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1  Games Center / WIP games, tools & toy projects / Re: Oppugno on: 2014-08-28 13:35:55
Why does it require 3gb of RAM? It can't run on a 32bit OS this way. I tried it anyway with a max heap of 1gb and it crashed with an OOM.
2  Discussions / Miscellaneous Topics / Re: Interesting Profile pictures on: 2014-08-20 05:27:44
Mine is Egon Olsen.
3  Discussions / General Discussions / Re: So... state of the art 3D "engines" in Java on: 2014-07-30 19:30:21
JMonkeyEngine3 appears to be quite old and the result of many chefs, and supports all sorts of daft legacy rendering paths making it far more complicated than maybe it should be. Ardor was sadly abandoned. Xith and Java3D are ancient.
...and jPCT/jPCT-AE are being ignored...as usual. Anyway, 3D for desktop Java isn't very common these days, but for Android it is. For jPCT, i would estimate that the ratio between desktop Java and Android projects is somewhere between 1 to 10  and 1 to 20.
4  Games Center / WIP games, tools & toy projects / Re: The Terminal Angel Disease - 2D Indie RPG (Demo avlbl.) on: 2014-07-29 20:29:18
Ah yeah, they sit in the north west corner.. try their coffee machine Wink
I did! Now i'm supposed to find some guy called RingRing or similar. But again, i've no idea where to find him. I'm not asking for quest makers, but a little quest log and some additional description like "you'll find him east of the town hall" or whatever would be helpful. One very minor issue that i noticed: The combat window has a close icon, but it doesn't seem to do anything.
5  Games Center / WIP games, tools & toy projects / Re: The Terminal Angel Disease - 2D Indie RPG (Demo avlbl.) on: 2014-07-29 20:06:57
I will work on it for sure... and for the wise guys... yeah nobody seems to find them, but the manual will include a map of the city Wink
At least i managed to cross the bridge now... Wink
6  Games Center / WIP games, tools & toy projects / Re: The Terminal Angel Disease - 2D Indie RPG (Demo avlbl.) on: 2014-07-29 19:51:49
I played the demo for maybe an hour. I think it's quite charming in it's very own, somewhat strange style. I like it. However, i do have some issues, mainly with the controls:

  • Keyboard movement seems to rely on key pressed events, which leads to jerky movement if one hasn't tuned the system's key repeat delay. It would be better to use key up/down events and just set some flags accordingly instead.
  • The usage of the right mouse button to collect things and to move them around in the inventory is counterintuitive to me. If you want to keep that for whatever reason, please add at least the option to use the left mouse button to read the item descriptions (in game and in the inventory). The way it is now, the left mouse button has no function on items, but i'm still forced to use the right one instead.
  • If you hit a wall or another obstacle, the character plays some animation and i have to wait for it to finish before i can move again. That, combined with the jerky movement, is quite annoying.
  • I'm missing a "take all" button when opening chests and stuff.
  • I'm missing a quest log. I remember that i'm supposed to visit the wise guys, but i can't remember where to find them.
7  Discussions / General Discussions / Re: New feature: Embedded PDFs on: 2014-07-19 13:24:08
This feature spams my download folder on Android with a new file each time i'm reloading the page. Not very nice...
8  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-07-16 20:55:37
I finally managed to find decent, free images for the herbs/flowers in my RPG.

9  Game Development / Newbie & Debugging Questions / Re: Game Inefficiencies on: 2014-07-03 15:11:34
Your GPU is currently the limit here. When you call Display.update() the driver makes sure that the GPU hasn't fallen too far behind. If it has, then the driver forces the CPU to wait until the GPU has caught up. Most drivers seem to implement this with a busy loop that uses 100% on one CPU core.
Mine (GTX 680) even spawns an additional thread so that 2 cores are 100 % busy even if i limit the fps to 60. However, what i actually wanted to express is, that looking at the cpu load while the game is running tells you nothing about the efficiency of the code. Or in other words: Having one core fully loaded isn't necessarily a sign of bad coding. Cores are there to be used.
10  Game Development / Newbie & Debugging Questions / Re: Game Inefficiencies on: 2014-07-03 06:35:37
As long as your code doesn't pause while waiting for a vertical sync or a Thread.sleep(), you'll always end up with at least one CPU core used to ~100%. For that, it doesn't matter how "efficient" the code is. If it's more efficient, it might output higher frame rates but that doesn't change the cpu load.
If you are walking for one hour, you are walking for one hour. It doesn't matter if you are walking pretty fast or crawling on your knees. The distance after one hour will differ, but the actual load (your body used to 100% for moving around) doesn't differ.
11  Java Game APIs & Engines / Android / Re: What's the average size of a 3D game? on: 2014-05-20 19:28:19
Nobody uses 1 giant texture for terrain, it is almost always a small (ish) texture that is then tiled.
Yes and no. You wouldn't use it to texture the whole terrain but you can very well use one larger (i wouldn't call it "giant") texture as a splatting texture and that's often done for creating pathways, which is what ImTroyMiller wants to do. So you basically create something similar to this:



and then use a shader to mix your (tiled) textures based on this to create something like this:



The yellow circle in the splatting texture shows the part that is responsible for the result that you see in the second image.

12  Discussions / Miscellaneous Topics / Re: Does an external harddrive speed up ram? on: 2014-05-10 15:02:57
Oh my god! I thought it was newer. no wonder I get so many graphics failure
are you sure that's the E6400?  Emo
Of course it newer. It's from 2008. There weren't any Intel Core 2 chips available in 2002...
13  Games Center / WIP games, tools & toy projects / Re: The Terminal Angel Disease - 2D Indie RPG on: 2014-05-08 10:12:11
... I'm not digging the graphics. Everything seems out of place. Sad
I still prefer the graphics over the common pixel art/retro look.

A demo would be great.
14  Game Development / Game Mechanics / Re: Axis-aligned cylinder-triangle collisions on: 2014-04-22 21:42:36
This works pretty well: http://www.peroxide.dk/papers/collision/collision.pdf
15  Discussions / General Discussions / Re: JGO Kickstarter on: 2014-04-03 08:23:01
EgonOlsen, it was an April Fool's joke, although I was ready to donate $102 for the blue duke Smiley
My brain just doesn't allow me to find april fool's jokes funny...  Clueless
16  Discussions / General Discussions / Re: JGO Kickstarter on: 2014-04-02 06:40:26
Still doesn't work for me... Huh

Quote
Pledge [/content/kickstarter] not found in pledge table listing!
#0  KickStarter::inject() called at [/home/jason_anders/Dev/cvs/kickstarter/index.php:7]
#1  KickStarter::content() called at [/home/jason_anders/Dev/cvs/kickstarter/index.php:10]
#2  KickStarter::template() called at [/home/jason_anders/Dev/cvs/kickstarter/index.php:14]

"Filler: This is some interesting text to keep the post interesting..."
17  Game Development / Newbie & Debugging Questions / Re: Converting a 3x3 rotation matrix to euler angles to 4x4 matrix on: 2014-03-20 17:02:16
I would think that you have to negate the parameter in your asin-call and not the result. Anyway, you have to keep in mind that the angles that you derive from the matrix are only one way to create the resulting matrix. So they are angles that will create the resulting matrix, but they might not be the angles that you expect to get.
It's a better idea to work with matrices directly anyway...
18  Discussions / General Discussions / Re: Ever forget how your own code works? on: 2014-03-12 07:43:05
This almost never happens to me. My code follows my own twisted thinking and that is still the same after weeks, months and even years. So i find it very easy to grasp what i did in the past.
19  Game Development / Newbie & Debugging Questions / Re: Multiple lights PHONG on: 2014-02-26 22:07:33
I would step away from deferred lighting and just do something like this:

Quote
A system that sorts all visible models against the lightsources, then activates the 8 closest ones for each model.

That's much easier to do and it should be sufficient for a lot of cases. If you have multiple lights in a village, they usually don't affect all the models at once.  
20  Games Center / WIP games, tools & toy projects / Re: WIP - Jeff on: 2014-02-12 20:36:09
The character (assuming that it's the E) is visible only in the lower left part of the house for me. The only way to see where i am is to press the attack button, which draws some strange line on the screen close to my location... Huh
21  Game Development / Newbie & Debugging Questions / Re: libGDX converting from LWJGL on: 2014-02-09 19:55:39
* Shaders are stupid or what? Gives errors when LWJGL doesn't. I mean, when I load shader into Libgdx, it "works" differently than in LWJGL. Variables that do not affect the output of the shader are not compiled to the shader. This is probably to boost performance, but is really annoying. Could have just given warnings telling that some uniforms are not used.
As mentioned in the other thread, this is done by the shader compiler, which is part of the graphics driver not of the library that you are using (http://ogltotd.blogspot.de/2007/12/active-shader-uniforms-and-vertex.html). The fact that this might work under LWJGL is because you don't check for your assigment going wrong, which lidGDX seems to do for you. You can ignore this as long as you like, but why don't you simply fix your stuff by not assigning values to uniforms that you don't use instead of blaming the library?
22  Game Development / Performance Tuning / Re: Android - fastest way to fill a [Byte|Float|Int]Buffer on: 2014-02-04 06:35:26
Maybe it's a issue with the USB connection itself. Maybe the port is running in 1.1 mode or something like this. This can happen because of faulty cables or components that are violating the USB specs. I would try to connect the device directly without using a hub or use another port...just to be sure.
23  Game Development / Performance Tuning / Re: Android - fastest way to fill a [Byte|Float|Int]Buffer on: 2014-02-03 21:58:35
I never experienced that with any device. Are you running it in some kind of debug or tracking mode?
24  Game Development / Performance Tuning / Re: Android - fastest way to fill a [Byte|Float|Int]Buffer on: 2014-02-03 20:35:20
That's a bit strange...i made myself a little test case and my Nexus 4 can render up to 66 individual instances of a 1089 vertices mesh at that frame rate (http://jpct.de/pix/many_wizards.png), all animated each frame which means ~71.000 updated vertices (plus ~71.000 normals...) each frame.

Which device are you testing this on?
25  Game Development / Performance Tuning / Re: Android - fastest way to fill a [Byte|Float|Int]Buffer on: 2014-02-03 07:08:57
And you are doing this every frame?
26  Game Development / Performance Tuning / Re: Android - fastest way to fill a [Byte|Float|Int]Buffer on: 2014-02-02 19:44:40
That's normal behaviour on Android. The fastest way without going native is to put arrays instead of single values. They don't have to be the size of the data, a reasonable sized temp buffer will do.
27  Discussions / General Discussions / Re: New feature: experience on: 2014-02-01 17:38:25
Does the value increase automatically or do we have to adjust it manually from time to time?
28  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Libgdx madness again.. on: 2014-01-31 16:40:35
I don't know what libgdx does, but the unused uniform will be removed by the shader compiler. Have you checked what getUniformLocation actually returns? Most likely 0...
29  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Libgdx madness again.. on: 2014-01-31 16:14:20
If I have a uniform variable which doesn't influence the output of the shader and I try to set it, I always get an error from Libgdx that such uniform doesn't exist, even though it does in my shader code..
That's not caused by Libgdx, it's caused by the shader compiler in your gpu driver.
30  Java Game APIs & Engines / Engines, Libraries and Tools / Re: LWJGL using multiple textures on: 2014-01-25 13:07:25
You should be able to give an index and a count to your draw call (glDrawElements or whatever...). With that, you can draw parts of a buffer. Or just use separate buffers. GL_TEXTUREx doesn't really matter here, because you'll need the first stage (GL_TEXTURE0) only in this case. Just bind the first texture as you do now, draw your stuff, bind the others one, draw the rest.
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List of Learning Resources
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2014-08-01 16:20:17

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2014-08-01 16:19:50

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2014-07-31 16:29:50

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2014-07-31 16:26:06

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