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1  Game Development / Newbie & Debugging Questions / Re: Learning to create a 3D game in Java! on: 2014-07-21 06:17:45
So, I should work on one (or more) small 3D games to build my skill set...
Okay. Tongue
2  Game Development / Newbie & Debugging Questions / Learning to create a 3D game in Java! on: 2014-07-20 23:58:15
Hey guys! So, I am a Java programmer. I would say I am fairly .. well.. excluding Java EE, I would say I'm a professional. I do not really know a whole lot about 3D and things like that... but I REALLY want to create a 3D game. I understand the challenge, and intend to spend years on it. Not 24/7 development, but years of development.

My question is: where can I find ALL the information I will need? I mean, I want a fairly nice looking game... and I don't want glitchtastic physics...
I have seen some tutorials on 3D games... but none of them have really gotten me to a point where I can start working on my game and get somewhere...

Looking for pointers, tips, tricks, tutorials, resources, anything. Anything that will help. I intend to use LWJGL by the way.
3  Java Game APIs & Engines / OpenGL Development / Re: LWJGL glCallLists OpenGL error 1282? on: 2013-11-14 13:58:32
I removed all those... the issue is now with my texture coords or the sprite sheet...
4  Java Game APIs & Engines / OpenGL Development / Re: LWJGL glCallLists OpenGL error 1282? on: 2013-11-14 07:03:19
Okay, I got it working... but my textures are 16x16 and i have it in a 512x512 sheet, so i use 0.03125 for my tex coords, but that doesnt correctly line up... its VERY close.. but its a tiny bit off, and i cant seem to make it any better... ideas?      

http://i.imgur.com/Ddw21Xe.png

See how they dont line up? Hmm..
5  Java Game APIs & Engines / OpenGL Development / Re: LWJGL glCallLists OpenGL error 1282? on: 2013-11-14 06:25:06
Okay, how do I do the coordinates? Still haven't figured that out...
6  Java Game APIs & Engines / OpenGL Development / Re: LWJGL glCallLists OpenGL error 1282? on: 2013-11-14 06:20:07
I removed the translates but I still get the error... check the cube method?
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private void cube(int x, int y, int z)
   {
      Block b = Block.blockList[blocks[(x / 2) - this.x][(y / 2) - this.y][(z / 2) - this.z]];
      if(b == null)
         return;

      GL11.glBegin(GL11.GL_QUADS);
      {
         Texture t = b.getTexture(Side.TOP);
         if(t != null)
            t.bind();
         else
            GL11.glColor3f(1, 1, 1);
         GL11.glTexCoord2f(0, 0);
         GL11.glVertex3f(1+x, 1+y, -1+z);
         GL11.glTexCoord2f(1, 0);
         GL11.glVertex3f(-1+x, 1+y, -1+z);
         GL11.glTexCoord2f(1, 1);
         GL11.glVertex3f(-1+x, 1+y, 1+z);
         GL11.glTexCoord2f(0, 1);
         GL11.glVertex3f(1+x, 1+y, 1+z);

         t = b.getTexture(Side.BOTTOM);
         if(t != null)
            t.bind();
         else
            GL11.glColor3f(1, 1, 1);
         GL11.glTexCoord2f(0, 0);
         GL11.glVertex3f(1+x, -1+y, 1+z);
         GL11.glTexCoord2f(1, 0);
         GL11.glVertex3f(-1+x, -1+y, 1+z);
         GL11.glTexCoord2f(1, 1);
         GL11.glVertex3f(-1+x, -1+y, -1+z);
         GL11.glTexCoord2f(0, 1);
         GL11.glVertex3f(1+x, -1+y, -1+z);

         t = b.getTexture(Side.NORTH);
         if(t != null)
            t.bind();
         else
            GL11.glColor3f(1, 1, 1);
         GL11.glTexCoord2f(0, 0);
         GL11.glVertex3f(1+x, 1+y, 1+z);
         GL11.glTexCoord2f(1, 0);
         GL11.glVertex3f(-1+x, 1+y, 1+z);
         GL11.glTexCoord2f(1, 1);
         GL11.glVertex3f(-1+x, -1+y, 1+z);
         GL11.glTexCoord2f(0, 1);
         GL11.glVertex3f(1+x, -1+y, 1+z);

         t = b.getTexture(Side.SOUTH);
         if(t != null)
            t.bind();
         else
            GL11.glColor3f(1, 1, 1);
         GL11.glTexCoord2f(1, 1);
         GL11.glVertex3f(1+x, -1+y, -1+z);
         GL11.glTexCoord2f(0, 1);
         GL11.glVertex3f(-1+x, -1+y, -1+z);
         GL11.glTexCoord2f(0, 0);
         GL11.glVertex3f(-1+x, 1+y, -1+z);
         GL11.glTexCoord2f(1, 0);
         GL11.glVertex3f(1+x, 1+y, -1+z);

         t = b.getTexture(Side.EAST);
         if(t != null)
            t.bind();
         else
            GL11.glColor3f(1, 1, 1);
         GL11.glTexCoord2f(0, 0);
         GL11.glVertex3f(-1+x, 1+y, 1+z);
         GL11.glTexCoord2f(1, 0);
         GL11.glVertex3f(-1+x, 1+y, -1+z);
         GL11.glTexCoord2f(1, 1);
         GL11.glVertex3f(-1+x, -1+y, -1+z);
         GL11.glTexCoord2f(0, 1);
         GL11.glVertex3f(-1+x, -1+y, 1+z);

         t = b.getTexture(Side.WEST);
         if(t != null)
            t.bind();
         else
            GL11.glColor3f(1, 1, 1);
         GL11.glTexCoord2f(0, 0);
         GL11.glVertex3f(1+x, 1+y, -1+z);
         GL11.glTexCoord2f(1, 0);
         GL11.glVertex3f(1+x, 1+y, 1+z);
         GL11.glTexCoord2f(1, 1);
         GL11.glVertex3f(1+x, -1+y, 1+z);
         GL11.glTexCoord2f(0, 1);
         GL11.glVertex3f(1+x, -1+y, -1+z);
      }
      GL11.glEnd();
   }
7  Java Game APIs & Engines / OpenGL Development / Re: LWJGL glCallLists OpenGL error 1282? on: 2013-11-14 06:16:01
hmm.. that will be a lot of changing but that will work. Tongue didnt think of that... thx, ill try.
8  Java Game APIs & Engines / OpenGL Development / Re: LWJGL glCallLists OpenGL error 1282? on: 2013-11-14 06:11:53
I still don't understand how to do that..
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GL11.glNewList(listID, GL11.GL_COMPILE);
      for(int xx = x; xx < x + 16; xx++)
      {
         for(int yy = y; yy < y + 256; yy++)
         {
            for(int zz = z; zz < z + 16; zz++)
            {
               cube(xx * 2, yy * 2, zz * 2);
            }
         }
      }
      GL11.glEndList();

in the cube method, i do translations and drawing... so.. I don't see how that could be done outside of the list..
9  Java Game APIs & Engines / OpenGL Development / Re: LWJGL glCallLists OpenGL error 1282? on: 2013-11-14 06:05:04
But.. how could that work... how can the blocks be at the right position in the list...
10  Java Game APIs & Engines / OpenGL Development / LWJGL glCallLists OpenGL error 1282? on: 2013-11-14 05:09:36
Hey guys! So, basically when I call glCallLists and pass my IntBuffer of lists to render, it gives OpenGL error 1282... and I can't figure out why. I am fairly certain that this is a texture issue... I am using slick 2d's texture loader. If I remove the Util.checkGLError(), I can get it to render, but the textures aren't correct.. which is the main reason I think it's a texture issue... any ideas? I know that I am not calling any glBegin()/glEnd() pairs during the glCallLists... so.. don't know what else it could be.   
11  Game Development / Game Play & Game Design / Re: Modelling (blender) on: 2013-09-14 06:12:56
Yeah. Alright... I'll stick with it. I mean when you consider how long we intend to work on this game, it is fair that it will take me a very long time to model it. However, a few questions about modelling in general: is it important to make sure edges line up? Because I find it quite difficult to do... and, i seem to have forgotten the other question...  Huh
12  Game Development / Game Play & Game Design / Modelling (blender) on: 2013-09-14 03:49:50
Hey guys. So, I have some knowledge and experience with blender... but I am currently trying to make a model for a game me and my friends are developing. Well, not a model, i'm trying to model the entire map of the game. I have used blender and made models, but i'm not very good at it... I mean, I find it difficult to make a basic building... So, I have some questions: 1. For a static map I should use .obj yes? If not, what? 2. I am trying to replicate (or almost replicate) a building (a school) and well... like I said, i'm not really making progress... Part of the issue is a lack of proper dimensions for the rooms and walls... meaning that my model is quite off scale... do you have any tips/tricks or recommendations that may make this easier? One thing I have trouble with is lining things up... I can do it by eye but If I want to do it accurately (which i should yes?) and use numbers, it takes forever to line a simple wall up... I mean, idk. Maybe i'm over exaggerating, but I just .. i've used UDK's modelling... and it was the easiest modelling system EVER. Not really sure what made it so great, but I could make maps SO EASILY in it... but blender I just struggle with. So, if you have anything for me that will make this easier, PLEASE let me know.
13  Game Development / Game Play & Game Design / Re: Designing a simple CPU on: 2013-07-07 00:36:44
Well, let's see if we can get some stuff straight here. First of all, there really isn't such thing as a "simple CPU" if you want something that actually functions. I recommend the book "Computer Systems - A Programmer's Perspective 2nd Edition" It goes through everything you need to do to simulate the x86 architecture (albeit with not quite as many instructions).

Things to consider when designing the cpu:

It's not as simple as reading a file and calling a function that represents each line.

You'll want to separate the different stages, such as getting the instructions (fetching), determining what they do (decoding), executing them, making changes to memory as needed, and then setting up the registers for the next cycle.

You'll want to look into pipe-lining (basically what I mentioned above). There are different methods of pipe-lining though, so it's good to know your options.

You'll need registers to store temporary data.

You'll need some memory for longer term storage.

You need to know what instructions you want to support and assign them all op-codes and operands. op code being the unique ID of an instruction and the operands being the information needed by the instruction to carry out whatever it does.

Labels are accomplished with a symbol table. You need map for each label and the address it corresponds to. This means you need to read through your assembly code twice. Once to build the symbol table and a second time to execute the instructions. (After being loaded into your memory) Symbols are used with jump instructions. So, when you call a jump, it's as simple as getting the address from the symbol table and setting the program counter to that.

Interrupts are exactly what they sound like. Though, what you don't understand is that is something that can be implemented on the code level. In your assembly code, you just create a subfunction that acts as the interrupt code to run, then whenever it needs to be called, you jump to it, and at the end of the subfunction, you return back to where you were. Case in point, that's not something you need to implement in your simulator.

This is really an extensive topic. I spent an entire semester learning nothing but how the CPU works and building my own simulator. It's not something you are going to be able to tackle in a few days time.

Did you look at that github? The S80 class? If that doesnt qualify as a simulation of a custom designed cpu then I dont know what does. But yes, you're still right. I don't know all of what I need to know. I've only started to scratch the surface as far as learning how cpu's actually function... but still...
14  Game Development / Game Play & Game Design / Re: Designing a simple CPU on: 2013-07-06 15:43:52
Well I dont know that I would say "I dont know how a cpu works" ... but I dont know everything... Here is the link to the first project to do with cpu's I did:
https://github.com/sci4me/S80-CPU
That repo is slightly out of date but .. its close. If you look through the S80 class (the cpu emu) .. well.. is that not a fairly realistic simulator? It is my own design so you may want to look at the spec. It is quite simple... but after looking at this, do you still feel I dont know how a cpu works? If so then I'll .. well.. learn more I guess. Cheesy
15  Game Development / Game Play & Game Design / Re: Designing a simple CPU on: 2013-07-06 15:02:41
ooh ive seen that series. i watch thebennybox's tutorials. as far as designing a cpu, ive done it.. but i havent included more advanced things like interrupts. thats why im trying to learn how those things work. i want the cpu im designing now to be more advanced than my previous ones.
16  Game Development / Game Play & Game Design / Re: Designing a simple CPU on: 2013-07-06 14:19:43
runs register values one by one? uh... runs register values?
17  Game Development / Game Play & Game Design / Re: Designing a simple CPU on: 2013-07-06 09:00:07
Okay ... uhm.. yeah. But how do real cpu's do it? I mean... I want it to be as realistic of a simulator as possible... But, if it will run like the real thing would then thats enough I suppose.
18  Game Development / Game Play & Game Design / Re: Designing a simple CPU on: 2013-07-06 08:01:56
I havent started coding it.. I want to be able to understand how it will work before I try to code it... Thats why I plan to write a spec. But yes, I would have a method for each instruction. I suppose I should explain a little bit of how I envision it functioning:

Each cycle, a method called executeInsn (or something like that) would be called. This function would get the next instruction, increment the program counter and then execute the instruction.

It would of course be more than that (operands) but thats the BASIC idea of how it would work. Thats why I dont really get the labels... because if the program counter just goes up and up, something like this:
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test1:
    code...code...blah..

test2:
    code2...code2...blah2..

b test2
b test1

Would be.. well.. bad.
19  Game Development / Game Play & Game Design / Re: Designing a simple CPU on: 2013-07-06 07:52:18
Easier said than done...

When parsing code... split it up by the labels and use them when needed... uh... how would that work in compiled code? i mean .. how would the cpu process that...
20  Game Development / Game Play & Game Design / Re: Designing a simple CPU on: 2013-07-06 07:35:11
I didnt mean emulating the actual hardware... I just meant emulating its functionality. It worked great for another CPU I designed. Thing ran fast as my computer. And look up 0x10c.
21  Game Development / Game Play & Game Design / Re: Designing a simple CPU on: 2013-07-06 06:26:53
Also, something else I need help with is labels. Or if you want to refer to them as functions.. that works too.. but.. the things where you can type something like this:
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test:
    code... blah.. blah...

b test

Or something of that nature... I haven't seem anything about that in any spec for any cpu's that i've looked at... is this something that is handled by the compiler?
22  Game Development / Game Play & Game Design / Designing a simple CPU on: 2013-07-05 13:53:21
Hey guys. Now I know the title makes this seem very non-game related, but this is actually for a game I am working on. So, basically, I want to design a simple CPU. I have done this in the past, but I have always simplified things. I haven't touched interrupts. All I have done is a basic cpu with registers, an instruction set, etc. but never any more. Now, for this game, I want to have a CPU of my own design that is 32 bit (64 maybe? probably not needed... but maybe) That is .. well.. maybe a bit more powerful than a Z80? As far as all of its features go. The main thing I need help with is interrupts. I think I pretty much get them, but I have little/no idea how they actually work and how to program them into an emulated CPU. I am going to start out by writing a detailed specification for the CPU to go by. That way, i'll know what im coding. But I would like to get the interrupts thing figured out first. If anyone is able to help me out with this, it would be greatly appreciated! Thanks!

EDIT:
Maybe a more proper way to word it would be a simulated CPU not an emulated one...
23  Discussions / Miscellaneous Topics / Re: .obj loader and textures? on: 2013-05-07 07:57:28
im not making a game...
24  Discussions / Miscellaneous Topics / Re: .obj loader and textures? on: 2013-05-07 07:47:30
this is going to take hours... :|
25  Discussions / Miscellaneous Topics / .obj loader and textures? on: 2013-05-07 07:20:18
Hey guys. So there is an api for minecraft mods called forge. It has a .obj loader. The issue is: i made a model but.. now i need a single .png texture file that will be rendered onto the .obj in the game... I made it in blender btw. Is there any way to create a template texture file from the object in blender? I dont want to have to spend hours trying to make a texture work...
26  Discussions / Miscellaneous Topics / Re: LUA + Minecraft Mod + Cluster Computing = ? on: 2013-05-01 21:55:59
Lol uh... yeah... wow
27  Discussions / Miscellaneous Topics / Re: Java + Tumblr? on: 2013-05-01 21:55:11
but I would have to be hosting the app on another site.. since i cant upload files.. right?
28  Discussions / Miscellaneous Topics / Java + Tumblr? on: 2013-05-01 04:44:58
Can I embed my java app into my tumblr page?
29  Discussions / Miscellaneous Topics / Re: LUA + Minecraft Mod + Cluster Computing = ? on: 2013-05-01 00:44:28
I was asking more for something like .. well, like i said, f@h... or something using a similar concept to it.
30  Discussions / Miscellaneous Topics / LUA + Minecraft Mod + Cluster Computing = ? on: 2013-05-01 00:39:57
Hey guys. So I know that this topic is VERY unrelated to Java, but it is at the same time because of the fact that Minecraft and Minecraft mods are coded in java. Anyway, if you play Minecraft, you MAY know of a mod called ComputerCraft. If you do, great, if not, I will quickly explain. ComputerCraft adds fully programmable computers to Minecraft. The language they are coded in is LUA. You can code practically anything with them. There are also things that allow you to connect computers together - modems... and network cables. There is wireless but it is short range and I prefer wired. Anyway, I want to create a "supercomputer" from many computers connected together with network cables. Now, I understand the complexity of this, but I have plenty of time to kill every day, so its on. Now, My question to you is, WHAT should I make this supercomputer do? I have considered things like Prime95(GIMPS) and calculating PI, but those bore me a little bit and due to memory, are somewhat limited. I intend to create something SIMILAR to folding@home but about a trillion times simpler. It would be ... interesting .. if someone coded folding@home and I could use it with the computers, since they have HTTP access to the real internet, but it would be too complicated. So anyway, if anyone has any idea, tips, or suggestions, PLEASE let me know! Thank you for your time!
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