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1  Discussions / General Discussions / Re: Best lwjgl game graphically? on: 2014-03-21 00:31:51
I met one of the Robotality brothers at Eurogamer last year - a cute beardy gnome, sort of like Chaz Smiley Really nice guy.

Cas Smiley

I'll print out your message, and frame it. I'll then hand it to Stefan next time we have a pint in London. He'll love this description :p
2  Discussions / General Discussions / Re: JDK 8 is released on: 2014-03-21 00:24:39
'm awaiting with interest when the same sorts of things inevitably turn up in JavaScript.

Cas Smiley

i have a feeling that day isn't so far away. It will be glorious.
3  Discussions / General Discussions / Re: Best lwjgl game graphically? on: 2014-03-19 14:27:03
My vote goes to Halfway as well (libgdx and LWJGL unite :p)
4  Game Development / Shared Code / Re: Green Threads on: 2014-03-03 00:22:33
I could mavenize this and add it to our Jenkins instance. Same for the mapped buffer stuff. If only those things worked with Android/RoboVm, Stupid Android,
5  Java Game APIs & Engines / OpenGL Development / Re: Double VBO no performance increase or decrease? on: 2014-01-18 14:30:58
Seems to be useless on the desktop these days, but can work miricals on mobile GPUs
6  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Libgdx overcoming color limitations? on: 2014-01-18 14:23:48
There seems to be more going on. I remember writting a simple JNI method to replace intToFloat, but the JNI bridge seemed to have inserted some magic that checks for NaN and modifies the value.

Also, this behaviour is not limited to Oracle's VM. Dalvik exhibits the same behaviour, and that uses a modified Harmony class library. Can anyone try with Excelsior?

Who's gonna flip the bat sign switch?
7  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Libgdx overcoming color limitations? on: 2014-01-18 00:19:29
Good, i thought i needed my crazy pills again... http://ideone.com/2mP7Tb
8  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Libgdx overcoming color limitations? on: 2014-01-17 23:36:37
We pack the 32-bit int into a float. Not the other way around. Reason: vertices are stored in a float array, then copied to a direct buffer. Why not go with the direct buffer only? Cause Android is a turd, the direct buffer implementation is broken, and crossing the native/VM bridge for every int/float/byte costs to much compared to composing the data in primitive arrays then copying it to a direct buffer, then uploading it to the GPU. It's sad really.

edit: actually, those methods going from int to float do modify the value, they aren't NOPs.
edit2: what you said makes total sense, so i wrote a tiny little test http://ideone.com/UEy4vA it's been a very long time since we worked on this, and i can't remember why we had to mask things.
9  Java Game APIs & Engines / Engines, Libraries and Tools / Re: LWJGL 3 - Wiki and a progress update on: 2013-11-21 20:34:40
Awesome stuff, we'll definitely switch to 3 as soon as you consider it stable. Little worried about the problems we had with GLFW on Mac OS X. Nate send some patches, and i think the main author also did some fixes. Hoping for the best.

Thanks for all the hard work!
10  Java Game APIs & Engines / Engines, Libraries and Tools / libgdx 0.9.9 released on: 2013-11-03 15:48:46
Highlights are the new 3D api, the RoboVM backend and Maven/Gradle support. For a full list of changes see http://libgdx.badlogicgames.com/gallery.html

I'd really like to thank all the folks making up our dev team and community, many of which frequent JGO. Thanks for making this project a joy to work on Smiley
11  Java Game APIs & Engines / OpenGL Development / Re: Is it possible to support skeletal animations without shaders? on: 2013-10-19 21:38:33
The matrix palette extension allows you to upload multiple matrices and the have the gpu transform your vertices with them. all in fixed function.

ahain, not worth the trouble. transform on the cpu, then upload just like you do with morphs. eventually switch to the programmable pipeline Smiley
12  Java Game APIs & Engines / OpenGL Development / Re: Is it possible to support skeletal animations without shaders? on: 2013-10-18 20:40:43
Sure it's possible. The process is quite the same. Calculate all bone matrices on the Cpu, then instead of applying them via a vertex shader on the Gpu, apply them to the vertices on the Cpu, the upload the transformed vertices via a vertex array or streaming vbo. Note that on some GL ES chips there's a matrix palette extensiom available for fixed function, probably available on some desktopm gpus as well. Bit limited.

Downsides to Cpu side skinning: transforms are usually slower, and you need to reupload transformed vertices for each model instance every frame.
13  Discussions / General Discussions / Re: Java-Gaming at Minecon on: 2013-10-15 20:08:17
Just chiming in here. Libgdx is definitelynot for absolute beginners. Java2D is fine, a better option may be Slick2D (though that's pretty much dead) or flixel-gdx, which is the Flash Flixel API on top of libgdx, super easy, possibly even more so than slick.

i think the hardest part will be recommending a development environment. Eclipse/IntelliJ/Netbeans are really daunting for beginners. I believe it's a good idea to research the easiest way for newbies to jumpstart themselves in terms of setting up and working with the dev environment. a simple beginner friendly guide would be nice.

best of luck with your efforts. awesome that you guys want to bring more folks into the game dev circle!
14  Java Game APIs & Engines / Engines, Libraries and Tools / Re: LibGDX ModelBuilder on: 2013-10-03 20:58:19
Nobody interleaves geometry for you  neither LWJGL nor JME, but ModelBuilder and Mesh can help you do that. See the source davedes posted on how it's done with the new 3D API... For what it's worth, when used with knowledge, it easily beats JME especially on mobile. Doesn't have a scene graph API though, but that's useless for voxels anyways.
15  Java Game APIs & Engines / Engines, Libraries and Tools / Re: LWJGL3 moves to GLFW? on: 2013-09-22 15:10:27
I for one welcome the change.But as Nate stated, GLFW has it's issues too, so testing will be needed. Also not sold on the code generator yet. Maybe the GL header parserwehave in JGLFW can help with the extensions?
16  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Deprecating libgdx Xamarin.iOS backend, welcome RoboVM (PSA) on: 2013-09-07 10:51:56
I don't think the Xamarin guys will care Smiley
17  Java Game APIs & Engines / Engines, Libraries and Tools / Deprecating libgdx Xamarin.iOS backend, welcome RoboVM (PSA) on: 2013-09-07 02:25:45
We are deprecating the Xamarin.iOS based libgdx backend in favor of the RoboVM backend. Biggest reason being the constant struggles fixing issues that arise from Xamarin updates. You can find out more details, including a deprecation plan, pros and cons here.

I'd appreciate any feedback on the deprecation plan. It would also be lovely if you could spread the word about this.
18  Java Game APIs & Engines / Engines, Libraries and Tools / Re: is okay dev path: first write -desktop with lwjgl, then convert to android? on: 2013-08-07 10:00:46
AudioDevice allows stereo playback. The latency is as good as it gets on Android (read horrible). The only other API on Android you can use is OpenSL, which has the exact same latency as AudioDevice.

Regarding GL: if you stick to OpenGL ES functionality on the desktop you'll be fine. But it's extremely easy to mes up.

There's a reason why gdx exists Smiley
19  Discussions / Miscellaneous Topics / Re: Ouya: So ... what happened? on: 2013-07-29 00:02:12
I see it like Kev, hard to tell how it will turn out down the road. My biggest concern is that the team is either overwhelmed or doesn't know what it's doing. E.g. most of the software they released (end user UI, ODK) was pretty horrible, with a lot of newbie errors. It seems they neither got proper Android nor Unity guys on their team. The Unity SDK has been a special trainwreck from day one, and still isn't really good (sending input events as json string, then wondering why Mono's GC would go mad, and why there's input lag...). Then there's the whole "oh crap we forgot the pause button" fiasco. Everything smells amateur, and that's not a good sign. Finally, the way they treated backers in terms of info, especially in the last few months before the retail release was really bad.

My bet is on something by Google, see Chromecast.

20  Discussions / General Discussions / Re: Netbeans 7.4 still bugs with Libgdx ( video ) on: 2013-07-27 23:02:04
I thought you packaged the native libraries in a JAR, I saw something called gdx-natives???.jar Then, maybe Netbeans moves these JARs somewhere, it would explain why the OpenAL libraries can't be located.

Anyway, this bug doesn't concern all backends for desktop environment as JogAmp automatically extracts and loads the correct native libraries without relying on the library path except as a fallback solution when the smartest mechanism fails or is disabled.

please stop spreading misinformation, we do exactly what you say jogamp does as well.
21  Discussions / General Discussions / Re: Netbeans 7.4 still bugs with Libgdx ( video ) on: 2013-07-24 21:07:36
Wrong, libgdx manages the silly native lib path for you automatically. Including the LWJGL binaries.
22  Discussions / General Discussions / Re: LibGDX or JMonkeyEngine 3.0? on: 2013-07-20 13:11:15
Our 3D support has been ramped up quite a bit. Not saying we are close in functionality to JME (we don't have a scenegraph, though models can be hieararchical), but it should be trivial to implement anything on top of the API.

Also, we have an FBX converter, something JME is lacking completely, which makes importing assets a ton easier, including skinned models.
23  Java Game APIs & Engines / Engines, Libraries and Tools / Re: 2d physics libraries on: 2013-07-20 13:08:53
Our Box2D impl uses JNI/C++, and has pretty much zero GC. Needed on Android, where JBox2D is just not an option. We use JBox2D for GWT, due to the lack of JNI there.

We also have a JNI/C++ Bullet physics wrapper, based on SWIG.
24  Java Game APIs & Engines / Engines, Libraries and Tools / Re: libGDX utils package - general quality and impressions on: 2013-07-15 21:15:32
Let us implement everything from scratch for you Smiley
25  Games Center / Featured Games / Re: Heroes of Loot on: 2013-06-25 19:58:01
Your Ouya port uses libgdx? Crazy!

Fun game, looking forward to the final version.
26  Game Development / Newbie & Debugging Questions / Re: Auto-Generated Libgdx Code And One Other Thing on: 2013-06-16 17:11:57
I wrote that stuff, i'm pretty sure i know what it generates. You must have introduced an error somewhere along the steps.
27  Game Development / Newbie & Debugging Questions / Re: Auto-Generated Libgdx Code And One Other Thing on: 2013-06-16 12:37:58
Erm, the setup ui doesnot generate this file at all.
28  Game Development / Newbie & Debugging Questions / Re: Exporting project into a runnable jar file (libgdx) on: 2013-06-09 17:54:12
Make the folder a source folder in Eclipse.
29  Discussions / General Discussions / Re: KudoGDX: 2D LibGDX wrapper on: 2013-06-09 00:26:19
The wiki is not accessible, even when logged in. Review the permissions.

A bit of feedback
  • Don't put the jar in the Git repo. Your repo will grow and grow. Host it somewhere else
  • You copy libgdx classes directly into your source tree. Make sure to comply with the copyright.
  • You should choose a license and apply it to your code. Apache 2 is pretty good, New BSD is more permissive
  • Clean up the source files, e.g. remove template comments generated by Netbeans
  • Add Javadocs, at least for stable classes
  • GameContainer should be an abstract class, update/draw should be abstract methods. Think about how the app can react to a quit event
  • remove system.outs
  • glClear in game container shouldn't be in there. the user should do that.
  • make constants final, i.e. Colors. careful though, one can still modify those globals
  • Use standard Java naming conventions for classes, methods, args and constants
  • Graphics is very suboptimal. Drawstring doesn't check if the batch is active. you begin/end for each geometric shape, very costly. There's a reason we don't expose a class like Graphics: you can't anticipate what the user wants to draw in what order, and hence can't batch. Let the user decide. (well, you kinda can, but it's a huge can of worms, especially if you allow to mix gl calls in)
  • your ui classes use polling, you will miss events. especially nasty for keypresses and mouse clicks
  • your ui classes will get more and more complex, and eventually you'll end up with something like twl or scene2d just not as battle tested
  • your ui classes are full of hardcoded numbers. they use skin, but don't let the user skin the ui.
  • use interfaces where possible, e.g. listener, keylistener etc. refresh your knowledge on classes, abstract classes and interfaces, and when to use them
  • FilePrinter is bad. Don't reopen the file on every print, keep the streams around and flush

i'm not sure yet what the benefit of kudosgdx is for users, but i'd say continue the journey and improve your skills.
30  Java Game APIs & Engines / Engines, Libraries and Tools / libgdx RoboVM backend on: 2013-05-31 14:34:19
Niklas Therning of RoboVM fame provided us with a libgdx backend a while ago. Yesterday i started integrating it with our master repository, and everything went a lot smoother than expected.

What's RoboVM? An ahead-of-time compiler for JVM bytecode, targeting x86 and arm, with a focus on iOS. It supports all you can think of (JNI, full class library based on Android's latest class library, class path resources, annotations, you name it) and matures really quickly. The only thing missing is debugging support.

Given it's AOT nature, apps compiled with RoboVM can be deployed to the iOS App Store. Best of all, RoboVM is completely free of charge (apart from needing a Mac and an Apple dev license) and OSS.

We'll push this backend hard in the next few weeks/month, and will make it our default backend for iOS as soon as it's stable.

RoboVM may also be interesting to other folks, such as the JME or Ardor3D, maybe even LWJGL. Give it a try, it's pretty simple to use.
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List of Learning Resources
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2014-04-18 03:17:39

List of Learning Resources
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2014-04-08 03:14:44

Good Examples
by matheus23
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