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1  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-12-08 23:40:01
For those unaware, there is a Ludum Dare tomorrow.
2  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-12-07 00:20:46
Sorry for double post, but Khronos announced today that it's creating a standard API to work across all VR devices, already has all the major HMD manufacturers onboard.

https://www.khronos.org/vr/

This is great news because in the past you had to more or less use an API per HMD.
3  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-12-06 21:03:14
Been working on AI for my game, came across this paper on the bots in Quake 3 today:

http://www.kbs.twi.tudelft.nl/docs/MSc/2001/Waveren_Jean-Paul_van/thesis.pdf

If anyone is interested in that sort of thing, you can check it out.

I glanced at the doc and didn't expect it to be so full of content! I'm definitely saving this for later. It may come in handy for WSWs AI. And AI is always one of my favorite programming topics. Thanks for sharing!

Related content:
Quake 3 source - https://github.com/id-Software/Quake-III-Arena/tree/master/code/game
Unreal Tornament bot source - https://github.com/EpicGames/UnrealTournament/blob/clean-master/UnrealTournament/Source/UnrealTournament/Private/UTBot.cpp (you need to sign up on Epic Games' website, and it'll automagically add you to their private repo)

EDIT:

There was a link to another paper in yesterday's link, but it was dead. However, I googled around and found it elsewhere, so here's "It Knows What You’re Going To Do: Adding Anticipation to a Quakebot".
4  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-12-06 07:21:59
Been working on AI for my game, came across this paper on the bots in Quake 3 today:

http://www.kbs.twi.tudelft.nl/docs/MSc/2001/Waveren_Jean-Paul_van/thesis.pdf

If anyone is interested in that sort of thing, you can check it out.
5  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-11-26 09:40:00


Completed my first map for my VR FPS Smiley
6  Discussions / Miscellaneous Topics / Re: What I drew today on: 2016-11-25 08:38:05
Tried Tilt Brush (Google's 3D sketchpad for VR) for the first time today, so I decided to make a portal like the ones seen in Marvel's Doctor Strange

7  Discussions / Miscellaneous Topics / Re: What I drew today on: 2016-11-20 08:50:55
So does this thread also count for animating? Or should I keep posting my animation stuff in the other thread? Here goes nothing anyway.

Here's a cool pose from an animation I'm currently working on:



It's interesting because our robots are really big, bulky, and heavy. This is one of the few instances where they athletically move more akin to what you see in We Shall Wake.

You've inspired me to start actually working on my own player model's armour.



8  Games Center / Contests / Re: Github's Month-Long Game Jam: GameOff on: 2016-11-20 03:44:21
Any of you guys still doing this? Am interested to see progress.
9  Discussions / Miscellaneous Topics / Re: What I drew today on: 2016-11-15 08:16:33
More in my VR saga

Click to Play


For proper resoltuion: https://gfycat.com/HighlevelBossyAss

@NegativeZero

I made something similar at work (excluding the shooting, unfortunately). How did you implement the snapping? I feel the solution I came up with is more complicated than necessary, and I'm interested to know how you worked it out.

The snapping happens if a blue connector joint touches a yellow connector joint. When this happens, it fixes the position and rotation of what is in the hand to be what it should be for the gun.

Btw, are you using NewtonVR?

Nope, what is that?
10  Discussions / Miscellaneous Topics / Re: What I drew today on: 2016-11-14 21:25:48
Been working on my VR game in Unity please don't kill me and I'm starting to get the mechanics down Smiley

Click to Play


For proper resoltuion: https://gfycat.com/FormalBeneficialAffenpinscher

EDIT: woo 300 medals Smiley

Thanks, @CommanderKeith.

Here is a small update

Click to Play


For proper resoltuion: https://gfycat.com/MarvelousDentalAffenpinscher
11  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-11-14 05:16:32
@NegativeZero You were talking earlier in IRC about vr going batshit, there was a giant earthquake in New Zealand.

The giant quake was last night, but I am wondering if it was an aftershock.
12  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-11-07 08:26:11
It's here Smiley



sorry for blurry pic.

BRB making VR games.
13  Game Development / Game Play & Game Design / Re: What's the design approach to rogue-likes? on: 2016-10-08 10:47:33
Mark Brown made an excellent video about how Spelunky's levels were made

Awesome video. In fact, awesome channel, thanks for sharing!

Off topic, but two of my favorites of his are

<a href="http://www.youtube.com/v/MMggqenxuZc?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/MMggqenxuZc?version=3&amp;hl=en_US&amp;start=</a>
<a href="http://www.youtube.com/v/k70_jvVOcG0?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/k70_jvVOcG0?version=3&amp;hl=en_US&amp;start=</a>
14  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-10-05 11:54:58
Should I keep it??  Grin
No - trow it away )
Even Diablo 3 don't have rotate )
Its looks cool, but hard to use by players + create Motion sickness
(in top down - isometric style game)

but its ok for cinematics =)
+you can try keep it for gameplay  - like nice looking fresh idea)

While Icecore's comment could perhaps come off in a less than constructive manner, it is very much worth noting that just because you have found an awesome effect (and you, for sure, have) that you shouldn't just toss it in the game. Something that has that much "pop" and/or "wow factor" is best used rarely, in certain moments that will elevate the player's experience with your game. If you give the player control of it, it will "normalise" the effect to the point that the player no longer finds it satisfying, whereas if you tie it with some form of already satisfying mechanic, it will enrich both the effect and the mechanic.

Good Luck Smiley
15  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-10-04 00:58:46
Not strictly relevant to the forum, but I made this in Unity yesterday.



EDIT: Added sparkles

Click to Play
16  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-09-17 02:34:34

This is from April 2014.
17  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-09-16 22:32:27
Wow, that's amazing!!! Did you talk with the guy? =P

No, sorry Sad
Was cramming study for a test, didn't really have time to.
If I see him again I'll talk to him Smiley

This just made my day.

Smiley
Gotta say I was quite surprised, but thought it was pretty cool.
18  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-09-16 01:34:14
I saw a guy at uni who had a We Shall Wake desktop background. @theagentd

edit:

Specifically, it was this background

19  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-09-09 21:44:27
http://www.adriancourreges.com/blog/2016/09/09/doom-2016-graphics-study/

Found this graphics breakdown of DOOM(2016). The graphics pipeline is crazy, anyone with an interest in OpenGL/Vulkan should check this out.
20  Games Center / WIP games, tools & toy projects / Re: First Recon - Small Online First Person Shooter on: 2016-09-09 20:48:44
I really like the bullet decals in your game.



A bug I found: when you're crouching, the bullet decals still spawn where they would have if you were standing. Not sure if this applies to bullets as well, no one was online for me to check.
21  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-09-09 10:47:03
Day 1 of 2 done for the New Zealand Game Developers Conference.
Random tidbits:

  • Met up again with delt0r
  • Went to an amazing UX/UI talk
  • Went to a talk by the Cuphead lead designer (Roquen has posted the trailer of this a few times)
  • Met one of the Path of Exile designers
  • Generally met lots of cool devs working on awesome things
  • Lots of free(ish) food and drink. Probably had too much coffee...

Tomorrow should be good, looks like there is an emphasis on VR, which is right up my alley...

Day 2 of 2 done for the New Zealand Game Developers Conference.
Random tidbits:

  • Met HeroesGraveDev for the first time
  • Saw Dean Hall (made DayZ, founded RocketWerkz, made Out of Ammo, employed kaffiene)
  • Went to a panel of an accountant (specializing in tax) and two lawyers (an IP/software one and a patent one). Very interesting, but very scary.
  • Saw the developer of Monument Valley.
  • Keynote by Noah Falstein (Chief Game Designer at Google) about VR
  • Saw the developer of Mini Metro.
  • It seems like half the "experienced" people there, at one point or another, worked for Ubisoft.
  • Pretty sure I had enough of the free coffee just to cover the ticket price...

If there are any NZ devs around here who elected not to go this year, go next year.
It's worth the ticket price just to talk to all these very interesting people.
22  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-09-08 10:36:09
Day 1 of 2 done for the New Zealand Game Developers Conference.
Random tidbits:

  • Met up again with delt0r
  • Went to an amazing UX/UI talk
  • Went to a talk by the Cuphead lead designer (Roquen has posted the trailer of this a few times)
  • Met one of the Path of Exile designers
  • Generally met lots of cool devs working on awesome things
  • Lots of free(ish) food and drink. Probably had too much coffee...

Tomorrow should be good, looks like there is an emphasis on VR, which is right up my alley...
23  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Java Graphics Github Organisation on: 2016-09-07 02:34:01
As good as it is to have an OpenVR wrapper, OpenVR is already planned for LWJGL3, as well as currently existing in jMonkey (from my brief look, it doesn't look like it would be too hard to rip out) and JOpenVR.
So why another one?
24  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Status of Riven's LibStruct? on: 2016-08-13 21:44:34

Good luck with the cancer treatments!
Your engine is very, very pretty!

It's worth noting that Riven in the owner/admin of JGO so it's very likely that he'll come across your post at some point.
25  Discussions / General Discussions / Re: Virtual Reality on: 2016-07-07 00:09:38
It was... kinda useless.

It has a LOT of issues.

  • My eyes felt weird after only a couple of minutes of using it
  • Noticeable latency
  • Input (hand gestures) feels weird
  • Transparency
  • But mostly... the actual AR part of the display is tiny. You can barely fit an object in it, it's like looking at a 40" TV from 10ft away. Here is an approximation of it.



The lit part of the image would be what you see in AR, the rest is just normal reality. This means that there is a visible line where stuff pops in and out of existence, just feels... weird.

Good things:

  • Only AR/VR headset that you can look cool wearing
  • It's impressive tech... just not usable.
26  Discussions / General Discussions / Re: Virtual Reality on: 2016-07-06 09:33:42
Just tried the Microsoft HoloLens. AMA.
27  Discussions / General Discussions / Re: Virtual Reality on: 2016-06-30 10:14:42
Full disclosure: I wrote none of Out of Ammo personally.  I did work on some very very early experimental setup work with the Vive VR but I don't even think any of that stuff is in OoA.

It uses Unreal Engine 4, written completely using Blueprints. 

IMO the hardest challenges are that many things just don't work in VR - player motion chief of all.  There are also a tonne of technical restrictions: you have to get 90fps to avoid noticeable dropped frames/stuttering as you turn your head.  Also since just doing VR takes so much work, there's not a lot of the nice features we have in modern games that you can use - post processing is prohibitive.  Which I think is why most VR games don't look all that flash - it's really only seeing them in VR that makes them come to life.

We tried a bunch of experiments with different game concepts before we settled on Out of Ammo - lots of things we thought might work proved to be less fun that we'd imagined.  It's kinda like being in a technical wild west - you just don't know what's going to be successful and what will not.

Very interesting!
Thanks for the reply.

Off-topic: How much game development experience did you have before working at Rocketwerkz and how did you get the job?
28  Game Development / Shared Code / Re: Hydro's Game Engine on: 2016-06-25 00:46:26
I dont see anything wrong with downloading code. I actually prefer to download the code and open it up in Eclipse or some other IDE over looking at it through a web browser.

You can download code in a .ZIP by hitting the green button in the corner on GitHub.

29  Discussions / General Discussions / Re: Virtual Reality on: 2016-06-24 22:16:25
They're much cooler to look at in VR  Pointing
Probably cooler with cardboard thing. I don't think they are made for ipads and I have a shattered phone (first time having a shattered screen qq).

... the "cardboard thing" is VR.
30  Discussions / General Discussions / Re: Virtual Reality on: 2016-06-24 21:40:41
it's inconvenient, massively expensive, and gimmicky.

So how would describe, for example, an iPad?
Or.. (at the time of their inception) a television?

Anyone have been seeing the 3D videos on facebook and youtube?
I think those are really neat.

They're much cooler to look at in VR  Pointing
Pages: [1] 2 3 ... 13
 
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List of Learning Resources
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2016-09-09 09:47:55

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2016-09-08 09:47:20

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List of Learning Resources
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List of Learning Resources
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