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1  Game Development / Newbie & Debugging Questions / Re: from 2d to 3d game libraries on: 2014-04-24 07:03:57
I called it. 2 days later, another thread asking the same question.

But I'll elaborate on what ctomni said:
jMonkeyEngine is by definition a full blown engine more than a library. It's maintained still certainly, and is probably the most popular 3D java engine out there.

Check out the search bar too.
2  Game Development / Game Play & Game Design / Re: Particle System Implementation on: 2014-04-24 04:51:53
That's mind blowing. Wow that really is cool, thanks for elaborating!
When you say transform by view matrix, then expand to screen aligned quad, the screen aligned part refers to bill boarding part right?
3  Game Development / Game Play & Game Design / Re: Particle System Implementation on: 2014-04-24 04:32:51
I've researched them before and they seem intriguing. What I got from it was that they give the ability to change the primitive rendering type OpenGL uses as well as edit certain other attributes of.. and yeah that's where my knowledge ends.

Google, here I come. If you have any good resources feel free to post them here too.
4  Game Development / Game Play & Game Design / Re: Particle System Implementation on: 2014-04-24 03:05:51
The ibo is used so there aren't as many vertices needed overall but it would be trivial to make it optional.
Thanks for the reply, I'll do a bit more research on it now.
Also, when you say I can improve it using glsl you mean just rendering it with glsl correct? Because everything is rendered with shaders by default.
5  Games Center / WIP games, tools & toy projects / Re: Escaping Vox on: 2014-04-24 02:49:02
I've gotten certain bits from him but haven't followed the series exactly. I dislike doing that. For example I implemented the materials much differently than he did and used a different method of lighting approximations. Normal mapping was implemented before he touched on it.
But I did watch his videos to understand the matrices and mesh loading as well as general engine design.
6  Game Development / Game Play & Game Design / Particle System Implementation on: 2014-04-23 02:15:30
To start this out:
I know all the math and stuff needed to create a particle system. It isn't very complicated and it isn't part of the question, so I'm just verifying that.

I plan to add a simple particle system to my (3D) engine that supports texturing, transformation, and additive blending, however I am not quite sure on how exactly to implement it graphics wise.
I have a mesh class that simply holds a vbo and an ibo which get drawn to the screen. The mesh class also holds an array of Vertex (one of my classes. Contains the position, texCoord, normal, and tangent) and integers.

So should I use this class with a shader in order to draw everything somehow, or should I render them some other way, completely different from my mesh class?
7  Game Development / Newbie & Debugging Questions / Re: [GLSL] Weird lighting and Bump-Mapping on: 2014-04-22 23:29:08
It doesn't look like your shaders support texturing. I'd look into that before doing bumpmapping, because the general method for it passes another texture (the bump map) into the shader and uses that textures values as the normals for the lighting instead of the vertex/face normals.
8  Game Development / Newbie & Debugging Questions / Re: Raw material in a game on: 2014-04-22 23:21:22
You probably shouldn't have amount in there. Rather manage that in some other class like InventoryManager or something like that.
I would not worry about "mod support" right now, and just get the basis for the game finished. Then you can implement that kind of stuff.
9  Games Center / WIP games, tools & toy projects / Re: Escaping Vox on: 2014-04-22 21:46:52
Cool, that was my goal, to make it look rainy/wet Smiley
I've not gotten to animation yet, but I don't really need it for my project anyways.

I have a Material system that can be applied to seperate objects, so in a couple lines I can change that to this:



This has a much lower specular power/exponent and uses a tile texture and normal map instead.
10  Games Center / WIP games, tools & toy projects / Re: Escaping Vox on: 2014-04-22 21:30:41
Yup, that's the famous bunny.

Thanks, and it's bump mapping. Not random though, it uses a brick texture and normal map with the specular values turned way up.
11  Games Center / Contests / Re: Ludum Dare 29 on: 2014-04-22 19:11:59
Thanks, I hadn't heard about it before. I'll go check it out.
12  Games Center / Contests / Re: Ludum Dare 29 on: 2014-04-22 19:01:04
Are you joking?? This is literally the 3rd Ludum Dare that has come up on a weekend where I have a huge test the next day.  Emo

Man.

Have fun guys, hopefully I'll be able to participate next time. Who am I kidding, there'll probably be a funeral or something then.
13  Games Center / WIP games, tools & toy projects / Re: Escaping Vox on: 2014-04-22 18:54:24
Alright, so I've almost finished making the engine for this game.
I decided to port it over to plain LWJGL instead of using jMonkeyEngine because I'll have more control and most likely better performance.

Spoiler:



So it's pretty simple so far from what you can see, but there's normal mapping, point lights, spot, and directional lights, as well as parallax mapping which is coming soon.
It uses a node system similar to jMonkeyEngine, so everything's very.. modular? I suppose that's the right word. Anyways I'm starting on the actual port soon so it should be out within a few months.
14  Discussions / Miscellaneous Topics / Re: Is our Universe Simulatable? on: 2014-04-22 18:46:27
Dammit my brain is... guys.. GUYS!!!!

//Gifs don't wanna work with me.
15  Discussions / Miscellaneous Topics / Re: Is our Universe Simulatable? on: 2014-04-21 00:15:50
I've thought of this many times before. Think about it, if we could simulate our world we could see... into the future O.o
16  Discussions / General Discussions / Re: libgdx or unity on: 2014-04-21 00:14:00
Well here's the basic explanation:
If you want to actually code the app (which it doesn't seem like you do) and want to have everything like image loading, transforms, and shader loading done for you choose LibGDX (2D) or jMonkeyEngine (3D).
If you prefer not learning anything about coding and just getting an application out, use Unity/Unreal.

If you actually want to learn something, learn Java first. Then check out LWJGL.

This has all been explained a million times before, so next time just use the search bar. However now you should have all the information you need to make a choice.
17  Discussions / Miscellaneous Topics / Re: We need more website like www.staggeringbeauty.com on: 2014-04-20 02:45:08
That scared the SHIT out of me.
18  Games Center / WIP games, tools & toy projects / Re: Cool Ranch - Lonely farming sim on: 2014-04-19 02:52:53
I came to see the character sprite.
Cracked me up  Cheesy
19  Discussions / Miscellaneous Topics / Re: f.lux on: 2014-04-19 02:49:52
I use it on my jailbroken iPod, and it works wonders at night.
On the computer, not so much. It tended to cause issues with X on my arch system.
20  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Scene2D, utter tedious on: 2014-04-19 02:48:56
Hell I say be happy that you don't have to use Java's built in gui..
Have any of you checked out Nifty GUI? It's used in jMonkeyEngine, but built in LWJGL so any of you that use it (which is many of you) can implement some sort of framework for it into your engine/library/game. It's pretty neat, it uses XML files for describing the GUI.
21  Discussions / Miscellaneous Topics / Re: What are Anti-Virus Developers Protecting us From? on: 2014-04-14 16:22:27
It's most likely something like that. My brother, who knows next to nothing about computers got every computer in the house, except mine which runs *nix, infected with a virus that spread across the network. Just from downloading something online through affluent or something and of course clicking the wrong thing.
22  Discussions / General Discussions / Re: What genre/artists do you listen to while coding? on: 2014-04-13 22:35:51
There's been about a million of these threads.

I'll still post on em anyways.
I listen to a mix of Klaypex (EDM), Bring Me the Horizon (Metal), The Word Alive (Metal), We Came As Romans (Metal), and Relient K (Rock, but their newer stuff is more pop-like and sucks).
Of course you can never go wrong with the Lord of the Rings soundtrack. Very... inspirational.  Pointing
https://www.youtube.com/watch?v=VSfkU29hXwM
Beautiful music.

Just watch. In a few weeks, we'll have another one of these threads.
23  Java Game APIs & Engines / OpenGL Development / Re: Per-pixel lighting (NO SHADERS!) on: 2014-04-12 16:11:34
When he says offscreen texture he most likely means an FBO. Just clarifying.
24  Discussions / Business and Project Discussions / Re: Should be deleted on: 2014-04-12 03:41:16
IIm drunk out of my mind, but I know you want this deleted. Good luck. riven, bless this poor man's soul. Delete the post. Allah, praise this man. Satan, prains this man. ddammnit allah, praise him don't dp that. Or rather, you praiuse allah, and may him be happy with you. Or jesus. Or whatever religion you follow, I don't fgollow any so whatever. Delete this poor manspost. Goodnight everyone, I love you all.
25  Discussions / General Discussions / Re: Some Good GLSL Links on: 2014-04-08 15:13:44
As long as people see it, I think General Discussion is a good place. At least one of the mods thought so.
26  Discussions / General Discussions / Some Good GLSL Links on: 2014-04-08 03:10:25
I found this just now while searching for some code. Really nice find in my opinion, it goes over many of the more complicated shader effects including, but not limited to, environment mapping, a bunch of water stuff, dynamic soft (yes, soft  Pointing) shadows, and deferred rendering.\

http://www.belanecbn.sk/3dtutorials/index.php?id=14

Enjoy.


Edit: Now that I look at the formatting of the final post I realized that this may not be the correct board to post this on. Please do move it if I'm correct.
27  Games Center / WIP games, tools & toy projects / Re: MERCury - 2d Game Engine on: 2014-04-08 01:59:29
Alright, I'll start working on it in a couple days. School stuff is rather intense right now. Any specific design or style you would like, Flat/3D/Other? Any other details would be great to know.
I'll send you my personal email in a PM so you can message me about this rather than spamming up your board. Good luck, it's a nice project Smiley
28  Games Center / WIP games, tools & toy projects / Re: NEW VIDEO: SixtyGig - Open World Retro RPG. on: 2014-04-08 01:27:02
I'd ask the creator of Daedalus. I forget his username, however he made some really nice dynamic shadows on his players, and it's a 2D topdown game. The shadowmapping part really isn't that hard, it's working out all the problems like shadow acne and the like from it that's actually a little difficult. But then you'd have to do it for point lights instead of a directional light which is significantly more stressful (both on the brain and performance).

Normal/Bump mapping adds alot of depth to a game like yours.
29  Games Center / WIP games, tools & toy projects / Re: MERCury - 2d Game Engine on: 2014-04-08 01:20:34
I would like to contribute to the logo part. I consider myself decent at design.

Are you guys actually planning for this to be a real library that the public will consider using, like libGDX, or is it more of a pet project?
30  Game Development / Newbie & Debugging Questions / Re: LWJGL Orthographic projection render order based on Z on: 2014-04-08 01:11:37
Funny enough, I was messing around with GLSL yesterday and I found an interesting little tweak. If you set gl_Position.z to equal 0.1f then you get all the vertices rendering, retaining perspetive. I would think that this would create some sort of flat shader, but now that i think of it, it makes perfect sense. This may or may not relate to what you were asking, I just thought I'd put it out there  Roll Eyes
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