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1  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
2  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.
3  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?
4  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-01-16 15:10:58
-snip-

Quick, make a highway chase scene with zombies!
5  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-11-04 13:10:52
Quote
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.
6  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!
7  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).

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

The link seems to be broken?
9  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:
10  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?
11  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!
12  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!).
13  Discussions / General Discussions / Re: Why is Minecraft bad? on: 2016-08-12 01:09:31
-snip-

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
14  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...
15  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-07-26 11:52:18
-snip-

Awesome; question:
Will you open source your renderer someday in the future?
16  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...

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

Current Emotional State:
Pretty much dead, but happy.
17  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.
-snip-
Will generate these tokens.
-snip-
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.
18  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:
https://gist.github.com/Longor1996/f0580723bdce9821c8c3bbd0c36cde48
19  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): https://gist.github.com/Longor1996/e6f0c0c7f6208859917b7fe992e0045c
20  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.
-snip-
> 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'.
/rant

Finally a quick-and-dirty GUI solution for LWJGL!
This is going to be very useful for prototyping.
21  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
-snip-
2. Is a Java "type structure" really necessary?
-snip-

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.
22  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.
23  Discussions / General Discussions / XHON: eXtensible Human Object Notation on: 2016-05-14 19:56:50
Hello everyone!

After roughly 5 weeks of writing and lots & lots of thinking and tinkering, I finally finished the file format specification for a format I invented: XHON.
The name is a amalgation of 'XML' and 'JSON' and means 'eXtensible Human Object Notation'.

I created XHON because I wanted a format like JSON, but with comments, graphs, s-expressions and a few more things. Since extending JSON is not possible due to it being standardized and all other formats (like YAML, Hjson, EDN and XML) are either way too damn complicated, use significant whitespace (which I absolutely hate) or have weird limitations like not supporting comments (Why JSON, why?), I decided to invent my own format for my projects that doesn't have these problems; the result being XHON.

XHON is a superset of JSON and is thus fully backwards compatible to it but at the same time extending it with quite a bunch of features.

To give you a basic idea on whats in store, here is what XHON has on top of JSON:
  • Quoteless Keys
  • Comments (which can be stacked)
  • A more complete numerical type (that supports NaN and Infinity).
  • Strings that can go over multiple lines.
  • A byte array type for embedding binary data inside a plain text format.
  • An actual datetime type loosely based on the Joda-Time library.
  • A special 'unit' type for numbers to allow things like 200m².
  • A key/value type that allows duplication of keys and empty keys.
  • A type for writing paths made of elements instead of just strings.
  • A s-expression type ala LISP, making it possible to store expressions w/o strings.
  • A graph type for storing undirected/directed graphs in a format similar to TGF.
  • Parser function callbacks to allow easy extension and extension by macros.

...and all of this while still keeping the whole thing easely readable by both humans and computers.

Right now there is no parser implemented for XHON, though SHC is being awesome and is working on one!

Following is the link to the 19 page long PDF file that is the specification (hosted on google drive):
https://drive.google.com/file/d/0B66SwOYHam6UMkNhVmMyR18tX2M/view?usp=sharing

The specification is feature frozen, so the only thing left to do is to fix grammatical mistakes and (possibly) logical errors in the definitions.
So, if you happen to read the specification and stumble upon a grammar mistake or a logical error, please tell me!

Thank you and have a nice day!

- Lars Longor K

PS: I'm pretty darn happy that I managed to finish this specification. Yay!
24  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-05-14 13:14:31
-snip-

And here is a railroad diagram generator for EBNF while we are at it:
http://bottlecaps.de/rr/ui
25  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-05-14 13:02:59
- snip -

I'm now gonna try out extending this to support Longor's XHON.

Just so you guys know what he is talking about:
The XHON file format is a superset (with nifty features) of JSON that I developed.
The specification is pretty much complete (all features are in) and can be found here:
https://drive.google.com/file/d/0B66SwOYHam6UMkNhVmMyR18tX2M/view?usp=sharing
26  Discussions / General Discussions / Re: Analytics on JGO? on: 2016-05-09 13:51:19
http://www.java-gaming.org/content/social  and  http://www.java-gaming.org/index.php?action=mlist might be interesting then.

EDIT: Messed up the links.
27  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Java Library written IN Java on: 2016-03-21 21:02:23
Writing custom renderers just for fun is cool, you just need to realize that you only do it for fun and it will not be usable in any real world scenarios.

Actually, there is a good use for software rendering: Occlusion Culling by Software Depth Testing.

Draw a bunch of occlusion bounding boxes with a software renderer into a depthbuffer, then check with another pass if the bounding boxes of any object are hidden by the pixels in the software depthbuffer. Its one of the fastest ways to do occlusion culling; the company Umbra is selling a library that uses this technique.

Someone should write a software renderer for occlusion culling in java...
28  Game Development / Newbie & Debugging Questions / Re: Procedural (never ending) map generation on: 2016-03-17 18:20:27
Perlin-Noise can be used as-is for infinite maps. You just got to

1  
  randomValue = perlin2D(chunk.x + inner.x, chunk.z + inner.z)


That is, add the position of your chunk and the position of your point inside the chunk and pass that to the noise-function in question.
The result should be a smooth, never-ending terrain.
29  Game Development / Newbie & Debugging Questions / Re: (Individual Tile Classes vs Method Stacking) and Storing Tile Data on: 2016-03-15 18:04:13
Actually, Minecraft uses the flyweight design pattern for its blockdata.
The whole thing with the 'strings as IDs' is simply an abstraction on top of the whole thing;
Minecraft will forever use this exact system for managing its blocks.

So... Here's a simplified version of the entire thing:

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  class BlockStorage {
    int[] blocks = new int[width * height * length]; // this is where your block are actually stored
    List<TileEntity> tileEntities = new ...; // this is where tile-entities are stored (can be a hashmap)
   
    // Returns the 'raw' data of the block as a integer at the given position.
    public int getBlockRaw(x, y, z) {
        return (y * width * length) + (z * width) + (x);
    }
   
    // Returns a flyweight Block-object for the block at the given position.
    public Block getBlock(x, y, z) {
        return BlockList.blockList[getBlock(x,y,z)];
    }
  }
 
  // Contains a list (/array) of all flyweight Block objects.
  class BlockList {
    public static final Block[] blockList = new Block[...];
    static {
      blockList[0] = new BlockAir();
      blockList[1] = new BlockStone();
      blockList[2] = new BlockOven();
    }
  }
 
  // This class represents a simple abstract flyweight Block with metadata.
  abstract class Block {}
 
  // This is a block that can have a tile-entity.
  abstract class BlockContainer extends Block {
    abstract TileEntity createNewTileEntity();
  }
 
  // The three classes represent actual Block types.
  class BlockAir extends Block {}
  class BlockStone extends Block {}
 
  class BlockOven extends BlockContainer {
    TileEntity createNewTileEntity() {
      return new OvenTileEntity();
    }
  }
30  Java Game APIs & Engines / OpenGL Development / Re: UV of a LightMap. on: 2016-03-02 18:17:12
You should be able to calculate the texture coordinates for your light mesh like this:
1  
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 (pseudocode)
 lightmaptexcoord.xy = normalize((light.xy - vertex.xy) / light.radius) + 1.0 * 0.5


Do this for every vertex of the image you provided above and it should work.
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List of Learning Resources
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2016-09-09 09:47:55

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

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Rendering resources
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