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1  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.
2  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.
3  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.
4  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
5  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.
6  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.
7  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.
8  Game Development / Game Mechanics / Re: Questions about GLSL and shadows on: 2014-07-02 02:39:12
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#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);
}
9  Game Development / Game Mechanics / Re: Questions about GLSL and shadows on: 2014-07-02 02:29:50
Which variables don't make sense to you?
10  Game Development / Newbie & Debugging Questions / Re: Null Pointer from LibGDX Setup on: 2014-07-02 02:23:28
Well, what is it saying is null?
11  Discussions / General Discussions / Re: Untrusted - A Javascript Codable Game on: 2014-07-02 02:18:32
I'd like to think my solution to #13 was pretty genius.

I remote controlled the robot based on the player's position.

https://gist.github.com/anonymous/11506626

Hey I think I actually did the same thing, neat.

Reviving this thread simply because more people should check this out. It's a great game, good for new JS programmers or anybody who understands the basic concept of programming.
12  Game Development / Game Mechanics / Re: Questions about GLSL and shadows on: 2014-07-02 02:15:55
Well that's the point isn't it? If you have to at least code some of it yourself, you'll learn loads more.
Give it a shot.
13  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-07-02 02:10:51
Yes, I can provide a download for it.
Or even better: How about a github repository?

The code is still a bit messy and not completely commented, since I wrote the entire thing in about 5 hours, but it works and is usable. I included a basic usage example in the ReadMe, even though I tried to make the usage as easy as possible. You can also just go and look at the Test-code.

Here is the link:
DatPaperLayout @ Longor1996 @ Github

Awesome, thanks so much. Funny enough, I'm actually just starting to learn JUnit as well, for my aforementioned project. Fun stuff.
14  Discussions / Miscellaneous Topics / Re: Integrated Graphics on: 2014-07-01 01:24:27
This file is named xorg.conf as far as I know.

Ah yes, that's it. Thanks!
15  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-07-01 01:22:17
*snip*

Wow, that's really cool, I may just use this in the future! Could you post a download?

Well as for what I did today, I'm starting to learn more advanced concepts in C#. Since it's so similar to Java it's a nice and easy learn. It also supports a bunch of awesome things that Java doesn't (optional params, class extensions, and operator overloading are my favorites). I'm using it to program something with the Selenium library to test the website of the company I work for. Loving it!!
The only downside is the OS limitation.
16  Game Development / Newbie & Debugging Questions / Re: Box2d and 2d tiled games on: 2014-06-29 23:44:39
Well it really all depends on what you want to do. I'm not really one to ask about top down games, but I've used the library for similar purposes before.

Look at these two links:
https://reversiblean-reversiblean.rhcloud.com/top-down-physics-with-nape-box2d/
http://www.iforce2d.net/b2dtut/top-down-car

They're not in Java but you should be able to understand it  Pointing
17  Games Center / Featured Games / Re: Droid Assault now on Steam! on: 2014-06-29 23:41:09
Oh I might have to use this... I feel bad though.  Emo
18  Game Development / Newbie & Debugging Questions / Re: Phong Shading giving a black line on: 2014-06-29 23:32:22
This is a segment of the per vertex normal generation code I use.

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        for(int i = 0; i < indices.size(); i += 3) {
            int i0 = indices.get(i);
            int i1 = indices.get(i + 1);
            int i2 = indices.get(i + 2);

            Vector3f v1 = positions.get(i1).sub(positions.get(i0));
            Vector3f v2 = positions.get(i2).sub(positions.get(i0));

            Vector3f normal = v1.cross(v2).normalized();
        }


Where the positions List are the positions of the vertices.
19  Game Development / Newbie & Debugging Questions / Re: Box2d and 2d tiled games on: 2014-06-29 23:28:21
We need specific details. Is it a platformer, look down, or whatever else?
20  Discussions / Miscellaneous Topics / Re: Integrated Graphics on: 2014-06-29 06:17:25
Windows is a simple OS. If you have used any release of Windows previously, it's pretty much exactly the same. If you don't know how to find something look it up on Google. For something that Windows XP-7 users will like, right click on the bottom left icon.
Meh.
21  Discussions / Miscellaneous Topics / Re: Integrated Graphics on: 2014-06-29 01:14:06
Or if you're on nix, you can define which card to use in some X startup file. I forget the name, it's been a while since I've messed with it.
22  Discussions / Miscellaneous Topics / Re: Integrated Graphics on: 2014-06-29 01:02:49
The PC is connected to both, and it should come with software to choose which applications should use which card. I think it defaults to the integrated. I have an intel integrated as well as a radeon card, and when I first got my laptop I could use Catalyst Control Center to choose.
23  Games Center / Showcase / Re: Dyad on: 2014-06-27 04:03:08
Meh goosta.
24  Discussions / General Discussions / Re: Best programming language for planning on: 2014-06-26 01:46:47
I can't really tell what exactly you need, but honestly Lua is about as simple as it gets. You can embed it in Java as well.
25  Games Center / WIP games, tools & toy projects / Re: Xcylin: A sci-fi open world voxel game. on: 2014-06-26 01:14:52
Wow I thought this project burning out!
26  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-06-25 01:12:49

That is absolutely beautiful, however how does it perform?
27  Games Center / WIP games, tools & toy projects / Re: 3D Randomly Generated World on: 2014-06-24 00:40:30
Mesa 10 is out for quite some time now on linux, if you care enough to update your Mesa driver you should be able to try this out.

About your game/app: I didn't give this a whirl yet but it does seem really nice, I will definitely try this out when I have the chance. Smiley

I wouldn't look into Mesa drivers... At least for me, they've not had good performance.
28  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-06-24 00:38:42
I managed to do fast and stable volumetric fog shadows using temporal reprojection, screenspace time varying jitter and 2x2 derivate blur. Result was really amazing even with really low sample counts.(4 is still usable)

Oooh goody shadows. Yum.
Yes, please post a picture. Smiley
29  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-06-22 19:11:51
So actually I did this yesterday, but forgot to post it.
I remade the turret opera "Cara Mia, Addio" from Portal 2 in FL Studio. Kind of a quick throw together, but I guess it's alright.

<a href="http://www.youtube.com/v/mhqDC5HzhsQ?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/mhqDC5HzhsQ?version=3&amp;hl=en_US&amp;start=</a>
30  Games Center / WIP games, tools & toy projects / Re: [Slick2d] Retro-Pixel Castles >>MAP EDITOR TECH DEMO RELEASED!!<< on: 2014-06-22 19:02:03
Sweet, you've released something!!!
Downloading now. Let the testing commence  Cheesy

Edit:
Alright, its pretty awesome. Everything is very smooth and easy to understand.
You should release something that lets us play around with the AI stuff you were originally talking about!
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