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1  Games Center / Featured Games / Re: Naroth - 3D open world RPG on: 2016-02-08 17:31:48
Was this a solo endeavor or did you have a small team to help you?
I did the coding, the game design, the world and map building and the writing (quests and dialogs and such). But I used a lot of assets from either free or cheap sources, some models were build by members of the jPCT-community and I had a native english speaker, who did the proofreading of the english version. So it was no team effort, but it wasn't me alone either.
2  Games Center / Featured Games / Re: Naroth - 3D open world RPG on: 2016-02-08 08:40:21
Any further plans for the game?
I guess I'll see how it goes. If people actually like it, I might consider to add some additional end-game stuff like an additional dungeon for high level players or something like that. But for now, I'll take a break and only do some small fixes and spelling corrections.
3  Games Center / Featured Games / Naroth - 3D open world RPG on: 2016-02-07 20:14:04
Naroth is a 3D open world, fantasy role playing game for Android.



You need at least Android 4.0 to download and play it: https://play.google.com/store/apps/details?id=com.threed.jpct.games.rpg

<a href="http://www.youtube.com/v/ix0pABwhQxc?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/ix0pABwhQxc?version=3&amp;hl=en_US&amp;start=</a>

You can find the game's features on the Google Play page above. But because this is a development focused site, I'll post some development numbers here instead:

  • 520 classs files (3D engine excluded)
  • 90 sounds
  • 9 music tracks
  • 120 3D meshes
  • 236 textures
  • 23 shaders
  • 39 quests
  • 42 NPCs
  • 29 dungeons, 1 wilderness
  • 15 subtle(?) references to games, movies, books and other stuff
  • 2 languages (english and german)
  • time to make it: 12/2011 to 2/2016 (as a spare time project)

Have fun!
4  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-02-07 11:27:26
Darn I don't have any device that can play it Sad
Which device do you have?
5  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-02-06 09:57:38
I finally released my RPG Naroth on Google Play: https://play.google.com/store/apps/details?id=com.threed.jpct.games.rpg  Grin

6  Games Center / WIP games, tools & toy projects / Re: Shard Master Classic - WIP on: 2016-02-04 15:56:30
So why you not using OpenGL? Cheesy
I can't speak for Archive...but hardware acceleration is for the weak... Grin
7  Games Center / WIP games, tools & toy projects / Re: Shard Master Classic - WIP on: 2016-02-04 07:08:49
Also @EgonOlsen, I will make the renderer multithreaded and put the shadow mapper into another thread.
I'm not sure if that's the best way to do it. If you already have a clipping/culling algorithm for the upper and lower bound of the screen in your renderer, you can easily split the screen into as many sections as there are (virtual) cores available and adjust the clipping for each section accordingly, so that each renderer renders only the pixels in it's own part of the screen. You can even time the execution of each part and adjust the sections on the fly according to the results.
8  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-02-03 18:24:39
What is this Windows??
It's a bug. The latest hotfix driver should actually fix this.
9  Games Center / WIP games, tools & toy projects / Re: Shard Master Classic - WIP on: 2016-02-03 07:24:28
You might want to make the renderer multi-threaded to speed it up instead of dropping the shadows.
10  Game Development / Game Mechanics / Re: Best data structure for triangle collision meshes on: 2016-01-21 10:13:17
It might be interresting to know how huge 'huge' is?
11  Games Center / WIP games, tools & toy projects / Re: CyberKlaus on: 2016-01-20 20:31:01
Yes, it runs fine and looks cool (AMD R9 290X, Windows 10). But I've no idea what I'm supposed to do once I reached that door that I have to hack. I pressed f and stuff happened, but nothing opened.
12  Game Development / Newbie & Debugging Questions / Re: Artifact between blocks on: 2016-01-19 19:32:31
Looks line a sub-pixel accuracy issue to me. The sub-pixel accuracy on AMD is (or least was for older GPUs) lower than on nvidia. That might explain the difference.
13  Games Center / WIP games, tools & toy projects / Re: Shard Master Classic - WIP on: 2016-01-19 07:18:54
Looks good!  Grin I've one question though: Everything is 3D here, even the simplest plant. So why not the player?
14  Java Game APIs & Engines / Java 2D / Re: Mapping Positions Onto The Screen on: 2016-01-12 07:55:08
I would take two objects as an example, and print out each of these values and the final result. That should help to find the issue.
15  Java Game APIs & Engines / Java 2D / Re: Mapping Positions Onto The Screen on: 2016-01-12 07:03:03
And the object positions are floats as well? In that case, this is what basically happens:

Step 1:

Obj1@10.3
Obj2@11.8
Cam@0

-> (int) (10.3-0) = 10, (int) (11.8-0) = 11, delta=1

Step 2:

Obj1@10.3
Obj2@11.8
Cam@0.5

-> (int) (10.3-0.5) = 9, (int) (11.8-0.5) = 11, delta=2


Step 3:

Obj1@10.3
Obj2@11.8
Cam@1

-> (int) (10.3-1) = 9, (int) (11.8-1) = 10, delta=1

As you can see, the gap between Obj1 and Obj2 jumps from 1 to 2 pixel and back to 1, which causes the jitter. Subtracting (int) camPos instead of the float value should fix this.
16  Java Game APIs & Engines / OpenGL Development / Re: Global Illumination via Voxel Cone Tracing in LWJGL on: 2016-01-11 18:00:05
The second image isn't loading, but... Damn! Looks good!
It loads if you copy the URL directly into the browser.
17  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-01-03 10:46:58
A and B are inconsitent in style (instrument with sharp, cartoon like edges vs. none on the text and the brackets). In addition, B looks unfinished with that white part. D shows no connection between the text and the instrument. They look like two separate parts to me. I would go with C.
18  Discussions / Miscellaneous Topics / Re: Looking for a old wipeout-like game on: 2015-12-26 16:38:38
New York Race was pretty gray...
19  Discussions / Miscellaneous Topics / Re: Looking for a old wipeout-like game on: 2015-12-25 09:29:59
Reminds me of F-Zero X
F-Zero for the PC?
20  Discussions / Miscellaneous Topics / Re: Looking for a old wipeout-like game on: 2015-12-24 08:29:25
The thing is that I really don't remember anything from that time that was like Wipeout but gray. These games tend to be rather colorful instead. Anyway, two more shots: Slipstream 3000 or MegaRace (albeit that one didn't have hover cars either).
21  Discussions / Jobs and Resumes / Re: [3dFoin] 55% off Christmas Sale, new dragon model and free model on: 2015-12-23 18:00:37
Thank you very much. I took advantage of the free offering and...



Cool that the model provides different LODs, so I could use it on mobile as well.
22  Discussions / Miscellaneous Topics / Re: Looking for a old wipeout-like game on: 2015-12-23 08:19:20
There's no hovering in Need for Speed. It might have helped if you had told us the platform as well (PC? Console?).
An early game of that kind was Hi-Octane from Bullfrog, but that might be too early...or maybe you've played it later.
23  Games Center / WIP games, tools & toy projects / Re: Shard Master Classic - WIP on: 2015-12-06 19:56:02
http://www.mediafire.com/download/6haa41456ca39e1/ShardMasterClassic_inputdemo.jar
Try the input demo. Tell me which you prefer, I am curious :p.
I prefer mode 0 followed by mode 2. Mode 3 is tolerable as well, but mode 1 isn't!
24  Games Center / WIP games, tools & toy projects / Re: Shard Master Classic - WIP on: 2015-12-05 19:44:56
How much memory, do you think, is too much memory usage in a java game like mine?
I don't think that there's a definitive answer to this question. First, I don't think that there are different standards for Java- and non-Java-games. The memory doesn't care who consumes it. Personally, I would say that everything that can run within a JVM that has been started with -Xmx512m is fine on today's machines.
25  Games Center / WIP games, tools & toy projects / Re: Shard Master Classic - WIP on: 2015-12-05 16:54:50
Of course it uses more memory, but it's worth it. What's the point in not using the memory that modern systems have?
26  Games Center / WIP games, tools & toy projects / Re: Shard Master Classic - WIP on: 2015-12-05 09:53:10
Should I remove the specular highlight support in the engine? It will greatly help with speed and memory
It's hardly noticable anyway, so not much harm would be done by removing it IMHO. Or consider to create different inner loops, one for each variation. But that's the same ugly vs. fast discussion that we had before.
BTW: Per polygon mip-mapping might help to reduce the aliasing in the distance and isn't very hard to do.
27  Games Center / WIP games, tools & toy projects / Re: Questica -- now with demo, get it while it's hot! on: 2015-12-03 11:24:37
It works now...kinda. Albeit I've no real clue, what I'm supposed to do. But I zoomed out and it looked like this...this doesn't seem right to me: http://www.jpct.net/tmp/questi.jpg
28  Games Center / WIP games, tools & toy projects / Re: Questica -- now with demo, get it while it's hot! on: 2015-12-03 08:24:27
I guess the alternative download links don't help much, if that starter application tries to download the rest anyway...

Quote
Problem connecting to the server.
You must download the game

 Huh
29  Games Center / WIP games, tools & toy projects / Re: Shard Master Classic - WIP on: 2015-12-02 19:42:14
Anyway, I doubt this is entirely true. Since you mention it, it's probably true with how your code is currently, but after some design considerations and a rewrite I'm sure you can do better.
Optimized software rendering is ugly and dirty no matter how you structure things. It's as low level as it gets with Java and it involves a lot of bit fiddling and fixed point stuff. So he has a point: If you optimize it, the code will get ugly. There's no way around that. Personally, I would do it anyway. jPCT's software renderer runs circles around this one (even on one core, let alone when using multi-threading), but its inner loop IS ugly and hard to understand.
30  Game Development / Game Play & Game Design / Re: More complex RPG Skilling system ideas on: 2015-11-30 20:44:18
When talking about this is always start with the question, do you have the correct level to wear those cloths your wearing? This may seem strange to ask in the real world but in the virtual world it's almost second nature to ask what level requirements certain items have, but why is this?
Here are some thoughts on this topic (not mine, but I tend to agree with him), that might be interesting to you: http://rampantgames.com/blog/?p=9659.
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List of Learning Resources
by SilverTiger
2016-02-05 09:39:47

List of Learning Resources
by SilverTiger
2016-02-05 09:38:38

List of Learning Resources
by SilverTiger
2016-02-05 09:35:50

Rendering resources
by Roquen
2015-11-13 14:37:59

Rendering resources
by Roquen
2015-11-13 14:36:58

Math: Resources
by Roquen
2015-10-22 07:46:10

Networking Resources
by Roquen
2015-10-16 07:12:30

Rendering resources
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2015-10-15 07:40:48
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