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1  Game Development / Newbie & Debugging Questions / Re: Matrix Transformations on: 2015-03-16 20:47:19
As far as I know, the following should be correct:
ModelViewProjection = Projection * View * (Rotation * Translation * Scale)

Since you only need the model, its this:
Model = Rotation * Translation * Scale

t.rotation.setToRotationRad(new Vector3(p.getBody().getPosition().x, p.getBody().getPosition().y, 1), p.getBody().getAngle());
t.scale.setToScaling(1, 1, 1);
t.translation.setToTranslation(p.getBody().getPosition().x, p.getBody().getPosition().y, 1);


This should work and if it doesn't something else is wrong.
Have you tried to display the rotation/translation/scale as lines and text on your object?
That usually helps with debugging this sort of thing.

EDIT: What math-library are you using?
2  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-03-11 14:15:05
I registered a account. Now I have no idea what to do with it.
So, I uploaded a small design-test:
3  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-03-09 17:17:52
I too, made a galaxy. (ignore the generation artifacts)

(this screenshot was made two years ago)
4  Game Development / Newbie & Debugging Questions / Re: Stop geometry shader from auto-billboarding shapes on: 2015-03-05 15:27:45
We can help you better if you tell us what you are attempting here.
Obviously you are trying to render voxels as cubes, but for what exactly?
5  Discussions / General Discussions / Re: What's your day job? on: 2015-02-16 19:20:27
I am in tradeschool right now. After that I will probably work for either SAP, Microsoft or Siemens.
6  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-01-06 00:09:17
What I did today:
Wrote a code-generator for Vector-classes. Just the basics (constructors/setters/getters) make up to ~400 lines of code per vector-type (There are 12 types...).
7  Discussions / General Discussions / Re: 2015 Game Development Goals on: 2015-01-01 04:17:47
What I did in 2014:
- Worked trough 17 iterations of my game-engine, out of a total of ~40 iterations (I lost count!) troughout the year.
- Spent the last 3 weeks playing around with JavaFX. Realized last week that I hate it.
- Stopped work on all sideprojects, no matter how small or important. No more constant tinkering, had enough of that! (~150 project folders... wat O_O)

What I am going to do in 2015:
- Follow my masterplan and actually fully implement the base of my game-engine. (The masterplan has 300+ pages... what am I doing with my life? Ah hell, its fun!)
- Resume work on my Minecraft-Mod. (Minecraft-Forge for 1.8 is taking a bit too long...)
- Get more sleep. -.-

Have a nice day and a happy new year!
8  Game Development / Networking & Multiplayer / Re: Wanting to know the best way to send data TCP UDP on: 2015-01-01 03:14:46
The game as it stands has the potential to be 3,100,000,000  -  -3,100,000,000 both on the x and y

If these numbers are in meters, your gameworld is 3'100'000 kilometers in diameter... and that may just be a *little bit* insane.
9  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.

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

Have a nice day!

- Longor1996
10  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:
[ code ] your code here [ /code ] (Without the spaces!)

Also, I am on(line on) skype right now.
11  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:  (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!
12  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
13  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!
14  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'...)
15  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.

Added full documentation to the TupleX classes.
Tiny corrections. (component variable name characters lower- to upper-case)
Merge branch 'master' of
Added methods to TupleUnwrap to write tuples to a DataOutputStream. 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.
16  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?
17  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)
18  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)
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)
19  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).
20  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-09-15 13:41:27
What I did today (expressed in commits):

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.
21  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-09-14 22:56:57
What I did today (expressed in commits):
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!
22  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:
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)

Have a prototype.
  • Not guaranteed to work!
  • 18 MB RAR
23  Game Development / Game Play & Game Design / Re: Lighting on: 2014-09-10 22:52:18
Yes, that would work.
24  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:
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
25  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
26  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...
27  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)

28  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:
29  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.
30  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!)
Pages: [1] 2 3 ... 9
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2015-03-05 14:36:23
How to: JGO Wiki
by Mac70
2015-02-17 20:56:16

2D Dynamic Lighting
by ThePixelPony
2015-01-01 20:25:42

How do I start Java Game Development?
by gouessej
2014-12-27 19:41:21

Resources for WIP games
by kpars
2014-12-18 10:26:14

Understanding relations between setOrigin, setScale and setPosition in libGdx
by mbabuskov
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
by SilverTiger
2014-08-05 19:33:27 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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