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1  Game Development / Game Mechanics / Re: 2d particle system efficiency on: 2013-07-07 14:55:38
You'll probably get a better return on your development time by limiting GL calls than optimizing the java side.
2  Game Development / Newbie & Debugging Questions / Re: Looking for a 2d Terrain Generation Noise Algorithm on: 2013-07-05 21:09:34
It's not exactly what you asked for, but I use classes from com.ardor3d.math.functions to generate worlds like the one in my avatar <------
3  Discussions / Miscellaneous Topics / Re: Runescape 3 and HTML5 on: 2013-07-03 22:54:04
There are some pretty serious problems with a WebGL/HTML5 implementation of a game like this.  Off the top of my head and without 2x checking facts:

  • Decent WebGL support is limited to Chrome only.  Firefox has some, but not enough of it working to be viable, and IE (lol) only recently announced WebGL support in a future version
  • WebGL 1.0 only supports FXAA, so AA support will be pretty bad until at least WebGL 2.0
  • The HTML5 sandbox is much more limiting, especially with respect to how much data can be stored on the client

I've tried both versions of the game, and the beta WebGL/HTML5 version is many times slower than the java/openGL version, and the poor anti-aliasing support just kills the look of it.
4  Game Development / Newbie & Debugging Questions / Re: Slick2D applet, signing jars? on: 2013-06-23 17:55:58
You can use the "jarsigner" tool that comes with the jdk, with either a free self signed certificate, or a certificate from a security company like Thawte or Verisign.
5  Games Center / Showcase / Re: Holocene MMORPG on: 2013-06-20 19:47:09
I use a pseudo random number generator along with English phonology rules to create names that are pronounceable (sometimes with a lot of work) to an English speaker, but are otherwise gibberish.  If you want a laugh, try to pronounce some of the names from out loud, preferably in the presence of a girlfriend/boyfriend/spouse/parent.

Here are some that I liked:
6  Game Development / Newbie & Debugging Questions / Re: Random JVM crashes. (no JNI) on: 2013-06-19 18:55:18
shure runs on low free memory.

That's normal for a linux system - it will try to use all memory for buffers/cache if it can to improve performance.  If a program needs more memory, it will throw out buffers/cache and allocate it to the program.  In addition to 2G of normal memory, there's 4G of swap, almost all of which is free.  In effect, there's really about 1.2G of free normal memory and 4G of free swap.

MemTotal:        2045524 kB
MemFree:           93212 kB
Buffers:          215936 kB
Cached:           957604 kB
SwapTotal:       4095992 kB
SwapFree:        4084172 kB
7  Game Development / Game Mechanics / Re: Have I found a new more efficient angle-finder? on: 2013-06-18 22:45:36
Any Ideas on how to optimize my original code?

Before you go any further, I'd highly suggest that you determine if the code in question is actually a CPU bottleneck using a tool like visualvm (i'm guessing it is not).  This will also allow you to see how well any optimizations you make actually improve things.

If it does end up being a bottle neck, then I suggest replacing it with either the shortest possible Taylor expansion, or a lookup table with linear interpolation if you can afford the memory overhead.
8  Game Development / Game Mechanics / Re: Got a good Idea... on: 2013-06-18 21:30:26
I'm not sure I completely understand what you were trying to do, but it sounds like you're looking for a faster/less memory intensive Math.sqrt().  If that's the case, you can use a Taylor expansion series to come up with a close approximation that's much less resource intensive.  For example, the Taylor expansion series for Math.sqrt(x) where x is close to 0 is x-x^3/6+x^5/120+O(x^7).

If you'd like to fiddle with this or another Taylor expansion series, take a look at
9  Game Development / Newbie & Debugging Questions / Re: Random JVM crashes. (no JNI) on: 2013-06-18 20:23:56
Can you run a system memory test on the linux box?
10  Games Center / Showcase / Re: Holocene MMORPG on: 2013-06-18 18:06:28
It's been a while since I updated this thread, but I've added some more features into the game, notably:


Players and NPCs can now trade with each other for resources that they have collected.  This combined with the rarity of a few resource like tin and copper ore can make for interesting trade dynamics on a continent wide scale, quite similar to the copper and tin trade in the Bronze Age

City Details

It's now possible to look at the details of both your own cities and those of other leaders, including city resources, how the city allocates its budget, and the distribution of languages and religions.

Leader Traits

The ability to modify the traits of your leader have been added.  Not all of them currently have a function in game, but some have a profound impact, especially "City Growth" which mostly switchs between concentrating on population growth and concentrating on other resources (such as building up a military).


Since most historical civilizations did not use the Roman alphabet, I wanted to be able to use names for leaders and cities that used the correct historical script if available.  I was surprised at how easy it was to get unicode support working, both in swing and worldwind (which uses jogl under the covers).  The only hiccups I encountered were that the mysql jdbc driver that I'm using needed an extra parameter to support unicode communication between the mysql server and the game server, and the fonts used for display in game needed to support unicode characters.

In the image below, I have a city named 许昌 (Xuchang) ruled by 曹操 (Cao Cao) of fame from China's Three Kingdoms period.  Unfortunately, I was not able to find a unicode script for ancient Mongolian for Genghis Khan  Sad

11  Game Development / Newbie & Debugging Questions / Re: My game is almost half a Gigabyte in size on: 2013-06-18 17:27:58
Ardor3D has some nice math functions that can be used to generate textures on the fly, notably simplex noise, and brick/grid patterns.
12  Game Development / Game Mechanics / Re: How to balance skills in games on: 2013-06-18 01:28:34
Consider making some test cases and run them for a few rounds of combat.  Better yet, make a few thousand tests cases and run them for a few million rounds.
13  Game Development / Newbie & Debugging Questions / Re: How to encrypt our code. on: 2013-03-24 15:26:41
Obfuscation can also reduce compiled class/jar size quite a bit.
14  Games Center / Showcase / Re: Holocene MMORPG on: 2013-03-02 22:28:36
There is not much to do besides look around until your city has had a chance to grow and build military units (which is automatic at this point).  There is no tutorial yet, but it is near the top of my TODO list :-)
15  Games Center / Showcase / Holocene MMORPG on: 2013-03-02 22:17:26
I've just released the first semi-stable version of Holocene (a fast time simulation based MMORPG) at  Here's the marketing blurb from the front page:

Lead your people as they emerge from a hunter-gatherer society in 10,000 BC to settle in fertile river valleys as farmers. Peacefully co-exist with your neighbors, trading in goods and technology, or force them into your empire at spearpoint. Play Holocene in your browser now, and meet players from around the world.

and a few screenshots:

and a youtube video:

<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>

I've tried to use a simulation model that is as close to possible to an alternate Earth in 10,000 BC as possible.  Rainfall, temperature, resource production and consumption, etc are all based upon the best data that I could find.

As far as client libraries, I use
  • WorldWind java 1.4 (which uses jogl 1.1.2) is for the basic 3D environment
  • Ardor for a fairly simple fractal algorithm to generate somewhat complex terrain

I chose to deploy this as an applet, as that's the only way that I know of to include google ads (which are not up yet), but I'm open to other deployment mechanisms.

The list of things I still plan on putting in game is too large to list completely at this point, but includes things such as a tutorial/manual/wiki, language, religion, and better ground cover (trees/shrubs/etc).

Feel free to play with it - it's not necessary to create an account to look around in game, but is necessary if you'd like to have any cities to grow/attack from.  Note that if you do create an account, resources are only gathered once per game year, which is about 6 hours of real world time, so you won't have any military units to attack with right away.

I'd love it if you could provide any feedback  Grin
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List of Learning Resources
by elect
2017-03-13 14:05:44

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by elect
2017-03-13 14:04:45

SF/X Libraries
by philfrei
2017-03-02 08:45:19

SF/X Libraries
by philfrei
2017-03-02 08:44:05

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by SkyAphid
2017-03-02 06:38:56

SF/X Libraries
by SkyAphid
2017-03-02 06:38:32

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2017-03-02 06:37:51 is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑
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