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1  Games Center / WIP games, tools & toy projects / Re: Dungeon crawler game (untitled atm) on: 2015-04-23 18:20:36
Very nice so far! It looks very Grimrockish to me (even the music sounds like a blend of Grimrock and Oblivion), which is actually a good thing.
2  Game Development / Newbie & Debugging Questions / Re: 3D collision on: 2015-04-19 12:27:47
Kasper Fauerby's tutorial on his site is still one of the best ones IMHO. If implemented correctly, it will give you really good collision detection and response.
3  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-03-24 06:34:15
Trying to make a leopard sprite, and this is the result after one hour.
Is it supposed to be standing/walking? In that case, i think that the legs are far too visible. No offense, but the way it is now, it looks like roadkill to me. Here's a picture of a cat from above...there are no visible legs:
4  Discussions / Community & Volunteer Projects / Re: Starting a team (Music Composer, Developer, 3d designer, and writer needed) on: 2015-03-16 17:10:42
If you are looking to create a game, please don't use your own custom engine. I suggest you go and use UE4 or Unity since they are free as off not too long ago.
Whatever one might think about the initial request: Since when is it wrong to write an engine for a game one wants to make in Java and post about it in a forum called If everybody around here would follow your advise and use one of the U-engines instead, this place would be empty pretty soon...
5  Discussions / Miscellaneous Topics / Re: Lambda - Java 7 Alternatives on: 2015-03-14 20:10:23
If you are wondering why I am a little anal about the cleanlinesses of the code is due to this project being developed and updated in the long run, I also won't be the the only person implementing said updates, I might not even be working with the project any more. The last thing I want to do is dump the poor sap with an absolutely horrible source.
In that case, i would rather stay with what's common on the platform and what people are used to use instead of making the project rely on some third party bytecode mangler, that might not even work on future bytecode version for whatever reason. People used the Java 1-7 way of doing these things for many years and nobody died of it.
6  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-03-13 21:35:48
Today, i created two new texture sets for the dungeons...that makes three of them and one to go...

Edit: Added the last set today!
7  Game Development / Game Mechanics / Re: Handling Garbage Collection with Large Number of Objects on: 2015-03-08 20:09:30
That exception isn't about space, it's about CPU usage. It basically says that garbage collection takes too much processing power. The cause is in most cases that you have a memory leak somewhere. This exception is very close to an out of memory error. If it wouldn't happen, you would most likely run into an oom exception a couple of seconds later. Try visualvm (it's included in newer versions of Java) and check for a memory leak.
8  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-03-03 19:59:26
Today, i'm celebrating the 5th anniversary of jPCT-AE with a tiny bottle of champagne... Grin
9  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-02-23 20:25:58
The problem in these pictures is the shading. Think of where the light would be and draw the darker areas accordingly. In your image the left tentacle certainly does not agree with the right tentacle on where the light is.
Both are lit from the right side...what's the problem with that?
10  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-02-18 20:25:48
Added automapping for the dungeons. I actually didn't want to do that, but...i did it anyway... Grin

11  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-02-15 21:09:21
Finally added a simple text box that tells you what you've just picked up (that brown, semi-transparent thing in the top center). It moves down, stays some seconds, and moves up again...really simple, but i hate to do GUI work, so i postponed this for just too long.

12  Discussions / Miscellaneous Topics / Re: What is your line/char count? on: 2015-02-15 20:50:44
This is a funny little piece of code, as it always does this for me:

# A fatal error has been detected by the Java Runtime Environment:
#  Internal Error (classFileParser.cpp:3470), pid=5108, tid=5536
#  Error: ShouldNotReachHere()

... Huh
13  Discussions / General Discussions / Re: Do you sometimes skip braces? on: 2015-02-13 19:31:35
This leads us into the next holy war. Are you a normal human being and put braces on the same line:
Or are you some kind of monster and put braces on the next line:
Actually both. I'm using the former way for my home brew stuff and the latter at work. After getting used to both ways, it just doesn't really matter to me anymore.
14  Discussions / General Discussions / Re: Do you sometimes skip braces? on: 2015-02-08 08:18:04
No, never.
15  Discussions / Miscellaneous Topics / Re: Unit Testing: Waste Of Time? Discuss on: 2015-02-05 19:57:57
I'm doing a lot of server side development for my day job that usually runs as a kind of job or web service or is used by others to access some remote data. For these things, i write unit tests to see if my code does what it's supposed to do during development and they also help others to understand how to use that stuff. You could easily accomplish this with some test classes with simple main-methods as well. But using unit tests instead makes it easier for others to identify them in the project.
But it almost never happens that they unveil some bug that otherwise would have gone unnoticed...well, except for today, but that doesn't count... Wink TDD as a pure doctrine is rather pointless IMHO.
16  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-01-29 21:34:31
After adding more and more NPCs and side-quests for them, i had to do something visual today. So i added pine trees.

17  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-01-11 21:08:07
Populated the last remaining town and the monastery with NPCs. The game now contains 38 NPCs (might go up to 40+ when it's done) but a lot of them serve no purpose ATM.
Now i either have to start to build more dungeons or design some side quests...hmm....

18  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-01-06 21:34:01
Populated another one of the three towns with shops and NPCs, one to go. Not all of these NPCs are relevant to the game ATM but i'll add them first and give them a purpose later.

This is Getel, wife of Witton...frustrated by his lack of passion ('s a small side quest):
19  Games Center / WIP games, tools & toy projects / Re: Pyramid - 3D engine on: 2015-01-02 21:23:50
You wrote that you use the standard Java APIs, you probably use an AWT container or a Swing container, Frame or JFrame. Then, you use Java2D, which is hardware accelerated by default.
Yes, but that's academical. In a software renderer, you usually set pixels in some (Buffered)Image instance and blit that onto the screen. This kind of pixel drawing is not accelerated by Java2D in any way. The screen blitting is hardware "accelerated", but because it has to update the whole content for each blit, Java2D's hardware acceleration often hurts more than it helps with this task.
20  Games Center / WIP games, tools & toy projects / Re: Pyramid - 3D engine on: 2015-01-02 19:55:00
Judging from the feature list, this sounds more like a game engine than a 3d engine, but's nice to see some software rendering. A demo would be great!
21  Game Development / Newbie & Debugging Questions / Re: Starting with 3D in Java, Where should I begin? on: 2014-12-23 13:38:00
I have a friend that writes 3D applications using LWJGL and jPCT, which uses MD2 models. MD2 models are pretty much a thing of the past now, aren't they? Haven't we moved on?
Nobody forces you to use MD2 for animations. You can either use individual keyframes loaded from other file formats or you can use Bones in addition for skeletal animations.
22  Game Development / Game Play & Game Design / Re: Old 3d graphics on: 2014-12-22 22:07:48
You just need to set interpolation type qualifier as [noperspective]. Simple as that.
Interesting (but still pointless... Wink) ! I wasn't aware of that option.
23  Game Development / Game Play & Game Design / Re: Old 3d graphics on: 2014-12-22 19:20:17
Ah, but you could write a shader to get the effect :-)
Yes, you could, but i really don't think that it's worth the effort.
24  Game Development / Game Play & Game Design / Re: Old 3d graphics on: 2014-12-22 19:00:55
So in some games, (Dungeon Keeper (#3) - the floor) when you look up close at textures they begin to curve or warp?
That's because older software renderers as well as the PS1 couldn't do perspective correct texture mapping. I don't think that you can disable perspective correction on current hardware. You might be able to set some hint but the hardware will most likely ignore it.
25  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-12-01 21:27:15
I get the feeling that the normal mapping on the stones is inverted or so, or isn't the normal mapping supposed to use the torch?
The torches on the walls use normal vertex lighting. The normal mapping (actually parallax) is based on the player as a light source.
26  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-12-01 21:04:59
Added levers to open/close doors in the dungeons.

27  Games Center / Showcase / Re: Retro Style Turn-based RPG (Dark gothic Diablo-feeling) on: 2014-11-30 22:04:59
So unless someone gies a good and clear suggestion how it should work, I'll leave that part as is.  Setting movement animations to 0 gives a fluent game play, if that's what you're after.
I would define a turn length that's constant and make the animation play within the given time frame of one such turn. That way, movement will be consistant and animations would play fine. And you could still speed up the game by decreasing this time frame and playing the animation faster. The way it's now, movement speed depends on the animations and that just doesn't feel right to me. I understand that i can disable animations, but i actually want to see them. I just don't want to make them define a turn's length.
28  Games Center / Showcase / Re: Retro Style Turn-based RPG (Dark gothic Diablo-feeling) on: 2014-11-30 09:55:18
Even if the game is turn based, i don't think that this means that you have to press the movement key once for each step. So i keep it pressed in areas where nothing particular interesting happens...and that's where i noticed the delay between the first event and the following and that feels just wrong to me.
About the speed and the animations: I think you are right, it's the animations that causes this. It also feels strange imho.
What i would do (not sure if it's feasible), is to replace the key pressed events by up/down and some flags to get rid of the repeat delay and decouple the animation from the turns. Imho, this would given you a more fluent and consistent gameplay.
29  Games Center / Showcase / Re: Retro Style Turn-based RPG (Dark gothic Diablo-feeling) on: 2014-11-28 13:24:05
I gave it only a short try, but i'll play some more when i find the time. What i've noticed so far is that the controls are a bit clunky. It feels like as if you have implemented the keyboard movement based on key pressed events. For games, it's usually better to use key down and up events and set some flags according to the keys' states because these don't depend on the configured key repeat rate of the system like key pressed events do.
I also noticed that movement slows down by a huge amount once an enemy comes into sight. Is that intentional?
30  Discussions / Miscellaneous Topics / Re: I don't have the lollipop update yet? on: 2014-11-27 06:14:50
All is fine. Google usually splits the updates in 3 waves. If you are unlucky, you are in last one. I've one Nexus 4 and two Nexus 7 and while the former has 5.0 already, both tablets are still waiting for it...
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