Mechanics / Re: Downloading and running jars from servers - Security? on: 2016-08-29 06:20:31
How does Minecraft manage the security risk in forge mods?

Not at all. One can easily add spyware into a MC-Forge mod; there is nothing stopping you from doing so.
It actually happened a couple of times with a well known Pokemon mod (don't ask me which one!).
21  Discussions / General Discussions / Re: Why is Minecraft bad? on: 2016-08-12 01:09:31

Out of curiosity, how could it be done better? I imagine having the only input as a string limits your options somewhat

Most interpreters/compilers for various languages only need a string (or a file... which is a string) to generate executable code/to interpret the code.

So... a better way would be to use a tokenizer for taking apart the command string, just like actual programming languages do. After that one could convert the resulting tokens (strings, numbers and operators) into an Abstract-Syntax-Tree for further processing, or directly execute the tokens. The latter option is actually easier here, because many commands have different parameters, in different orders and amounts, which makes building an AST pretty complicated if not impossible (its also easier to extend).

Does that answer your question? Smiley
22  Discussions / General Discussions / Re: Why is Minecraft bad? on: 2016-08-11 12:08:56
I'm currently working/helping on a mod for Minecraft, and so I get to see a lot of decompiled(!) Minecraft code.
Its actually pretty nice. The worst bits are the ones where the various game systems/modules meet ech other.
And then there's the command system...

I think I can say with 100% certainty that the command parsing system is the worst part of the entire game.
While the thing is already extremely (needlessly) complicated, it is still entirely based on String.split(" ") and a bunch of regexes.
It is, by far, one of the most outdated parts of the game.

Just my two cents...
23  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-07-26 11:52:18

Awesome; question:
Will you open source your renderer someday in the future?
24  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-07-22 20:08:19
What I did today... and yesterday and the day before:
Traveled (over night) ~1000 kilometres from south-germany (Mannheim) to north-germany (Hamburg), stayed at my girlfriends home for a night, had a job interview with auticon the next day, then traveled ~1000 kilometres back home right afterwards...

Got both an internship and a job offer for a position as junior software developer.

Current Emotional State:
Pretty much dead, but happy.
25  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-07-08 18:21:05
I started writing an XML parser today, and it's getting along pretty well. This one is part of college assignment, and is purely educational. Just did some work on the tokenizer and got some basic tokens.
Will generate these tokens.
This is pretty awesome, now time to add support for attributes. I'm omitting the prologue for simplicity and this is not a real parser.

Why not try writing a XML parser without using tokens?
Its a fun learning experience (and a taste of hell)!
I did it once; never released it.
26  Discussions / General Discussions / Re: What does your dream language look like? on: 2016-07-06 17:38:19
Just for the heck of it, this is how my dream language looks like:
27  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-07-03 16:44:09
Technically I did this 27 days ago, but who cares!

I was bored and ported the 'par easings' one-header library from here to Java. The code can be found here (Warning: No documentation):
28  Java Game APIs & Engines / Engines, Libraries and Tools / Re: LWJGL 3 - Nuklear bindings on: 2016-06-06 14:11:02
Is this another alternative of Display.class? I hope it is.
> Shameless unreleased advertising x)

This is not a new 'Display.class', this is a freakin GUI system built in right into LWJGL3; Did you even read what Nuklear is?!
Also, your post is 90% 'shameless advertising'.

Finally a quick-and-dirty GUI solution for LWJGL!
This is going to be very useful for prototyping.
29  Discussions / General Discussions / Re: XHON: eXtensible Human Object Notation on: 2016-05-14 22:04:01
Go for registration with IANA! Wink
Would be an awesome experience if your media type got accepted. Who knows.

Just a few little things that caught my attention:

1. Please back all of your syntactic elements with a grammar definition
2. Is a Java "type structure" really necessary?

I'm not even going to think about submitting a registration request. Just take a look at that formular! Not gonna do that.
Yes, I will put a grammar definition to any and all elements (tomorrow); and remove the java examples while I do so.

It's a good thing I learned EBNF a few weeks ago!

Edit: I stayed up until 3:30 in the morning and added grammar definitions to pretty much all elements; Updated PDF, link is the same.
30  Discussions / General Discussions / Re: XHON: eXtensible Human Object Notation on: 2016-05-14 20:29:17
The reason .json is so bad when editing it by hand is because it was not designed for that purpose. It was meant to be used to pass data around applications. The data in .json is supposed to be program generated, not hand written.

Are you going to have an example implementation with some code examples? It would be nice to have code examples of situations where certain aspects of the language are useful.

SHC is working on a prototype implementation currently (he's learning to write parsers).

Sadly, I am very (very) bad with thinking of examples, so it might take quite a while until I have some good examples.

EDIT: I will start implementing an actual parser as reference implementation tomorrow.
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List of Learning Resources
by elect
2017-03-13 14:05:44

List of Learning Resources
by elect
2017-03-13 14:04:45

SF/X Libraries
by philfrei
2017-03-02 08:45:19

SF/X Libraries
by philfrei
2017-03-02 08:44:05

SF/X Libraries
by SkyAphid
2017-03-02 06:38:56

SF/X Libraries
by SkyAphid
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SF/X Libraries
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by SkyAphid
2017-03-02 06:37:51 is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑
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