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1  Java Game APIs & Engines / OpenGL Development / Re: Get rotation angle of JBullet RigidBody to render it using LWJGL. on: 2014-11-02 14:22:28
The 'RigidBody'-class has a method called 'getOpenGLMatrix' (or similar). The method returns a model-space matrix for the RigidBody in your scene.
This matrix contains both translation and rotation.

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(:pseudocode:)
projectionMatrix = ???; // projection
viewMatrix = ???; // camera
modelMatrix = getOpenGLMatrix(); // model


Have a nice day!

- Longor1996
2  Game Development / Newbie & Debugging Questions / Re: Stencil Shadows not working on: 2014-10-28 19:38:34
Code tags?

Thanks LK, you're never on Skype anymore! Or check your emails.

Code Tags:
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[ code ] your code here [ /code ] (Without the spaces!)


Also, I am on(line on) skype right now.
3  Game Development / Newbie & Debugging Questions / Re: Stencil Shadows not working on: 2014-10-28 19:33:16
(PS: Please use Code-Tags)

A list of useful tutorials:
http://ogldev.atspace.co.uk/www/tutorial40/tutorial40.html
http://joshbeam.com/articles/stenciled_shadow_volumes_in_opengl/
http://www.angelfire.com/games5/duktroa/RealTimeShadowTutorial.htm  (This one has code-examples)

These are the tutorials I used when I tried to understand how Notch implemented shadows in his 0x10c prototype.
That should help!
4  Java Game APIs & Engines / OpenGL Development / Re: Opengl design...multiple viewports or just a single view port on: 2014-10-07 20:28:30
You could also make use of FrameBuffers for this, but using glScissor is a better idea if you need more performance. (Or is it?)
If you need a lot of control over your 'viewports', use framebuffers at the cost of a bit of performance.
If you need a lot of performance, and no ├╝ber-complex masterpiece of a viewport-system, use glScissor.

I might be wrong, and Framebuffers may actually be the better and more performant tool for the job here, but since I never did a multi-view kind of thing...

Have a nice day!

- Longor1996
5  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-09-27 15:31:04
I just managed to get my mobile internet-stick running after 1 week completely without Internet!
6  Discussions / Miscellaneous Topics / Re: Whays the story behind your name on: 2014-09-21 21:42:02
My name is the result of a specific symbol, which is drawn by drawing a line over the single characters on the keyboard.
Don't know what the symbol means though. I saw it in a dream and it just happened to hit the characters on my keyboard in the right order to make up a name. (Except that I had to replace the 'u' with an 'r'...)
7  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-09-20 21:38:55
What I did today: Began recoding my entire math-library.
Or: Commits, commits, and even more commits.

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Added full documentation to the TupleX classes.
Tiny corrections. (component variable name characters lower- to upper-case)
Merge branch 'master' of https://bitbucket.org/longor1996/lmath
Added methods to TupleUnwrap to write tuples to a DataOutputStream.
README.md edited online with Bitbucket

Created TupleUnwrap class and implemented all possible unwrap methods.
Implemented all missing constructors (of all kinds) for Vec2d.
Implemented all missing constructors of all kind for Vec2f.
Implemented missing copy-constructors for Vec3f.
Implemented missing copy-constructors in Vec3d.
Added missing copy constructors to Vec4d.
Implemented ALL constructors for Vec4f. (*phew*)
Implemented all constructors for Vec4d. (Now on to Vec4f!)
Implemented buffer constructors for Vec2d and Vec2f.
Implemented all constructors for Vec3f.
Implemented all constructors for Vec2d.
Implemented constructors for Vec2d and Vec2f.
Forgot to make all vector fields public!
Implemented the 'data'-portion of all vector classes.
Finished 'data' interface definitions.
Defined 'data' interfaces for the 3 kinds of tuples.
Added LMath utility class.
Added LMathStringHelper.
Comments/JavaDoc and removal of some methods in PerlinNoise.
Initial upload. (Noisegen)


The repository is public, if anybody wants to take a look at the (possibly insane) code.
https://bitbucket.org/longor1996/lmath
8  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-09-19 21:44:51
What I did today:
Installed tons of plugins for Eclipse after finding something called 'Eclipse Marketplace'...
How did I not know of the Eclipse-Marketplace?
9  Discussions / General Discussions / Re: Microsoft to buy Mojang for $2 billion? on: 2014-09-18 15:37:34
Haha. Cheesy I just don't think it's really that hard to not care about the opinion of millions of strangers.

What would you do if a little kid runs up to you and tells you to implement 'XXX' into your Game, or the Kid will scream around and sue you (or something)?
Because thats one of the many (bad) things that happen to extremely known developers all week long.

(Have a nice day! -Longor1996)
10  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-09-15 19:52:10
Finished the GUI in my Sandbox-game, and some other things...

(listing of commits)
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Removed 'U' ("Reset World") keybinding.
Finished up GUI-Work and a bunch of other things.
Added a wireframe-box to show how big the world is.
Added wraparound to camera Y rotation.
Sphere rendering now actually uses textures (for real this time!).
Added 3 new methods to GUIRenderer.
Added texturing to sphere drawing, and reduced polycount for spheres.
Fixed bug that the mouse-pos is inverted.
Added method to set color before drawing a string.
Added normals to sphere rendering.
Added methods to draw gradients to BasicGeometry2D.
Refactoring, optimization and bug-fixes. Added controls.txt file. Added source-metrics.


(Also, screenshot)
11  Discussions / General Discussions / Re: Microsoft to buy Mojang for $2 billion? on: 2014-09-15 15:20:41
I may have just lost pretty much all motivation to update my Minecraft mods.
Oh well... I have my own projects to work on (even though that mod is my favorite project).
12  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-09-15 13:41:27
What I did today (expressed in commits):
-snip-

Looks awesome
Is the repo public? I would love to see the source!

Yes, its public (I just made it public).
But mind that:
  • The code has badly designed code everywhere in it.
  • Lots of dependencies.
https://bitbucket.org/longor1996/sandbox
13  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-09-14 22:56:57
What I did today (expressed in commits):
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Added TimeWasteThread to increase System-Time precision.
Added Key/MouseEvent to GUIPanel.
Added transparent grid to the world, and changed deletionDepth-Grid to use the same system.
Working on GUI-System.
Scripting derpiness.
BugFix: NullPointerException if too many objects get deleted too fast.
BugFix: Weird micro-stuttering in camera interpolation.
BugFix: Removal of objects can corrupt the Artemis-ECS.
BugFix: System.GC() after init() to free post-startup memory and reduce initial frame-lag.
Marked some colors for easier color-search.
Added vsync.
Added EntityComponentSystem (ARTEMIS).
Changed Debug-Rendering.
Added TimerTask-class.
Scripting derpiness ensued.
Work on GUI.
Made the FlyCamera use interpolation, results in a smoother movement/rotation.
Added code to allow the XPNG-system to use any kind of OpenGL texture-filtering.
Worked on the BasicGeometry?D classes.
Added sphere RigidBody/Shape creation and caching to BulletUtil.


And a picture, because pictures:


Also, note that the application eats up less than 10 megabyte. Yay for correct memory management!
14  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-09-13 20:22:42
Today I added Python-scripting to my sandbox.
Why did nobody ever tell me that Python can be fun?!

(Also, more boxes, now of different scale and color) EDIT: replaced image with better example


This picture was made with this script:
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s = 32

for x in range(-s,+s):
   for z in range(-s,+s):
      fx = x * 16.0
      fz = z * 16.0
     
      w = mathutil.random(0.1, 8.0)
      l = mathutil.random(0.1, 8.0)
      h = mathutil.random(0.1, 8.0)
     
      datbox = bulletutil.mkBox(fx,0,fz, 0.0, 0.0, 0.0, w, h, l, 0.0, False)
      world.addRigidBody(datbox)


Edit:
Have a prototype.
  • Not guaranteed to work!
  • 18 MB RAR
15  Game Development / Game Play & Game Design / Re: Lighting on: 2014-09-10 22:52:18
Yes, that would work.
16  Java Game APIs & Engines / OpenGL Development / Re: How to structure texture loading? on: 2014-09-10 12:45:07
Lets say you have a UV for your mesh that is already normalized into the range of 0..1, and you have a spritesheet which contains that texture.
To transform the Mesh-UV so it takes its texture from a given spritesheet-piece, do this:
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vec2f[] meshUV = ...?; // The UV of your Mesh.
rectangle spriteUV = ...?; // Section of the spritesheet you want to use

// make a copy of your Mesh-UV (you dont have to, but its better in some cases to not override your original data)
vc2f finalUV = copy(meshUV);

// Transform the UV
for(int i = 0; i < meshUV.length; i++)
{
    finalUV[i].x = linearInterpolation(spriteUV.minX, spriteUV.maxX, meshUV[i].x);
    finalUV[i].y = linearInterpolation(spriteUV.minY, spriteUV.maxY, meshUV[i].y);
}

// done!


I hope this helps.

Have a nice day!

- Longor1996
17  Games Center / Cube World Projects / Re: Open source cube world projects on: 2014-09-10 12:37:50
I really should go and write a tutorial for voxel-engine's.
Having ~4 years knowledge of how voxel-engine's work, this could be a really good idea.
Too bad I don't know how to start with writing a tutorial.

Have a nice day.

- Longor1996
18  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-09-09 21:47:28
You drew: geometry shader → vertex shader → fragment shader,
while it is: vertex shader → geometry shader → fragment shader.

Let me explain my reaction upon reading your post: ARGH!!
I knew something was off in the image...
19  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-09-09 21:24:01
I was bored and made a something.
Its absolutely not correct, but enough to explain the basics of how a GPU works.
(There are also a few tiny mistakes in there)

20  Games Center / Cube World Projects / Re: Open source cube world projects on: 2014-09-08 10:06:40
The Spout-Project (Or Flow-Project), ArdorCraft, and many more: http://www.reddit.com/r/voxelgamedev
21  Game Development / Game Mechanics / Re: Rendering pixel data from array in lwjgl on: 2014-09-03 16:18:53
You have a ByteBuffer that contains the RGBA/R8G8B8A8 pixels of your image, and upload that (whenever it changes, and only when it changes) with glTexSubImage2D(...) to the GPU.
22  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-09-03 00:29:08
Today I wrote a silly program that scans Minecraft-Servers and dumps the query into a CSV-table.
God dammit I have no life...

(1500 scanned of 8020 listed!)
23  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.)

24  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.
25  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...
26  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
27  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
28  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
29  Discussions / Miscellaneous Topics / Re: How often do you code on: 2014-08-18 14:48:42
Whenever I feel like it.
30  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!
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2014-11-26 15:22:04

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Understanding relations between setOrigin, setScale and setPosition in libGdx
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2014-10-09 22:35:00

Definite guide to supporting multiple device resolutions on Android (2014)
by mbabuskov
2014-10-02 22:36:02

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

List of Learning Resources
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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
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