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1  Game Development / Newbie & Debugging Questions / [LibGDX] [3D] Getting a Collision Shape from a 3D model with Bullet Physics on: 2015-12-20 03:01:10
Hey guys,

I made a post asking if the fbx-conv of LibGDX messed up the size of the G3DB file format when converted from a FBX, because it was different with OBJ. (

The problem with that, for me, is the Collision Shape that you get from Bullet Physics: With OBJ converted to G3DB, the collision shape works fine, but with FBX converted to G3DB it looks the same but other objects are not colliding with it.
Right now I'm only using btCollisionShape shape = Bullet.obtainStaticNodeShape(model.nodes);.

Anyone has experience with Bullet Physics and Collision Shapes?
My file might have a problem though, it could be, so I'm attaching them.
My files:

Kind Regards,


2  Game Development / Newbie & Debugging Questions / Re: [LibGDX][Blender] fbx-conv messing up with model scale when converting from FBX? on: 2015-12-20 02:41:09
i dont know the blender exporter but with 3dsmax you can set a scale when exporting.

anyway, it's always pretty relative. did you try normalising the prefabs in your own code after the import ?

I did and no luck.

I had similar problems, being rooted in the blender-fbx-export settings. I'll send you my config when i'm home again.

Update! here it is

Your export looks much different than mine :S I don't have those "Main-Geometries-Armatures...." options for example.
Anyway I will try with the "Empty" option and let you know though.

As far as I could figure, it is expected for the size to change from the conversion of fbx to g3db, comparing to obj to g3db.
I will make a new post with my file attached so if someone can help me figure about the collision shape.

Thanks! Appreciated a lot Smiley
3  Game Development / Newbie & Debugging Questions / [LibGDX][Blender] fbx-conv messing up with model scale when converting from FBX? on: 2015-12-14 19:52:25
Hey guys,

Is the fbx-conv messing up with the size of the models when converting through FBX? Because it does seem so, it makes them bigger. Doing it from OBJ seems to work normally.

This is specially important when dealing with custom bounds (triangle mesh shape for example) and animations (as far as I know, exporting a model with animations to wavefront [obj] makes it export as much files as keyframes there are.
When dealing with bounds, it seems that I have to scale all the bounds in order to make them on the same size of the model once converted to G3DB from FBX.

Am I doing something wrong on Blender? I been modeling and exporting normally, no weird transform or stuff. Exporting only the mesh, and the armature when having animation.


4  Game Development / Newbie & Debugging Questions / Re: [LibGDX] Gun 3D model to be in front of the player on: 2015-11-26 15:50:07
i transform my model like below, note that I'm using z-up coordinate system!

instance.nodes.first().translation.set(cpm.get(e).getInterpolatedValue());//set position
instance.nodes.first().rotation.set(new Vector3(0f, 0f, 1f), crm.get(e).getInterpolatedValue());//set rotation by providing up-vector and rotation around it
instance.calculateTransforms();//apply the transforms to the instance

You can use different parameters to set rotation, just read the java-docs.

Hey, I'm trying to get what is "cpm.get(e)", I just can't find this method "getInterpolatedValue()".

Can you please explain further?

Plus I have the camera rotation (it seems) as a "direction" Vector3, while the rotation on the ModelInstance asks me for a Quaternion
5  Game Development / Newbie & Debugging Questions / [LibGDX] Gun 3D model to be in front of the player on: 2015-11-21 21:45:02
Hey guys,

I been having this problem that I want to give a 3d model the same position and rotation as the player, kinda like having the origin of the gun on the player's position and "look" to where the player is looking.
So for this I have the player translation and the camera direction.

gun.instance.transform.set(playertranslation.x, playertranslation.y, playertranslation.z, camera.direction.x, camera.direction.y, camera.direction.z, 0);

Note that "instance" is the ModelInstance and "playertranslation" is just a Vector3 with the player's position.

Anyone of you guys figured this out? There seems to be something with Quaternions and Matrix transformations, but it's much harder than I though and can't seem to find a way of doing it, specially since I don't understand them that much.

6  Discussions / General Discussions / Re: Is there anyone using LibGDX for 3D Games right now? on: 2015-10-09 19:54:39
Er... did you look on the LibGDX homepage? Tongue First thing you see is a video of a 3D game made with the 3D API for LibGDX!

You know, sometimes one gets distracted or dont think about some obvious solutions haha I completely forgot about libgdx homepage.

7  Discussions / General Discussions / Is there anyone using LibGDX for 3D Games right now? on: 2015-10-09 14:43:34
Hello guys,

Im writing a book about 3D games with LibGDX and Im looking for a reviewer.
I have looked into the projects (wip and showcase) and havent found one 3D game with LibGDX, but I know I seen them some time ago.

Please, send a message if you are using or know about 3D game development with LibGDX  Pointing

8  Games Center / WIP games, tools & toy projects / Re: Space Grunts - turn-based/action roguelike on: 2015-07-13 23:02:59
9  Discussions / Jobs and Resumes / [Producer for Hire] Volunteer Project Manager / Producer / Assistance Producer on: 2015-07-13 23:00:40
I been taking the role of a Project Manager / Producer in my lasts jobs because of my organization skill and my special orientation to help the team finish the project effectively. I started as a Programmer/Developer, then jumped as a Game Designer, and then PM/Producer.

My tasks included game design iterations planning, development stages planning (or sprints), review documents, documentation of changes, meeting scheduling and itinerary, tasks management and distribution, team evaluation, game iterations evaluations and it's documents, team communication assistance, development methodologies introduction to team, week review and improvements, etc. All this tasks on a regular mobile developer position and as game dev and designer.

I got now a radio app, 3 games, and an almost finished game, all managed/developed/designed at some extent (last 2 games where completly managed by me).

Im in the middle of a Project Manager Professional course now and want to keep my practice up, so I'm volunteering as Producer / Project Manager to help small or big or one-man-army teams organise task, organise changes, setup milestones, etc. , getting all the paperwork and planning a video game development project can need, and eventually ship the game in time with the pretended quality and with the pretended cost.

My LinkedIn:

My Resume:

Thank you for taking the time to read this and I hope my skill can boost a project to get it on the next level, any project is welcome (no matter big or small) because my passion is more about delivering Smiley
10  Games Center / WIP games, tools & toy projects / Re: Flying Cavemen - Inifinite Scroller [LibGDX] on: 2015-05-20 16:20:28
The improvements are good. Smiley

A few more bugs I came across:

One time some item got stuck on the left side of the screen, I'm not sure what it was. It went away when the next round started.

When I got caught by a fly trap, the bouncy thing also triggered which let me keep playing while the end round interface was up.

Mute button wasn't working.

I was playing and left the game open, came back a few hours later. The game was using 700MB memory rather than ~200MB, and crashed upon refocusing the window. Desktop version.

I'm not sure on this one, I might have just been seeing things. I think when I landed once, I automatically gained +100 distance. I haven't been able to replicate it.

The magnet unlock doesn't seem to do anything for me. I've gotten very close to some items, but they didn't get grabbed.

Im pretty sure the Coins where the onces consuming extra memory, but it should be fixed now.

That item was a hided UI that shows up when you grab a powerup or coins. It bugged out with the coin spawning bug, but now should be fixed too.

Magnet has been hard to make...

Thanks a lot for the feedback!!  Grin
11  Games Center / WIP games, tools & toy projects / Re: Flying Cavemen - Inifinite Scroller [LibGDX] on: 2015-05-20 16:02:07
Update 2:
Coin spawning bug fixed
Camera zoom closer and less further
12  Games Center / WIP games, tools & toy projects / Re: Flying Cavemen - Inifinite Scroller [LibGDX] on: 2015-05-20 02:16:37
Update 1:
More coins!
Cheaper items!
13  Games Center / WIP games, tools & toy projects / Re: Flying Cavemen - Inifinite Scroller [LibGDX][Web] on: 2015-05-20 00:37:12
I pLayed the desktop version and I found this game quite addictive.  The performance is ok on my pc (i7860 + gtx860).  I like the visual transition as you fly higher into the upper atmosphere. The GUI is quite fluid as well. I would suggest adding different type of enemy for the upper atmosphere part, a flying alien/UFO would be neat Cheesy

Thank you so much for the feedback!  Grin

Indeed the Ufo is a must have

I tried out the desktop version, game ran fine, on a laptop that is getting old. Memory was climbing slowly for quite some time though. It could be memory leaks, or the JVM just waiting a long time before deciding to collect it, as memory did drop back to initial levels eventually.

I like this genre of games, I find them quite addicting. I liked the graphical presentation and variety of the game.

Some things I'd think about improving on:

While the graphics are nice, it's doesn't necessarily have the best readability. The white text on the stones is a bit awkward for me to read, and the grey on grey buttons make me think the buttons are disabled.

I feel that the progression was too slow, I spent most the game probably getting ~1 coin on average per round. It took forever to get any unlocks. Perhaps distance can reward you with some amount of coins.

The game broke when I launched near vertical and used all my stamina and flaps as I left. I've now been going completely vertical for ~5 minutes, and the height measurement just keeps climbing and resetting. Either something has broken and caused this to happen, or your forces scale excessively.

Wings/Steroids started making it harder for me to collect coins as the caveman would move more vertically while the primary game axis, and layout of coins, is horizontal.

I would like to see a more fitting theme of shop items rather than steroids/(clench butt).

Density of content could be a touch higher as to be more engaging.

It would be good to not have items like coins suddenly appear in front of you, rather than already being there as you approach them.

Keep up the work though. Smiley

-Indeed the prices on shop are way too high. Ill see if we should lower prices or add more coins.
-We wanted to add a few more "skills" other than just flapping. We seen this coming but didnt really know what to do with it.
-Fitting shop items, i missed this! All aspects of the game should point to the same theme. Thanks!
-What you mean density of content?

Thanks a loooot for the feedback  Grin

Hehe, it is fun. I like games with a sense of humor. It is addicting, good job. I think you should make the caveman bigger so we can see its face.

I felt it real hard to pick the coins and powerups... by the time they show up they're gone and I can hardly do much to pick them up, except when I happened to fly into one. However I really suck at this kind of games so I could be just that Cheesy

-Humor was a big part of the idea at first, then as the project kept maturing and we had set a release date, it started to come harder to follow.
-Idea was for you to check the caveman face on the UI (in bottom left), but artist has not done that part yet, so i hope for the best.
-Indeed its hard to pick up stuff, i havent noticied it after i took a few days without playing and then a friend pointing it. First idea was to have a few more skills other than just flapping, but then didnt know how to implement them, after a few tries nothing really worked, they felt out of place.

Thanks a ton!  Grin

This is by no means a bad game, but the performance is pretty terrible.

It is fun though, attention to detail is striking as well.

Thank youuu!   Grin

It works fine on some PCs. Desktop build works ok on every pc i tried, but Web works on 50/50.... ill see what i can do, theres not a lot you can do with libgdx web build as far as i know.
14  Games Center / WIP games, tools & toy projects / Re: Flying Cavemen - Inifinite Scroller [LibGDX][Web] on: 2015-05-17 20:59:49
It starts running normally (it seems) and then after the first try or something it seems like it slows down the same like the web version. Maybe you have leaking memory?

does it happen on desktop build aswell?
15  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Libgdx XpeEditor - A game engine/editor project on: 2015-05-17 20:40:52
Wanna see more  Grin

Whens the beta?
16  Games Center / Featured Games / Re: Exiled Kingdoms - RPG for Android mobiles. on: 2015-05-16 14:04:29
K, i played it an amount of 2 hours pretty much so far...
and let me tell you... I LOVE IT!

Game is entretening, i play it and want to get further and see whats next. Of course, im an oldschool Diablo 2 (havent played 1 and 3) and Torchlight 2 player, but doesnt take the fact that is entreteining and its one of the most complete games i have played on mobiles so far.

Gameplay: 8/10
I think it take a bit of time (like 10 or 15 minutes) to get your first item, pretty much, and that can drive away some more casual players.
I remember playing Torchlight 2 demo the first time and after killing a couple of mobs, a cool and rare item dropped, and that was like "OHH SHIII" and played it even more haha.

Health is something that can be balanced a bit better on my point of view. I desperately tried to keep safe and tried to replenish health hahaha, that made me build my Warrior more towards defense. Running from mobs once you have low health gives you an interesting feeling haha, which is great! I dont know how to describe it.

Controls: 9/10
For a mobile game, its perfect. For an ARPG, being mobile kinda takes something away, you know? like, you know you can play it better. But still its a 10.
This is where gameplay overlaps a bit with the tecnology used for the game.

Music/SFX: 8/10
Sound effects are all great, maybe a bit more ambience sounds could make them even better.
Music is great on its own. I would just see if first theme in the game can be a bit more exciting, everything else seems great so far.

Crash reports:
Havent found any crash yet. Im playing on a Oneplus One.

-Game doesnt have a quit button. Maybe you could catch the Back Button press and pop up a dialog that asks if want to leave.

So far this is my review Smiley

Overall: 9/10  Grin
17  Games Center / WIP games, tools & toy projects / Re: Battle Tank 3 --- an old school style RTS WIP on: 2015-05-15 23:34:58
Download not working  persecutioncomplex
18  Games Center / Featured Games / Re: Exiled Kingdoms - RPG for Android mobiles. on: 2015-05-15 23:33:48
I sent you an email asking for alpha Smiley  Grin
19  Games Center / WIP games, tools & toy projects / Re: Flying Cavemen - Inifinite Scroller [LibGDX][Web] on: 2015-05-15 23:30:42

Now desktop build:


Thanks for trying it!
20  Games Center / WIP games, tools & toy projects / Re: Flying Cavemen - Inifinite Scroller [LibGDX][Web] on: 2015-05-15 23:30:18
Now it loaded, but too laggy to be playable, at least in my system. I have a decent PC.

I added a desktop url now
21  Java Game APIs & Engines / Engines, Libraries and Tools / Crocodile3D - Create 3d models and environments with tiles. on: 2015-05-15 21:01:43
Just found it, hopefully some of you found it helpfull Smiley
Im not the dev, im just sharing the tool.

<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>
22  Games Center / WIP games, tools & toy projects / Re: Flying Cavemen - Inifinite Scroller [LibGDX][Web] on: 2015-05-15 20:51:17
Works great here and a fun little game! Smiley I really enjoyed it.

I have a very high end PC, i'll try it on my laptop later and see if there is any performance loss Pointing

Thanks!!  Grin

Any feedback is appreciated Smiley
23  Games Center / WIP games, tools & toy projects / Re: Flying Cavemen - Inifinite Scroller [LibGDX][Web] on: 2015-05-15 20:21:11
Chrome. My hardware isn't that ancient either. Its not great, but I can play some current gen comes pretty well on low settings. (CSGO, KSP and some others)

Alright, thanks.
I'll see what i can do.
I guess i can build the desktop version for the people who cant play it in web now
24  Games Center / WIP games, tools & toy projects / Re: Flying Cavemen - Inifinite Scroller [LibGDX][Web] on: 2015-05-15 20:18:20
The performance is horrible. I had like 2 fps.

Thanks for trying it, ill check right away.
Do you use an uncommon browser? Works fine on my Chrome
25  Games Center / WIP games, tools & toy projects / Re: Flying Cavemen - Inifinite Scroller [LibGDX][Web] on: 2015-05-15 20:00:50
Sorry but it didn't work for me, all I got is the blue letters forming the word "DEEP" moving very slowly, as if lagged. I gave up after a minute.

Thank you for trying it.
I'll add a loading percentage right away!
26  Games Center / WIP games, tools & toy projects / Re: Tile Tactics: turn based fantasy tactical RPG on: 2015-05-13 17:00:20
desktop version link not working  Angry
27  Games Center / WIP games, tools & toy projects / Flying Cavemen - Inifinite Scroller [LibGDX] on: 2015-05-13 16:11:14
Hey guys,

We have been working (Deeep Games) on this game for about a month and a half now and this is what we have so far, almost done i think.
Its about cavemen that want to learn how to fly, so... check it out.

Most important feature game has is an online Leaderboards (its called dreamlo, for anyone that wonders) that works on Web, Android, iOS (it should, no test yet), and Desktop. The same leaderboard for all the platforms. Theres a lot to do but one of the tasks is to add this learderboards, the full one, to deeep's site, so you get to see everyone on it.

As always, game can be better.

Any feedback is appreciated!

Play it!
Desktop: /***/
Web (refresh is something goes weird): /***/


Edit 19 May 2015:
Update 1:
More coins!
Cheaper Items!

Edit 2: 20 May 2015:
Update 2:
Coin spawning bug fixed
Camera zoom closer and less further

Edit 3: 24 May 2015:
Because of problems with the artist, we had to remove all of his art in the game.
Now looking for game artist.
28  Games Center / Showcase / Re: Hovercraft on: 2014-10-22 15:47:03

I've just pushed out version 1.7 (or the scanevaro update as I like to call it  Wink), if you have time; update your version and let me know what you think.

On an un-related note; how far into the game have you gotten?

Love that SplashScreen/TitleScreen, simple and fast.
And the main menu looks much better.

I got only to chapter 2, level 4 HAHA.
Love my update hehe
29  Games Center / Showcase / Re: Hovercraft on: 2014-10-15 16:22:39
I love it love it love it!
I showed it to some friends and got really hooked with it!
You should be really proud Smiley

its a fun, simple, lovely, and brillant game.

A critic? mmm I havent tryed the last update, but maybe some ambient or instrumental music?

Also, i would have no problem if you add some ads on the pause dialog, and main menu.
Ah, also too, a splash screen i think it could add some more seriousness/profesionalism, if thats what you want.

Keep it up  Grin
30  Games Center / Showcase / Re: Hovercraft on: 2014-10-08 18:03:29
I love it!
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