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1  Game Development / Networking & Multiplayer / Re: Making a client/server game with UDP? on: 2014-10-23 10:42:14
What kind of game is it?
2  Game Development / Performance Tuning / Re: Passing strings around on: 2014-10-22 19:12:33
Well I just thought that strings might have some magical properties like int or boolean or any other primitive. Ow well.
3  Game Development / Performance Tuning / Passing strings around on: 2014-10-22 19:07:41
I'm making kinda custom simple object language (Almost like XML, but it is mainly for writing UI, so I will not need any 'special' character handling and stuff).

I'm starting to write the parser, and I don't know if I should pass the input string around methods. Does passing string around methods copy it? So for example if I pass string A from method B to method C, does string A stay as it is, or does it get copied and become a new string?
4  Game Development / Newbie & Debugging Questions / Re: Collision detection on a scrolling world on: 2014-10-22 17:51:38
Instead of
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player.x += 50;
player.checkCollision();


do this:
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int step = 5;
for (int i = 0; i < 50 / step; i++)
{
     player.x += step;
     player.checkCollision();
}
5  Game Development / Game Mechanics / Re: Implementing a 2D city map with (mostly) free movement on: 2014-10-21 14:18:16
2.5D ?
6  Game Development / Newbie & Debugging Questions / Re: Do I need to use shaders for this loading bar? on: 2014-10-18 11:26:55
What would look shit?
7  Game Development / Newbie & Debugging Questions / Re: Do I need to use shaders for this loading bar? on: 2014-10-18 11:24:06
Have 3 images.

(| ====== |)

Render first and third one with normal size, and stretch the middle one.
8  Java Game APIs & Engines / Engines, Libraries and Tools / Re: [Box2D] Dynamic body floating over static bodies on: 2014-10-17 08:45:21
My guess is that he is not even using debug renderer, because I have just used Box2d (Libgdx version) and I don't think that static and moving bodies have the same colour. (I don't recall pink colour at all)
9  Game Development / Newbie & Debugging Questions / Re: [JOGL] Unable to Draw a Square on: 2014-10-16 18:16:10
You need to use projection matrix for that. Not sure how to set it up in JOGL, but in LWJGL there is a method

https://www.opengl.org/sdk/docs/man2/xhtml/glOrtho.xml

EDIT---
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glMatrixMode(GL_PROJECTION);
glOrtho(0, Screen.width, 0, Screen.height, -1, 1);
glMatrixMode(GL_MODELVIEW);
10  Game Development / Newbie & Debugging Questions / Re: [JOGL] Unable to Draw a Square on: 2014-10-16 17:55:40
Did you try to change the glClearColor? That should 'ensure' that you have setup JOGL rendering correctly.

Also, I would check if color.getRed() for examples returns float and not an int, because
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125 / 255  = 0 
and
125.f / 255 = 0.5f
11  Game Development / Newbie & Debugging Questions / Re: .properties alternative? on: 2014-10-16 15:08:54
JSON
12  Game Development / Newbie & Debugging Questions / Re: Clean code & Smooth development on: 2014-10-16 05:29:36
I think the OP was asking how to keep clean code structure, not the text.
13  Game Development / Newbie & Debugging Questions / Re: Using VBOs to draw many boxes? (LWJGL) on: 2014-10-16 05:27:13
Put data just like you did with one cube, but do it for all cubes with the same VBO.
14  Java Game APIs & Engines / Android / Re: Can't figure out Android... on: 2014-10-15 13:13:22
Emulator has nothing to do with building your project.
15  Java Game APIs & Engines / Android / Re: Can't figure out Android... on: 2014-10-15 11:41:13
You should try GenyMotion. Its really fast Android Emulator. (It is free for personal use)
16  Discussions / Miscellaneous Topics / Re: Poor performance with JFileChooser on: 2014-10-14 19:35:26
Try removing the dot from file path. I remember using JFileChooser, didn't have such a problem.
17  Discussions / Miscellaneous Topics / Re: Poor performance with JFileChooser on: 2014-10-14 19:26:41
Guyz, chill o-o

I'm just throwing random ideas which might hit the jackpot o-o

Isn't that how debugging works?
18  Discussions / Miscellaneous Topics / Re: Poor performance with JFileChooser on: 2014-10-14 19:17:39
Maybe java has no idea which folder it is in ATM and searches all the directories available on your computer to find it?
19  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Dwarf 2D - Java 2D Game Libary on: 2014-10-14 12:57:59
The question is where does this library excel over Libgdx.
20  Game Development / Networking & Multiplayer / Re: Using UDP and TCP? on: 2014-10-14 05:02:44
I don't think that's how you use UDP. It should be more like 'I have these objects which are doing this'. The message could be like

An entity which is running from tile [0, 0] to tile[0, 10]

EDIT----
I wonder how often do UDP packets get lost. If a player, for example, issues a move command, I doubt there are many times that the packet will not be received by the server through UDP.
21  Game Development / Newbie & Debugging Questions / [Libgdx] [OpenGL] Copying texture from Framebuffer on: 2014-10-13 17:45:52
I'm rendering some text to framebuffer. After rendering the text, I would like to somehow seperate frame buffer from that texture. I guess copy or detach the texture from framebuffer somehow.

Any thoughts on how to achieve this?

EDIT-------
Ok upon further inspection it seems that disposing of frame buffer also disposes of the texture, so detaching it is no longer an option.

EDIT----------
I copy/paste frame buffer source and just edited the dispose method so that it doesn't dispose of the texture. What a nice hack..
22  Game Development / Networking & Multiplayer / Re: Using UDP and TCP? on: 2014-10-13 12:15:12
I tried that but there was lag problems... Also, when there is a lot of moving objects, a lot of data is being sent of TCP which seemed to be buffering up the stream...(I believe that is the right term...)

I don't understand. I thought you needed TCP for important stuff like important data, which is almost never sent. If you are streaming something every update cycle, then you should be using UDP for that.
23  Game Development / Networking & Multiplayer / Re: Using UDP and TCP? on: 2014-10-13 10:29:45
I kinda misunderstood your problem. I thought you were asking how to check if data is intact after being sent. From my perspective, you should just use TCP for 100% delivery.
24  Games Center / Showcase / Re: Earth's defender on: 2014-10-13 10:17:50
Could you make a video? I like when games have short gameplay videos Smiley
25  Game Development / Networking & Multiplayer / Re: Using UDP and TCP? on: 2014-10-12 12:26:47
Checksums.
26  Games Center / Featured Games / Re: [Slick2d] Retro-Pixel Castles > GREENLIT + FUNDED!!!! WOooOOOoooOooOoo! < on: 2014-10-12 10:55:19
Now the question is will this be the next Minecraft.
27  Discussions / Miscellaneous Topics / Re: Something like libgdx for business logic on: 2014-10-10 06:38:14
What do you mean Libgdx for business?
28  Game Development / Newbie & Debugging Questions / Re: [Android][Facebook] I can't get anywhere with this on: 2014-10-09 16:05:53
Facebook API will return you a picture URL. You have to do the downloading part manually through that URL. Same goes for G+ friends. It will just tell you the picture URL.

EDIT-----

You need to make a graph path request, with the path of '/me/friends', and add this to the request.
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Request request = Request.newGraphPathRequest
request.getParameters().putString("fields", "picture.type(normal)");


Then in the response you can do this:
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final JSONArray friendsJson = response.getGraphObject().getInnerJSONObject().getJSONArray("data");
29  Game Development / Newbie & Debugging Questions / Re: I'm desperate on: 2014-10-09 05:41:25
This is what got me into programming.

https://www.youtube.com/watch?v=GFYT7Lqt1h8
30  Game Development / Newbie & Debugging Questions / Re: Are there any issues with importing static variables & arrays ? on: 2014-10-07 12:51:34
Are you talking about phone app or computer application? I don't think static variables can cause problems after exiting in computer applications.

EDIT------

This happens, because you don't dereference static images. When you exit your android app, the opengl context might delete your textures, but you will still keep pointers to them in static field. This happens, because android doesn't free up your apps memory, unlessit needs to. Or something like that.
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Understanding relations between setOrigin, setScale and setPosition in libGdx
by mbabuskov
2014-10-09 22:35:00

Definite guide to supporting multiple device resolutions on Android (2014)
by mbabuskov
2014-10-02 22:36:02

List of Learning Resources
by Longor1996
2014-08-16 10:40:00

List of Learning Resources
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Resources for WIP games
by CogWheelz
2014-08-01 16:20:17

Resources for WIP games
by CogWheelz
2014-08-01 16:19:50

List of Learning Resources
by SilverTiger
2014-07-31 16:29:50

List of Learning Resources
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2014-07-31 16:26:06
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