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 1 Game Development / Artificial Intelligence / Re: euler numbers on: 2016-06-26 09:54:40 Hello again,I started the explanation of e on the following page, it is however very preliminary and of course I have to do some extra research. Here is the link http://erana.yellowcouch.org/math/eulernumbers/Enjoy!
 2 Game Development / Artificial Intelligence / euler numbers on: 2016-06-21 08:45:09 Hello,I would like to explain some first class game theory here.You have 3 main euler powers in game theory :1. Gaussian Support Vector Machines, which gives you a good AI.2. Statisics, for interpolating probabilities and sampling as in data mining for e.g. a Chess program.3. Boltzman : for gaining entropy with a random walk.You can find these things in several languages on http://wikipedia.org <-- in the search barI will explain further on how these can be used in game mechanics.3. Boltzman just adds energy/entropy by keeping an ascent. If you play a jackpot game a few times you will have a jackpot outcome which is a gain in entropy due to a random walk.2. If you study Monte Carlo sampling methods (e.g. a HMM, Hidden Markov Model) you will see that the integral or differentiation of this formula needs a probability distribution.I will further comment on in this topic what you can do with these floating point unit interpolation methods.
 3 Games Center / WIP games, tools & toy projects / Re: Skullstone - a dungeon crawler game on: 2016-06-20 08:20:32 Hello,I like the full game concept but I would advise for a look at eye of the beholder (AD&D 3) as someone suggested.Try to wrap in a good AI such as a Gaussian SVM (support vector machine), it'll give you a better feel of the game.
 4 Games Center / WIP games, tools & toy projects / Asteris - Sci-fi shoot-em-up game (GPL code & graphics) on: 2016-06-20 07:06:49 Hi,I started the Asteris game over starting from a Metroid Fusion demo I wrote and replaced everything with some nice GPL graphics.There is a small room done, you can shoot and there are no enemies yet. The concept is also vague for me. I put my GPL source code on http://erana.yellowcouch.org/java/ <-- Asteris entry
 5 Games Center / WIP games, tools & toy projects / Re: Final Fantasy based game - Angel's Destiny on: 2015-08-11 07:07:38 There are now 10 levels with combats, about 20+ monsters, a spellbook and inventory system. All graphics have been licensed. There is combat player addition code and the story goes from a human to a grand undead plane controlled by a Vampire, with good guys on this plane also with which you can talk.See the README for keyboard controls.I might work on another project from now on, as I am tired of the system and have some Java code for some sort of beat'emup. I will start another thread for it.Happy Coding,erana
 6 Games Center / WIP games, tools & toy projects / Re: Final Fantasy based game - Angel's Destiny on: 2015-08-10 07:12:36 Screenshots are at :http://johan.yellowcouch.org/java/images/I'll submit some more later on.
 7 Games Center / WIP games, tools & toy projects / Re: Final Fantasy based game - Angel's Destiny on: 2015-08-07 07:17:07 The demon maze is done, I am now working on a 64000x48000 pixels plane of a Vampire Overlord. There's some good characters in there already together with an AI system for buildings and NPCs.If you have some ideas for an undead plane such as in the game Ultima 8 I'd like you to share.The type of plane maybe is over the top but I'll try to get something out of http://forgottenrealms.wikia.com , Castlevania games and wargame books.Enjoy,erana
 8 Games Center / WIP games, tools & toy projects / Re: Final Fantasy based game - Angel's Destiny on: 2015-08-05 09:28:58 There's now a neat start of a random maze builder with different sized blocks, see the *Maze*.java files at the site above. The purpose is to make a Demon Mage that makes the walls move with the incident battle system of FF2 and find some trinkets on they way out.
 9 Games Center / WIP games, tools & toy projects / Final Fantasy based game - Angel's Destiny on: 2015-08-03 07:01:03 Hi,There is a lot of code inside in my directory then you have to look at http://johan.yellowcouch.org/java/Screenshots are available at the site.Now here's feeping creaturism next as the source has elven lands with a thief lair and gnomes in the mountains. Everything is 2D which is a bit old, but you have to like the system or not.All the best,Erana
 11 Game Development / Shared Code / Re: 3djengine Java 3D engine WIP on: 2012-12-17 07:33:04 Camera.java now contains a quaternion 3D rotation and movement functionality. There are quaternion and regular cos/sin matrix functions for use in 3D environments. I stole some pieces from the Game Prog wiki. It is very easy to understand the code.Latest tarballs are here : http://code.google.com/p/3djengine/downloads/listEnjoy.
 12 Game Development / Shared Code / Re: Code request for a 3-D unsterstanding of LWJGL on: 2012-12-17 04:03:40 Quote from: Joshua Waring on 2012-10-15 09:09:42Is there any complete code for 3-D movement through a simple environment which someone can refer me to?Here's a small example, see javaglgame.tgz, look for things in Game.java and read the README:http://code.google.com/p/demonworld/downloads/list
 13 Game Development / Shared Code / 3djengine Java 3D engine WIP on: 2012-12-15 14:12:54 I started work on a 3D engine for fast Java based machines, future-oriented. It uses pure Java code with AWT for drawing. It's my 4th 3D engine. There's vector and matrix classes now with rotation and translation. No usable demo has been made yet.Here's the site :http://code.google.com/p/3djengine/downloads/list
 14 Games Center / WIP games, tools & toy projects / Re: Open Source Metroid M based Java (using JOGL) game on: 2012-12-15 08:15:35 Quote from: davedes on 2012-12-14 18:47:43Why did you switch to LWJGL? Just curious.The API suits my style of programming more and is better IMHO. In JOGL you have to have a drawable or an animator before you can start using GL functionality, in LWJGL everything is very finely layered. Plus things for games such as vertex groups and so on. I think it's a neater lib than JOGL. Android supports it too IIRC.
 15 Games Center / WIP games, tools & toy projects / Re: Open Source Metroid M based Java (using JOGL) game on: 2012-12-14 16:24:37 I have provided the project to a codebase for LWJGL instead of JOGL (better portability). It is stored here : http://code.google.com/p/demonworld/downloads/list
 16 Games Center / WIP games, tools & toy projects / Re: Open Source Metroid M based Java (using JOGL) game on: 2012-12-08 06:42:52 Now I need to texture map this :
 17 Game Development / Newbie & Debugging Questions / Re: how to draw Sprites that turned to the left. on: 2012-12-08 03:55:41 If you save/set a direction variable each time you move (e.g. with a key release/press left arrow key), your direction stays put when you stop. It still is set to the last direction you were moving in. Then check your direction variable when painting/drawing your char, if it is, say "left" (in Java: if (direction == "left") { drawleftplayer image(x-20,...) }, then you can draw -20 to the left for the right shooting/clubbing image. As simple as that
 18 Games Center / WIP games, tools & toy projects / Re: Open Source Metroid M based Java (using JOGL) game on: 2012-12-08 02:28:19 There's a fading opening screen (press X or Z to start game) then there's a preliminary tube which must be textured and then there's shooting by pressing z, bullets fly towards positive Z for now. See the README for details. Latest tarball is here : http://code.google.com/p/spaceodyssey3d/downloads/listCheers!
 19 Games Center / WIP games, tools & toy projects / Re: Open Source Metroid M based Java (using JOGL) game on: 2012-12-07 18:00:49 I have the vertices of a walking tube now, I am probably going to write my own texture mapper as the GL version is a bit out of date. Here's a picture :Latest tarball is here : http://code.google.com/p/spaceodyssey3d/downloads/list
 20 Game Development / Shared Code / Re: Very easy to learn and to extend 2D platform shooter game system, no extra libs on: 2012-12-07 12:43:09 Quote from: HeroesGraveDev on 2012-12-07 02:43:18 Please explain properlyThe source code is very easy to understand is what I mean. Read it and you can make yourself a platform shooter game.
 21 Game Development / Shared Code / Very easy to learn and to extend 2D platform shooter game system, no extra libs on: 2012-12-06 23:40:02 There's a BoundingBox class which extends gateways (doors) and bullets. You have collision checks for bullets with enemies, bullets remove themselves offscreen, then you have a level map with falling off a list of boundingboxes with easy collision detection, no jumping (just make a list of coords to implement it if you like) and then have a look at StateImageLibrary.java which gets an image from a list of images one after the other placed in that very same list at level startup time. There's midi music support and everything is GPLed. Oh, and the Metroid dude images have been paid for for this game.Here's the latest tarballs : http://code.google.com/p/asteris/downloads/listEnjoy.
 22 Game Development / Shared Code / Open source Java .blend file format reader (vertex extractor e.g. for JOGL) on: 2012-12-06 23:20:53 Take the latest tarball here or use the git repo :http://code.google.com/p/libjavablender/downloads/listIt should be more or less usable except for 1 bug. Can be sped up. Enjoy.
 23 Games Center / Featured Games / Re: Blue Saga on: 2012-12-06 22:57:37 I really like the dormant snail house! You could make a Lantern Fish out of it for an underwater level.
 24 Games Center / WIP games, tools & toy projects / Re: Open Source Metroid M based Java (using JOGL) game on: 2012-12-06 21:26:35 I have implemented some drawing primitives as I'm not going to use glu glut and GL textures. I'm currently working on the cylindrical meshes where Samus runs through in the Metroid other M game ... I wonder if those pipe walkways are intellectual property of Nintendo or other companies ?I wonder if I can use the pipe walkway concept with other textures or not ?Here's the half circle horizon picture which can be rotated with left and right arrow keys : The Blender model reader is turned off ATM.Latest source code tarballs are here : http://code.google.com/p/spaceodyssey3d/downloads/list
 25 Games Center / WIP games, tools & toy projects / Re: Open Source Metroid M based Java (using JOGL) game on: 2012-12-05 22:08:12 There's keyboard bindings now which rotate the terrain with each keypress. Basically I have to load some terrain and player character models, then implement movement on a map and the engine is done. Then I need to make levels etc.Here's a screenshot: Latest source code tarballs are here :http://code.google.com/p/spaceodyssey3d/downloads/listEnjoy!
 26 Games Center / WIP games, tools & toy projects / Re: Open Source Metroid M based Java (using JOGL) game on: 2012-12-05 19:46:16 Quote from: Jimmt on 2012-12-04 22:01:29Are you really working on 4 projects simultaneously?Yes, the .blend file lib is almost finished, I'm currently working on the 3D game (a la Metroid M) and I provide codebases for all of you. Everything is open source
 27 Game Development / Shared Code / Re: Open source Java blender3d file format reader (vertex extractor e.g. for JOGL) on: 2012-12-05 14:39:30 The code is more or less usable to extract all vgroup[XXX...] vertex arrays except for 1 bug and except for scene parsing. Here is the latest tarball : http://code.google.com/p/libjavablender/downloads/listYou can run the commented main method with 'java javablender/Blender monkeys.blend'.HTH
 28 Game Development / Shared Code / Re: Open source Java blender3d file format reader (vertex extractor e.g. for JOGL) on: 2012-12-05 09:39:08 Quote from: gouessej on 2012-12-04 19:11:02Thanks it's better now. On which version of Blender do you perform your test?It would be fine to be able to use your source code to convert MD3 models into Blender models and then into Collada (by using Blender build-in Collada exporter). I cannot edit some of my models because old versions (< 2.50) of Blender have some major limitations when exporting models to Collada and lots of "old" importers and exporters are quite broken and unmaintained since its version 2.50.After it works, I'll try to speed it up e.g. the String filebuffer->char[], I'm using the monkeys.blend file, version 2.61.
 29 Game Development / Shared Code / Re: Open source Java blender3d file format reader (vertex extractor e.g. for JOGL) on: 2012-12-04 17:21:41 Quote from: gouessej on 2012-12-04 15:48:23HiIt could be useful to import Blender models in various scengraphs, thanks. Are there some parts of a Blender file you don't handle yet?Yes, there's header parsing and file-block parsing but no SDNA, no scene functionality yet. Do note that the first versions were written out of the blue, I misinterpreted some things.Quote from: gouessej on 2012-12-04 15:48:23Edit.: Please can you use the versioning system so that I can really see the changes in the source code?I've put it in the git repo : git clone https://code.google.com/p/libjavablender/ with better parsing than before.
 30 Game Development / Shared Code / Re: Open source Java blender3d file format reader (vertex extractor e.g. for JOGL) on: 2012-12-03 06:10:40 Colors are in and some bugfixes. The lib is more or less finished. Needs a fast machine. There's a main method commented out for your convenience.
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