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1  Games Center / Contests / Re: Ludum Dare 30 (Theme Voting Open) on: 2014-08-21 07:47:39
@Longarmx

The game is amazing Cheesy
2  Discussions / Business and Project Management Discussions / Re: Game Programmer looking for Team on: 2014-08-21 06:20:20
Now I'm interesting in that game engine of yours Cheesy
3  Java Game APIs & Engines / OpenGL Development / Re: GLJPanel -> SwingNode -> JavaFX on: 2014-08-20 06:14:13
LWJGL can run in Java2D component parent (Swing maybe?). You need to do Display.setParent() and that way your OpenGL canvas will be in JPanel for example.
4  Discussions / General Discussions / Re: "No, You Can't Make Video Games" on: 2014-08-19 10:59:11
I love programming UI the most! Cheesy No idea why that is, probably because the results are the easiest to see. (Every line of code actually changes something)
5  Game Development / Newbie & Debugging Questions / Re: Libgdx, Box2D and a huge "block world" (destructible blocks!) on: 2014-08-19 08:42:40
Here is how you only update when player moves to another chunk

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// somewhere in the other scope, for example inside the player class
     int lastChunkX, lastChunkY;
     

// inside player.update
     int chunkX=player.x/chunkSize;
      int chunkY=player.y/chunkSize;
     
      if(chunkX != lastChunkX || chunkY != lastChunkY) {
         // player has moved to another chunk, update box2d
        removeBodies();
         addBodiesFor(chunkX, chunkY);
      }
     
      lastChunkX = chunkX;
      lastChunkY = lastChunkY;


If player destroys the block, you can probably just remove all the bodies from box2d and calculate again.
6  Game Development / Newbie & Debugging Questions / Re: Libgdx, Box2D and a huge "block world" (destructible blocks!) on: 2014-08-19 06:52:40
Don't tell me you are create fixtures every frame o-o Also, only add blocks around certain area of the player. When the player moves, remove blocks that are too far from the player, and add new ones.

Also, you might consider using something like this. (Don't know how this is called)

Basically you only add 6 fixtures / bodies(in this example) to Box2d instead of fixture / tile.
7  Java Game APIs & Engines / Tools Discussion / Re: Overlap2D: Level/UI Editor for games with libGDX support on: 2014-08-18 18:07:42
This is really awesome!

I will try it when I finish up my plane game physics engine! Would be really cool to try something new like this, as I have never really used any scene editor before.
8  Game Development / Newbie & Debugging Questions / Re: Updating collisions makes huge fps drops... ? on: 2014-08-18 13:57:01
How many ground pieces and characters do you have?
9  Game Development / Game Mechanics / Re: [LibGDX] Edges on 3D models on: 2014-08-18 12:51:50
If anything, you will only see a performance boost, since default shader is packed with stuff you don't use I imagine.
10  Game Development / Newbie & Debugging Questions / Re: [Box2D] Pivot of body's rotation on: 2014-08-17 21:11:30
Ow wow. This was a stupid question to ask Cheesy I didn't realize that body.getAngle() + body.getPosition() is completely enough to render sprite correctly. Silly me Cheesy

I guess I have another question now. When my objects pick up just a little bit of speed (falling just for a few seconds) they seem to start jiggling around. Is this normal? (Its like rendering not at floats, but casting position of object to int, but not that bad looking, on a much smaller scale)
11  Game Development / Newbie & Debugging Questions / [Box2D] Pivot of body's rotation on: 2014-08-17 18:18:27
In order to render my Box2D bodies correctly, I need to know the pivot that the body is rotated around. How can I retrieve such a thing?
12  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Simplistic 2d lighting in lwjgl on: 2014-08-16 18:12:44
The simplest way would be to just use shaders and apply lighting to every fragment you render. The correct way is to render lighting mask to a texture, and then blend the lighting texture to the scene, but that is a little bit more complex to do with LWJGL.
13  Game Development / Newbie & Debugging Questions / Re: Lost my CODE! on: 2014-08-14 07:05:56
Its impossible to not save the file in 2 weeks, unless he never ran the program 1 time in those 2 weeks. The code must be saved for it to be compiled. If he didn't save it 1 time, that means he didn't run it even once.

Try opening source code from My Computer (Ow wow I don't know how the things where you browse folders in Windows). I think something like this happened to me once on my shitty laptop which would turn off randomly sometimes. My file was empty, but in folder explorer the file was like it was before.
14  Game Development / Game Mechanics / Re: Plane physics on: 2014-08-13 17:28:53
Does anybody know good equations for the following things?

- Lift amount for an angle of attack specified
- Drag amount for an angle of attack specified

I need to basically get some kind of values that would describe how air craft behaves as angle of attack changes.
15  Games Center / WIP games, tools & toy projects / Re: Moon Lite on: 2014-08-13 13:13:45
Just make an ItemEntity class which is an entity and has a reference to an item.
16  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-08-13 13:12:50
@kev

The sky (Is it?) seems a lot like water to me Cheesy
17  Game Development / Game Mechanics / Re: Plane physics on: 2014-08-11 18:12:10
From what I understand when plane is falling nose down, its the same as plane is flying horizontally, but thrust is removed, gravity acts as plane's engine, and there is no gravity pulling the plane down (from planes perspective).

Will have to see if this gets me a nice feel in the game Cheesy
18  Game Development / Game Mechanics / Re: Plane physics on: 2014-08-11 17:52:04
Isn't gravity the engine of the aircraft in the second picture? From my logic, lift is a force that generates upward force, but no upward force in a sense of the ground and sky, but the upward force of where the planes roof is rotated.
19  Game Development / Game Mechanics / Re: Plane physics on: 2014-08-11 17:26:40
In this picture, Blue arrow is gravity, Green arrow is lift, Yellow arrow is the direction the aircraft is heading (thrust), Gray arrow is opposite force of thrust (drag).




In this picture, the engine has stalled, so there is no more thrust force from the engine. The plane is falling with its nose completely vertically. The Gray arrow is drag, and the Green arrow is now the lift. Does this mean that the lift from wings making the aircraft move on horizontal axis?
20  Game Development / Game Mechanics / Re: Plane physics on: 2014-08-11 15:40:37
Ok I will try to draw up a diagram with 4 forces, because either you are misunderstanding my question, or I'm completely green at physics (I would say the latter is more probable)
21  Game Development / Game Mechanics / Re: Plane physics on: 2014-08-11 14:04:50
Do you guyz mean that plane wings stop functioning when plane is diving nose down?
22  Game Development / Game Mechanics / Re: Plane physics on: 2014-08-11 13:03:38
Could you rephrase that? I didn't quite catch you. Maybe you mixed up arrow colours? Blue line is the direction that the aircraft is moving, and the green arrow is the direction of the lift.
23  Game Development / Game Mechanics / Re: Plane physics on: 2014-08-09 15:38:59
Well, I can't help you much more in that case but I guess it's about the same as in 3d. Just a bit simpler.

A lot simpler. Its same as 3D but without a lot of extra stuff.
24  Game Development / Game Mechanics / Re: Plane physics on: 2014-08-09 15:21:51
Its 2d.
25  Game Development / Game Mechanics / Plane physics on: 2014-08-09 13:12:32
I'm making a small game in which you will fly a plane. Currently I'm trying to make good physics, however I'm lacking knowledge about physics. Would be nice if someone could answer some of my questions.

For now I have one question.

Lets say that red rectangle is a wing, moving on horizontal axis (horizon) as shown by blue arrow, and is generating lift on vertical axis (green arrow). The result is that the plane is flying up.


In this example, the plane has stalled and is now falling to the ground. The wing is moving down on vertical axis, and is generating lift. Does this mean that the plane is now moving no horizontal (horizon) axis?


I'm kinda confused on this topic, because a lot of times in movies planes are falling down, and yet they are not moving on horizontal axis. (I mean its possible, but in movies planes fall directly downwards without any pilot interaction, I mean its movies maybe thats the reason Cheesy)
26  Discussions / Miscellaneous Topics / Re: [READ THE TITLE] Why did the one handed man cross the road? on: 2014-08-08 21:13:44
Life is like a game of chess - nobody wants to be black.
27  Game Development / Newbie & Debugging Questions / Re: Need advice/guidance on path finding - A* on: 2014-08-08 20:35:26
http://www.policyalmanac.org/games/aStarTutorial.htm
28  Discussions / Miscellaneous Topics / Re: Life is like a strategy game sort off on: 2014-08-07 04:48:35
Society will never (in the near future at least)  accept the model that everything is predetermined in the universe, because Joe didn't choose to kill his girlfriend, and John didn't choose to rob a bank.
29  Game Development / Newbie & Debugging Questions / Re: libgdx : running as an Android Project is not working on: 2014-08-06 19:54:17
Can you at least read the error yourself before commenting? It says that the crash was caused by libgdx failing to load sound called "level1.ogg"
30  Java Game APIs & Engines / Engines, Libraries and Tools / Re: [kryonet] Disconnecting? on: 2014-08-06 17:31:20
He is just asking for suggestion. Maybe someone has encountered similar problem and might give him their experience.
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