Featured games (79)
games approved by the League of Dukes
Games in Showcase (476)
Games in Android Showcase (106)
games submitted by our members
Games in WIP (533)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
   Home   Help   Search   Login   Register   
  Show Posts
Pages: [1] 2 3 ... 93
1  Games Center / WIP games, tools & toy projects / Re: Jumproom on: 2014-07-07 20:25:03
It's a fun concept and it plays really well, as one would expect from you Smiley
It's like a concentrated mix of accessible one-button skill, and a puzzle element.

I played it on PC and used the keyboard, and found the level selection screen not obvious: It's not clear when you have selected the newly unlocked level, and my first instinct was to use space to start a level (which didn't work). When I found out that the Enter key works, it turned out that when I finished a level that the same level was selected instead of the next one.
But obviously this is meant for touch devices so probably not a big problem.

The arrows on the blocks that make you change direction are probably not clear enough. Maybe you should make it a bit more obvious; more contrast and maybe animate those blocks.

Maybe it's a an idea to add a time element to it. The mechanics really lend themselves for that. Like an extra prize or something if you finished a level in the best possible time.
2  Discussions / General Discussions / Re: Apple announces new graphics API: Metal on: 2014-06-16 21:34:29
Well, in your circles it may not be the case, but it is very much the general reality. iOS accounts for something like 70% of download revenue. iPhone users download fewer apps, but spend far more on them. Android users expect everything for free or extremely cheap, and they generally get it, to the detriment of developers.

While that may be true, it's a very broad statement that probably doesn't tell the whole story.
Android's target demographic is a lot wider than Apple's, so naturally the market is different in general.

But can we really say that app revenue is all that different if we focus on games and top-end phones for example? And do these stats include things like add revenue (still an important source of revenue)? Many Android devices don't even ship with Google Play; is content revenue from those devices counted in these stats?

It's difficult to directly compare Apple with Android when it comes to app revenue, so I have to say that I'm more interested in real life experiences there than general statistics.
3  Discussions / General Discussions / Re: Apple announces new graphics API: Metal on: 2014-06-09 13:00:02
Why didn't they just implement their Metal stuff within OpenGL?
That doesn't even make sense.  It would be purpose defeating.

Dev lock-in?  WTF?  How so?  All dev platforms have platform specific APIs.  Big deal.

tbh I don't know any details about Metal; I was sort of referencing Carmack who stated that Mantle could have been done as OpenGL extensions and on surface it looked like Metal was going for something similar as Mantle.

And yes, all platforms have specific APIs, and that is a big deal as that was an important reason for Java to exist in the first place.
Maybe Apple intends to make Metal an open standard, but realistically that won't really make a difference. It's not like Google or Microsoft will be in any hurry to support it.

The big game engines like UE and Unity will probably support it if Metal becomes successful, but I can't imagine many developers being overjoyed with the idea of having to deal with yet another API that does the same thing.
4  Discussions / General Discussions / Re: Apple announces new graphics API: Metal on: 2014-06-08 22:56:10
Having a better designed API is always a sucky excuse if it means changing everything for developers to become more locked into some platform.
Why didn't they just implement their Metal stuff within OpenGL?
5  Discussions / Miscellaneous Topics / Re: Watchdogs on: 2014-06-02 21:07:46
I was so aware it was just a game and had no reality to it, since it could never compare to the real situation, I honestly believe it had no effect whatsoever.

Sometimes I think the fact that a movie is not interactive might have more of an impact to viewers than an interactive video game. Perhaps the fact that something is obviously computer generated interactive content, controlled by a piece of plastic takes something away from the potential that one (especially a minor) perceives something as being real.
Maybe it would have made more of an impact if that Max Payne sequence was a movie with real actors?

But it's all a grey area.
Some people are affected by certain things, others aren't. I don't think there's anything you can do about that, and I don't think video games are somehow more hurtful there than other media like movies or books.
When people start getting out of control, making some form of media the culprit is like killing the messenger. The real reasons behind such things lie much deeper than that.

We've probably all been traumatized to some degree when we grow up and learn about the dark side of life through movies, books, videogames or otherwise. Usually that's not a bad thing.
6  Games Center / Featured Games / Re: Daedalus on: 2014-06-02 20:10:52
It looks really slick and good fun, so you'll have a sale from me at least Smiley
7  Discussions / General Discussions / Re: Give to charity, get a copy of Excelsior JET (commercial JVM with AOT compiler) on: 2014-06-02 20:03:28
Thanks for the opportunity!

If you don't need denormals I'd expect you could just use a JNI method to set the FP-control word per thread.
Sounds interesting, how would that work? Like calling a method once and the denormalization issue is gone, or calling a method at every point a denormalization issue could occur?
Currently I either add an offset or 'nudge towards zero', so if it's the latter than I'm not sure it'd be worth it.
8  Discussions / General Discussions / Re: [Swing] Can swing look sexy? on: 2014-05-28 22:37:55
JavaFX is supposedly the future, but so far it's a *tumbleweed* - who's making anything beyond trivial demos with it?

I would bet that any GUI application development companies currently using Swing will start using JavaFX for their new projects. Source: my job.

I can honestly say that I'm surprised that JavaFX is generating jobs today. Not unpleasantly surprised, but still surprised.
9  Discussions / General Discussions / Re: [Swing] Can swing look sexy? on: 2014-05-28 22:33:08
JavaFX is supposedly the future, but so far it's a *tumbleweed* - who's making anything beyond trivial demos with it?

Nail on the head.
Proven technology (or 'legacy' if you will) is worth more if the new alternative is both 'bleeding edge' and 'already irrelevant'.
10  Discussions / General Discussions / Re: [Swing] Can swing look sexy? on: 2014-05-25 19:17:39
JavaFX is basically a Swing competitor... It was publicized as a Web-centric RIA platform, which was a failure, but the technology itself isn't tied to the web in any way.
I know it's not tied to the web in any way, I just meant that it was mostly made to compete with popular RIA platforms.
My understanding is that it now sort of became the successor of Swing and that Swing won't get more attention than bug fixing.

I don't believe this at all.
Believe what you will, but I'm just telling you real-life on-the-job experience there.
JavaFX is great for most things, but we did run into performance issues when dealing with things like rich-text editing and really large documents where Swing still performed very well.
This was a few years ago, so things might have improved.

Swing and JavaFX are widget frameworks with data grids and buttons and checkboxes; that really doesn't make sense for the majority of games.

If you are making some odd game that uses lots of checkboxes and radio buttons and data app GUI stuff, then sure, go for it, but otherwise, you should use a more appropriate tool.
Oh I agree, and I wouldn't personally choose Swing or JavaFX for any game but I could imagine that there are some sorts of games where it could be usable. I suppose JavaFX would be useful for things like these typical free-to-play citybuilders and such, or football manager, that kind of thing. Games that are basically a traditional GUI dressed up with pretty graphics.

Anyway, I like JavaFX. I think it's nicely designed and more flexible than Swing with much less of the pitfalls.
Still I find myself usually going for Swing anyway. The things that JavaFX is particularly good at aren't important to me when making a desktop app.
11  Games Center / Featured Games / Re: Titan Attacks on: 2014-05-25 18:14:54
Cool, good to hear it's doing well.
12  Discussions / General Discussions / Re: [Swing] Can swing look sexy? on: 2014-05-23 21:10:23
I agree with the first half, but not the second half. Applications also have to be "engaging" and "intuitive", both of which roughly translate into "sexy".

I think we're debating semantics here.

I agree applications have to be engaging and intuitive most of all, but I took "sexy" to mean things like "cool graphics and animations".
"Engaging and intuitive" means something else to me (even if there is some overlap). To me that mostly means "going from idea to result as best as possible".
Cool graphics and animations isn't the most important thing there, but the feeling of having an application that is focused to enable your ideas is.
To me Swing (or SWT) just works better there on the desktop, but YMMV.
13  Discussions / General Discussions / Re: [Swing] Can swing look sexy? on: 2014-05-23 19:53:32
JavaFX is nice for that, but to be honest I don't think there's really a future for JavaFX.

JavaFX was originally designed for rich web applications, but there's really no point in going there anymore.
So both Swing and JavaFX are for desktop applications now, and while JavaFX has the potential to make things look very slick, being slick and sexy is usually not really what you want from a desktop GUI.

I've done a few projects with JavaFX, and there is a lot to say for it (I think it's quite well designed), but at the end of the day I still prefer Swing. 
And I even prefer Swing with plain Metal L&F (and I probably tested all 3rd party L&Fs). It's clean and fast, and can still look quite slick. Especially if you put a little effort in to set a nice font, remove the ugly borders, enable AA in custom components etc.
The main problem I had with JavaFX is that it might enable slick 'web-like' looking stuff relatively easily, but Swing always felt much more responsive in more complex GUIs.

Desktop applications typically need to be totally responsive, clean and productive, and I think being 'sexy' usually doesn't make a whole lot of sense there.
OTOH if you're making GUI-heavy game for the desktop (or some other desktop application that needs to look exotic) for whatever reason and you don't want to go OpenGL, JavaFX might still be a better option though.
14  Games Center / Featured Games / Re: Titan Attacks on: 2014-05-23 19:15:31
Hey Cas, any word on sales on PS consoles yet?
It would be interesting to know if this collaboration with Curve turns out to be a viable business case or not.
15  Discussions / Miscellaneous Topics / Re: Drinking Java on: 2014-05-13 21:36:02
You should try cà phê Chồn. It's a special Vietnamese coffee that tastes surprisingly smooth. Especially considering how it's made.
16  Games Center / Featured Games / Re: Titan Attacks on: 2014-05-13 19:53:35
It's great on especially Vita (Vita + Titan Attacks = perfect pick-up-and-play).

Can you say anything about what the costs were to have it ported by Curve, like a ballpark figure?
Anything else you can say about getting it to PlayStation, or was it Curve who did the heavy-lifting there (in terms of doing business with Sony)?
17  Discussions / General Discussions / Re: Give to charity, get a copy of Excelsior JET (commercial JVM with AOT compiler) on: 2014-04-28 06:19:06
Thanks for the tips, dleskov.
I didn't see any JIT activity in the output, so I guess it got properly AOT compiled.
sun.reflect.misc.Trampoline is always JIT-compiled, so you should see at least those four lines.

Sorry I wasn't clear.
I did see that Trampoline class getting JIT-ed, but nothing of my own code.

[JIT compiler] compile sun.reflect.misc.Trampoline
[JIT compiler] compilation finished in 12ms, classes: 1
18  Discussions / General Discussions / Re: Give to charity, get a copy of Excelsior JET (commercial JVM with AOT compiler) on: 2014-04-28 06:12:23
Float denormals? Care to elaborate?

Float denormalization is basically when a float gets nearer to 0 than a float can represent normally, and not 0 (see also Float.MIN_NORMAL). My understanding is that this gets treated in the CPU as sort of an exception and doing computations on that will be really slow. I never knew just *how* slow it can be so I sort of ignored the issue, until I actually got hit by it. It can make things like 25 times slower or worse.
It's a common issue in DSP code where often signals are calculated to 'tend towards zero' (things like slowly decaying signals etc).
19  Discussions / General Discussions / Re: Give to charity, get a copy of Excelsior JET (commercial JVM with AOT compiler) on: 2014-04-27 18:42:25
Thanks for the tips, dleskov.
I didn't see any JIT activity in the output, so I guess it got properly AOT compiled.

After doing a bit more research, the performance glitches might actually not have anything to do with JET because with that particular test I did, these audio glitches actually do happen occasionally on HotSpot as well. I probably shouldn't have tested some new code and JET at the same time  persecutioncomplex
So although these glitches do seem to happen a bit more regularly in JET, it's most likely a problem in my own code; and a problem I've hit before in my project (float denormals causing very unpredictable and extreme performance spikes).

So never mind me, JET is awesome Smiley

I'll definitely check out the evaluation of the full product too to see if it improves performance, but I'm not really having a performance issue there. Running hundreds of DSP objects at about 350 audio-frames per second in real time still doesn't doesn't consume more than about 15% of one core on average, so ~1-2 percent difference doesn't really matter to me (because that's the difference I'm seeing with HotSpot).
20  Discussions / General Discussions / Re: Give to charity, get a copy of Excelsior JET (commercial JVM with AOT compiler) on: 2014-04-26 22:26:20
I just made my first build with this, and I must say I'm impressed with how easy it all is. A native build of a project with some libs and dlls is literally just a few clicks away.
Very impressive stuff.

Performance is comparable to HotSpot; it's actually a bit slower and in my audio project I get some audio glitching caused by some performance spikes.
I didn't expect that tbh, but it might have something to do with this being the standard edition that's missing some features. And my audio project is very sensitive to that due to extremely low audio buffer sizes; I'm sure this is normally not an issue with other projects.
For 100$ for both Win+Linux and knowing you're helping a good cause, you can't beat this.
21  Discussions / General Discussions / Re: Depth VR need your suggestion! on: 2014-04-26 22:08:37
yeah its actually a very old video and an old idea

I think its just a novelty... it will look completely confusing to everyone who is not playing, how much do I really wanna move like that during gameplay and in which situation does this have much actual use ?
I think a headmount is much more immersive and effective.

Nevertheless it may become a standard feature that you can turn on and off in the future, nothing special but there you go.

A headmount is also much more expensive. I suspect something like this can be built with profit for like 50$, and could be especially cool in combination with a 3D screen.

I think you're underestimating a bit what something like this can do. Even tiny head movements give your brain a lot of information about depth, and you always move your head a bit.
That said, in the video the head-tracking seemed a bit juddery, as if it's lacking precision or something. Hopefully that is fixable.
22  Discussions / General Discussions / Re: Give to charity, get a copy of Excelsior JET (commercial JVM with AOT compiler) on: 2014-04-26 20:05:36
Very cool.
I just ordered my Win+Linux copy  Smiley
23  Discussions / Miscellaneous Topics / Re: What are Anti-Virus Developers Protecting us From? on: 2014-04-18 16:21:16
A few years ago I had a new laptop with Norton pre-installed.
I installed a perfectly legitimate copy of some software that I've used for years, and Norton thought it contained a virus so bad that it said something along the lines of it needing to disable itself and reboot in order to 'quarantine' it.
So the laptop rebooted, crashed on Norton again, etc. Did an attempt at removing Norton, which failed. The PC simply wouldn't work anymore until I did a fresh OS install.
I kid you not.

At work our PCs are so aggressively secured and scanned that no matter how fast the PCs are, everything is still slow.
Apparently a colleague opened an email attachment from a strange lady that admitted she was incredibly turned on by the poor fellow. Of course he got malware. True story. At least the virus scanner noticed, which prompted IT to wipe the PC and send out a mass email warning about these emails, which is something I suppose.

I use MS Security Essentials today. I don't know if it's actually doing anything but at least it's unobtrusive.
Just keep in mind that virus scanners just don't protect you from stupidity, and probably won't protect you from viruses either. And Windows isn't as unsafe as it used to be.
24  Game Development / Performance Tuning / weird thing with -verbose:gc on: 2014-04-12 12:58:31
So I with my audio project, I'm getting some glitching: it crackles every now and then.
CPU usage is about 15% of one core, so I thought maybe I'm generating garbage somewhere and enabled -verbose:gc.
It's the damnest thing: the glitching is gone completely with -verbose:gc enabled!

Does anyone have some explanation for that? I sort of expected more the opposite.
According to -verbose:gc, the GC never kicks in (unless I start moving stuff around in the GUI, but that's sort of expected)
Does -verbose:gc actually influence the GC's behaviour somehow?
25  Discussions / General Discussions / Re: The Big Linux Distro Thread on: 2014-04-03 21:07:15
I've not used a single Linux distro where the mouse was slick. Dunno what it is. Maybe they (the people who work on it) are so used to it they're not aware that it could be a lot better.

To be honest, I'm not sure what you're referring to. The mouse in Linux seems pretty much lag-free to me. I use windows more than Linux (because of work), but my GUI annoyances are pretty consistently with Windows.
But I always have the feeling that I have to click a lot more on Windows; places where I need to be either just require lots more clicking to get to, or are for some reason not responding to the mouse at all without clicking on them first. Stuff like that. Things that make Windows feel quite stiff and cumbersome to me.
Could it be that you've been unlucky with driver issues, while I've just been lucky there?
26  Discussions / General Discussions / Re: The Big Linux Distro Thread on: 2014-04-02 11:33:46
Ubuntu has been great and reliable for me (but I use it with Gnome, which I prefer over Unity. If you hate Unity, you could try UbuntuGNOME or install Gnome yourself on a 'standard' Ubuntu install).
No big problems with drivers or whatever, unlike on my Windows machines I have to say.

Never had stability issues with ubuntu's software repository either, although I do have to admit I always hold my breath with that dependency stuff because I tend to expect it to blow up in my face for some reason. Knock on wood, but it never did.
You can always manually install software, just like on win/mac (which I often do, especially when it comes to IDEs).

I dunno, I always have the feeling that Windows (every single one after XP) is working against me, instead of *for* me. It just seems so... I dunno... stiff, unfriendly, and increasingly imposing.
Ubuntu otoh, while not perfect, has pretty much always been smooth sailing for me. I hated it when they switched to Unity though, because I hate changes like that. But Gnome is nice.
27  Games Center / WIP games, tools & toy projects / Re: audio dsp (now on sourceforge) on: 2014-03-31 20:43:32
It's on my todo list to remove the distinction between Asio-IN/OUT and JavaSound-IN/OUT, and resolve the best audio implementation

This is done now; if Asio is unavailable for whatever reason (not running on Windows, not having Asio drivers installed), it should fall back to JavaSound.
But again, if you happen to run Windows, install Asio4All or the Asio driver that came with your audio hardware; it'll be better.
28  Games Center / WIP games, tools & toy projects / Re: audio dsp on: 2014-03-30 21:43:59
Ok, FWIW it's here:

Disclaimer: I know it's all rough around the edges and obviously it can be improved in many ways. At this point it's probably not all that useful for most people. Many will say the code is incredibly dirty.
It's basically my toy-project, but just see it as a bunch of code that might be useful one way or another.  If you want to know how you can implement a filter, pitch-shifter, chorus, reverb, etc: there's lots of code here.

If you want to try the editor, try running class org.modsyn.editor.PatchEditor. It will create a folder called 'ModSyn' in your user.home directory. You can copy the files in ModSyn-j2se/example-patches there for a few examples.
But please be aware: these examples depend on ASIO, so that's Windows-only and depend on you having an ASIO driver installed (if you don't: install ASIO4ALL, it works surprisingly well), and some patches use MIDI.
It's on my todo list to remove the distinction between Asio-IN/OUT and JavaSound-IN/OUT, and resolve the best audio implementation based on platform, whether or not you have ASIO installed (or another audio host that doesn't suck as hard as JavaSound) and configuration. Currently, JavaSound (Audio-IN/OUT in the editor) doesn't work at all in the editor.

With all that said, I'm actually using this for my own band so for me it's already useful Smiley. It's quite nice to have this box of tools available if your own synth or effects pedals or whatever don't quite support the sound that you're after. And it's quite easy to add more DSP objects to this box of tools.
29  Games Center / WIP games, tools & toy projects / Re: audio dsp on: 2014-03-29 20:55:07
small disaster  Emo

So I decided to upload my project to SF and created a project there.
I chose 'share project' in Eclipse, which then decided to completely destroy my workspace and remove 75% of everything.
So thank you Eclipse GIT team provider  Angry

My last backup is a few days old, so it'll take me a day or so to get me back to where I was.
30  Discussions / General Discussions / Re: 30 vs 60 vs 120 FPS on: 2014-03-24 22:33:07
I doubt that will ever happen.
Besides the obvious problem of what to do when you have multiple observers, you'd also need absolutely insane response times for the eye not to register the low resolution/quality peripherial areas when moving focal point.

Bypassing the eye entirely & patching into the optic nerve is the next logical step IMO, though I can't even begin to imagine how that would feel to the user.

With VR you only have one observer: The wearer of the VR headset, so no problem there.
Eye tracking is then also very close to the eyes, so it should be possible to make it quite accurate too using just small cameras.
And I think response times of eye tracking might be not as critical as you think. It should be at most the same as the screen's refresh rate, which is perfectly doable today. And your brain needs a bit of time to adjust to the new FOV anyway.
And what if it takes a bit of time for things to adjust to your new FOV when moving your eyes? It'll still be better than not adjusting at all.

It seems a lot more practical than 'patching into the optic nerve', imho (which seems to be disturbingly close to 'eXistenZ' territory  Shocked).
As a matter of fact I think it could be doable within a few years.

IMHO Moore's law isn't moving fast enough to get us to high resolutions running at above 60fps, so optimizing to what we actually see and perceive with our brain seems to have a lot of untapped potential to me.
Pages: [1] 2 3 ... 93

Add your game by posting it in the WIP section,
or publish it in Showcase.

The first screenshot will be displayed as a thumbnail.

pw (18 views)
2014-07-24 01:59:36

Riven (17 views)
2014-07-23 21:16:32

Riven (14 views)
2014-07-23 21:07:15

Riven (17 views)
2014-07-23 20:56:16

ctomni231 (45 views)
2014-07-18 06:55:21

Zero Volt (40 views)
2014-07-17 23:47:54

danieldean (32 views)
2014-07-17 23:41:23

MustardPeter (36 views)
2014-07-16 23:30:00

Cero (51 views)
2014-07-16 00:42:17

Riven (50 views)
2014-07-14 18:02:53
HotSpot Options
by dleskov
2014-07-08 03:59:08

Java and Game Development Tutorials
by SwordsMiner
2014-06-14 00:58:24

Java and Game Development Tutorials
by SwordsMiner
2014-06-14 00:47:22

How do I start Java Game Development?
by ra4king
2014-05-17 11:13:37

HotSpot Options
by Roquen
2014-05-15 09:59:54

HotSpot Options
by Roquen
2014-05-06 15:03:10

Escape Analysis
by Roquen
2014-04-29 22:16:43

Experimental Toys
by Roquen
2014-04-28 13:24:22 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‑
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!