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1  Game Development / Newbie & Debugging Questions / Re: How do I make biomes in a 2d array game (tiles) on: 2014-07-28 03:47:52
It sounds like you don't have the basics of OOP down, as well as Java. I suggest going back to square one and learning about OOP design.
2  Game Development / Shared Code / Re: XML Reader Classes on: 2014-07-28 02:06:35
No offense but... its kind of easier to just use someone else's wrapper. There is no point in rolling your own. Its very much a newbie perspective on things, to do everything yourself. I'm not saying you shouldn't, you really will learn a lot, but avoid rolling everything yourself whenever possible!

Why not just use Unity then?
When you create something yourself, you learn loads more.
3  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-07-27 04:08:39
Learning some more neural network stuff. Got back from a vacation to the beach. But most important of all: received the first bits of my new computer  Grin Very excited for the rest to come in.
4  Discussions / Miscellaneous Topics / Re: Windows 8 denying acess to my own Owner folder on: 2014-07-27 04:04:22
That's what happens when you introduce a computer related problem to the JGO community; it magically disappears because we are just that awesome.
5  Discussions / Business and Project Management Discussions / Re: what now? on: 2014-07-23 04:40:31
A month?? NO! God DAMMIT. Of course, right when school restarts. Maybe I'll get lucky the 5th time around.
Yes that's right. It's happened 4 times now in a time when I can't do it. In a row. Grr  Roll Eyes
6  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-07-22 03:08:10
I drew Slenderman today. It was an interesting endeavor.
7  Game Development / Newbie & Debugging Questions / Re: Create a separate JFrame ontop of a fullscreened LWJGL display on: 2014-07-21 04:14:18
Why not just program your own popup windows so that they show up in the OpenGL window? It shouldn't be that hard.
8  Discussions / Miscellaneous Topics / Re: I think there's some XSS injections on JGO on: 2014-07-20 18:45:57
I just uninstalled avast for malwarebytes. Even when I set Avast to silent mode or whatever it still annoyed the shit out of me, being completely anal whenever I went to a lot of websites. Simply doing research was getting impossible because the thing was blocking everything.
This is why I use Arch  Roll Eyes
9  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-07-20 18:39:33
I wrote an article on bit manipulation, messed around with Sencha Touch, advanced on my L-Systems which I hadn't touched since my topic on it. You can make some beautiful things with it. Landed my first 5 stair today as well Smiley
10  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-07-18 04:48:02

Whoah chill man, I have nothing wrong with that. I realize that came out a little harsher than intended. Don't get me wrong, you did a good job.
I just got the impression that you programmed all the shadows, AO, and other effects yourself, but I might have just been assuming too much.
Nonetheless, you're doing a good job, and I'm sure you will continue to do so. Looks like a really nice engine you have going there Smiley
11  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-07-17 22:22:33
I made a staircase.

So you didn't actually make the shadows or AO, you just used a lightmap generation program to do it for you and then just mapped the textures to some geometry?
12  Discussions / General Discussions / Re: Java Swing GUI Creator on: 2014-07-16 06:26:06
Netbeans has a pretty decent editor.
13  Game Development / Newbie & Debugging Questions / Re: Did you know? Hints and tips on: 2014-07-15 01:25:25
You can initialize a List/Collection of any sort in one statement using double bracket initializers, like you can with arrays:

 Set<String> testSet = new HashSet<String>() {{


Also, there's this really neat app that you can monitor your Java apps with called Java Visual VM or something like that. It comes with the JDK, look in jdkdir/bin/(something like jvisualvm).exe.
14  Game Development / Game Mechanics / Re: Procedural City Street Generation Using L-Systems on: 2014-07-14 01:47:06
Okay, after a bit of work I have a base for L-systems down. Just doing the Hello World kind of thing for L systems in this example:

Now on to the more advanced stuff.
Thanks Riven!
15  Game Development / Game Mechanics / Re: Procedural City Street Generation Using L-Systems on: 2014-07-14 01:20:05

Thanks for the links! However, I've looked at those already.
I've already started working on the L-system thing. It's going okay I suppose.
16  Game Development / Game Mechanics / Re: Procedural City Street Generation Using L-Systems on: 2014-07-13 20:16:33
Ah, so I just customize the instructions to my needs. Those two sentences made it click for me! Thanks.
Now that you say your generator did not use L systems, I'm curious what you did use? I'd like to look into many options.
17  Game Development / Game Mechanics / Procedural City Street Generation Using L-Systems on: 2014-07-13 19:45:06
After a long hiatus from game programming I've returned with some decent ideas (in my mind).

First of all, I'm trying to procedurally generate a city for my game. It will be a game feature, so the player can play in different worlds.
I think that the best approach would be to generate a 2D texture of the road map, and then populate it with buildings in the 3D game world (also procedurally generated), so I did some research and decided that L-Systems would be the way to go simply because that's really the only thing I saw people using. After a few more days of research, I still don't fully understand how I would put it into code.

From what I understand, you have a predefined string which is basically the generation rule for the system. You can go forward and draw a line, rotate, switch draw states, and use the | symbol to do something else I don't really understand either. If anyone has any simple/beginner friendly street generation articles they know of, I'd appreciate it if they could share it as well as any advice!

Also, some time ago I saw a post from Riven (I believe?) of a city street generation exactly like what I'm going for. So if you're reading this Riven, mind popping in and either sharing some code or advice?

18  Games Center / WIP games, tools & toy projects / Re: Mortal Terminus on: 2014-07-12 22:53:42
Since I'm obsessed with them I must say it: normal maps must happen.  Roll Eyes
I wonder how many times I've asked people to implement that..
Good job so far!
19  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-07-12 22:50:33
Learning to do some pixel art. Fail?

So you did copy it and change the colors, but you made them look like the guys from GoodMythicalMorning. I like that  Pointing
20  Game Development / Newbie & Debugging Questions / Re: Major FPS drop with bullets on: 2014-07-11 20:42:42
Well first of all, try not to measure performance by FPS, but rather by screen latency (I believe that's the term, correct me if I'm wrong).
The reason is, after 60 frames per second, it doesn't matter much. Think about it; 60 FPS vs 200 FPS isn't a very noticeable difference whereas 30 to 60 is very noticeable. Just food for thought. I have to run so I can't look at your question thoroughly, but hopefully someone else can Smiley
21  Games Center / WIP games, tools & toy projects / Re: [Slick2d] Retro-Pixel Castles > NEW EDITOR RELEASE: 7-10-2014!! < on: 2014-07-11 07:46:09
I dunno if you already mentioned this, sorry if you did. It crashes when I load in the quiet forest, if I don't run the jar by command line. It's probably unique to my system because of it being... my system.. but you said to report everything so there you go Smiley

On a side note, the sound that occurs when you place something from the building section scared the shit out of me. I'm guessing you already have this planned, but some background music or at least some additional sounds wouldn't make that one thing sound so abrupt.

I love it!
22  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-07-11 07:37:35
I added a display to my computer. It now goes through a ridiculous binary-decimal-hexidecimal conversion to be able to put 4 bit binary numbers onto on 7 segment display. I chose to just convert it into hexadecimal instead of staying at decimal because I was too lazy to build another display. I'll do that tomorrow.
And yes, it's displaying a B.

23  Game Development / Newbie & Debugging Questions / Re: How to make shader uniforms initialize on bind on: 2014-07-10 02:51:01
I guess I could just make each light's class initialize its shaders uniforms during its 'bind' and 'unbind' functions. That shouldn't be too messy. Thanks anyway!

No problem Smiley
I just don't really see a way to do what you're trying to do, because that's simply not how shaders work.
24  Game Development / Newbie & Debugging Questions / Re: How to make shader uniforms initialize on bind on: 2014-07-10 02:43:21
Well shaders don't really work like that. Each time you run the shader on another object, it runs completely afresh. Are you trying to do something like a static variable?
Also, why not just pass the uniforms in each render? That's the way you're supposed to do it.
25  Game Development / Newbie & Debugging Questions / Re: How to make shader uniforms initialize on bind on: 2014-07-10 02:10:57
Why are you trying to do this? We can help you out more this way Smiley

And I hate to be the one to do this, but it's "as they're bound". Don't take this as an insult, I'm just trying to help you out. If you make a mistake like that on a resume or something, it looks silly.
26  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-07-10 00:38:25

Cool! I've started on an 8 bit CPU, as well as a compressed 8 bit multiplier (the compressed bit is kinda Minecraft specific I guess, because in real life electronics that doesn't translate over similarly). And I'll look into Logisim, thanks for mentioning it. I may or may not continue with the CPU with Logisim. Building it in-game is pretty cool, and a nice achievement. I may just send you some PMs in the future if I have some questions Wink
27  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-07-08 02:56:20
I had my first day of Intro to Computing 101 in college (required credit), and I learned the difference between Hardware and Software.. and they even explained what an Input Devices are!

Next up.. we learn about the internal components inside our desktops! wooo!!  Roll Eyes

So this is what I have to look forward to in college? Oh boy.

On topic, I messed around with logic gates and stuff. I was bored so I basically made a 16 bit adder, wrapped up in an integrated circuit (part of the program I use).

On the top is an encoder and decoder as well as the broken down 4 bit adder.
Bottom left is the full 16 bit adder and mid right is an 8 bit adder. I wrapped two 4 bit adders, that made an 8 bit, then wrapped 2 of those making a 16 bit. Who knows, maybe when I'm even more bored I'll try and label all of a 64 bit adder/subtracter to make a 64 bit ALU.

This started after me following a tutorial to make a computer in the game Minecraft. I added in some functions of my own too, like multiplication and division:

The subtraction units are on top of the ALU, and the rest of the mathematical operations are beneath. 4 bit computer, 2 bits of RAM.
28  Game Development / Newbie & Debugging Questions / Re: For advice on where beginners should go to start making games on: 2014-07-07 01:38:21
One thing, don't take thenewboston's examples lightly. He tends to go against general naming conventions as well as other things.
29  Game Development / Newbie & Debugging Questions / Re: Phong Shading giving a black line on: 2014-07-06 21:27:14
Think of it in a mathematical sense, not from a coding perspective. Step through all the different mathematical operations and make sure that they make sense. If you don't know what one line does, figure it out. This will make sure that you know exactly what's going on and you will start to see where stuff could go wrong.
30  Game Development / Game Mechanics / Re: Questions about GLSL and shadows on: 2014-07-02 02:39:12
#version 330 core
uniform sampler2D texUnit; //the current texture
uniform vec2 playerPos; // ......
uniform float viewDistance; //probably the radius/diameter of the circle
uniform vec4 color; // ..
in vec2 pass_TexCoord; // once again..
layout(location=0) out vec4 out_Color; // the output color, replaced by gl_FragColor in some cases
void main(){
   vec2 fragPos = vec2(ceil(gl_FragCoord.x), ceil(gl_FragCoord.y));
   float lightFactor = 1.0-clamp(distance(playerPos, fragPos)/viewDistance, 0.0, 1.0);
   out_Color = texture(texUnit, pass_TexCoord)*color*vec4(vec3(lightFactor), 1.0);
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2014-07-31 18:29:50

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2014-07-31 18:26:06

List of Learning Resources
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2014-07-31 13:54:12

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2014-07-08 03:59:08

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2014-06-14 00:58:24

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