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1  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-04-23 09:55:00
So, personally, my favorite aspect of game development is level design. Before I design a level, I like to sketch it out on paper, so I can hit blender or a world editor and know exactly what I'm doing before I do it. However, for 3D level design, paper doesn't translate well as you simply begin designing 2D spaces in a 3D world. So I thought I'd try something new...



Let's see how this goes...
2  Discussions / General Discussions / Re: Ludum Dare 35: April 15th to 18th -- THEME IS SHAPESHIFT -- on: 2016-04-17 07:44:36
the NZ game jam.

Link?
3  Discussions / General Discussions / Re: Ludum Dare 35: April 15th to 18th -- THEME IS SHAPESHIFT -- on: 2016-04-16 01:05:22
The theme is shapeshifting.
4  Discussions / General Discussions / Ludum Dare 35: April 15th to 18th -- THEME IS SHAPESHIFT -- on: 2016-04-15 22:27:51

THEME IS SHAPESHIFT


http://ludumdare.com/compo/

What is it?

Ludum Dare (LD) (from Latin "to give a game", formerly Ludum Dare 48 (LD48), also referenced as LDJAM) is an accelerated video game development competition. It was founded by Geoff Howland and was first held in April 2002. Participants are required to create a video game that fits within a given theme in two days. A unique feature of this competition is that participants often release a time-lapse video of the development of their game.

From wiki



LD is starting today, who's participating?

I'm probably gonna be doing it, depending on the theme.
I'll be using Unity in this competition for the first time, or LibGDX.
5  Discussions / General Discussions / Re: Virtual Reality on: 2016-04-12 10:03:22
AR right now has 2 really big problems that i can't see easy solutions two. Depth of focus and transparency. Depth of focus is pretty hard to deal with. Transparency of the extra reality is basically impossible right now. there is not even technology on the horizon to solve that.

Also another major problem of 30 degree field of view. It's pathetic. Even for 1st generation, it's just sad, I'm not sure what Microsoft is trying to accomplish here.
6  Discussions / General Discussions / Re: SMF is falling apart. on: 2016-04-08 08:32:51
Is JGO2 still in the pipeline, or is it on hold?

@Riven
7  Discussions / General Discussions / Re: Virtual Reality on: 2016-04-06 06:23:17
<a href="http://www.youtube.com/v/qYfNzhLXYGc?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/qYfNzhLXYGc?version=3&amp;hl=en_US&amp;start=</a>

This is the single greatest VR video I have seen.
8  Discussions / General Discussions / Re: Virtual Reality on: 2016-04-01 21:00:29
Personally i won't touch VR until I don't have to target a particular VR set. The API should be generic already and cross vendor. Didn't we learn this lesson like 1000x time already!

Currently the issue is that while Steam's OpenVR allows for any HMD, Oculus hasn't allowed support for their HMDs in OpenVR, and Oculus aren't letting other HMDs into their SDK.

I suspect that as OpenVR supports several HMDs (currently Vive and OSVR) while Oculus' SDK only supports the Rift, devs are going to move towards Steam's option and Oculus will be forced to add support for OpenVR, or add support for 3rd party HMDs into their SDK.


EDIT: Apparently I'm wrong Smiley
9  Discussions / General Discussions / Re: Virtual Reality on: 2016-04-01 10:11:45
http://www.gamespot.com/articles/why-sony-delayed-playstation-vr-until-this-fall/1100-6436089/

Sony believe that they'll sell 1-2 million PSVR kits before the end of the year (and they're only releasing in October)

Comparatively low price point AND you dont need a strong VR PC only a ps4 which you would have anyway.
So yeah I can see this taking of real good. I was surprised at the low price point, and it does 90fps min.
Sony is not really in a financial position for taking risks on selling hardware, so yeah

Yeah. And there is talk that they might also be bringing compatibility with Windows, which will be huge for VR adoption. Having a headset that requires a lower end PC, a lower cost headset, and cross compat with console will mean more devs will dev for both platforms.
10  Discussions / General Discussions / Re: Virtual Reality on: 2016-03-30 05:25:25
http://www.gamespot.com/articles/why-sony-delayed-playstation-vr-until-this-fall/1100-6436089/

Sony believe that they'll sell 1-2 million PSVR kits before the end of the year (and they're only releasing in October)
11  Discussions / General Discussions / Re: Virtual Reality on: 2016-03-30 02:21:06
Considering that the only interesting AR in development  (HoloLens) is pretty low quality (it only has 30 fov, it's believed that AR overall might be physically limited to this value due to the qualities of glass) and dev kits are $5,000, I suspect that AR is still quite a few years away.

Meanwhile, now, the fov on (1st gen!) VR is three to four times as high.
12  Discussions / General Discussions / Re: Virtual Reality on: 2016-03-29 19:08:56
I'm really looking forward to Eve Valkyrie and mountain climbing. But the screen door effect is just nasty. I want the VR experience to look like the trailers...

Screen door on the Rift CV1 is gone and on the Vive is negligible.
13  Discussions / General Discussions / Re: Razer OSVR HDK on: 2016-03-29 06:17:42
The OSVR screen is 120Hz, as far as I know.

It appears that we're both wrong.

Quote
Single full HD 5.5” low persistence OLED silver screen with 401 PPI running at 60fps resulting in clearer, brighter images.

Diffusion film technology for reduced screendoor effect and best-in-class picture quality.

*Contributing to the low persistence is the simulated 240hz frequency rate the display operates at.

Additional display board allows for interchangeable displays

The display seems to run at 240Hz, but is only 60fps.
I'm not sure how that works, but oh well.

Still, 60fps won't cure the motion sickness issue.
14  Discussions / General Discussions / Re: Razer OSVR HDK on: 2016-03-29 02:22:18
It's at an interesting price point but I've heard... less than good things about it's quality.
The biggest turnoff is the 60Hz screen, as supposedly you need no less than 90Hz to counteract motion sickness.

It might be interesting by the time they release the consumer kit, but right now its kinda lackluster.
15  Discussions / General Discussions / Re: Virtual Reality on: 2016-03-28 23:58:24
I don't think i have ever disagreed with Princec. But this time i will. VR is in the early adoption phase and is niche. But give it 2 more years and it will be a fairly common "screen configuration" for both consoles and PCs. Of course this means no rush on supporting it yet.

Yeah, while 3DTV, MS Kinect and other "fad" tech came and went pretty quickly, VR has the difference of being created out of people's wants (see: $2+ million Rift kickstarter). Other tech is used invented by a company to try promote themselves for a while to try force it upon people.
16  Discussions / General Discussions / Re: Virtual Reality on: 2016-03-28 20:22:40
The Rift is shipping today!
17  Discussions / General Discussions / Re: Virtual Reality on: 2016-03-27 21:52:03
quotes

Semi relevant to VR adoption: my local museum is now using VR in its exhibits.
18  Discussions / General Discussions / Re: Virtual Reality on: 2016-03-27 18:59:23
We have a Vive at work which we've prototyped a few different games with.  I think it's true to say that first person is the most reasonable POV for VR but I don't think there are going to be a lot of FPSs.  One of the major issues is that people don't think you should move the camera and without motion, a modern FPS isn't possible.  I think you will find a few strategy games with the God-view and a few first person games where you interact with a environment rather than enemies.  But the thing that REALLY bothers me is this idea of not moving the camera.  If people can't get over that, I doubt how varied VR experiences are going to be.  No variety == no market.

Off-topic: You do professional game dev in NZ? Where do you work?

On-topic: There are confirmed to be ~60 games utilising roomscale at launch for the Vive.
https://www.reddit.com/r/Vive/comments/4brd45/list_of_roomscale_games/

For those not in the know, roomscale is the ability to move throughout the game world by moving through the real world, and is being heavily pushed by Valve through the HTC Vive.
19  Games Center / WIP games, tools & toy projects / Re: Tetradecagon on: 2016-03-27 04:30:52
Upon reflection, my previous post was less than constructive. Allow me to elaborate.

There's always more work that can be put into any game. In my opinion the bigger danger is to polish a game that no-one actually wants to play, wasting lots of the developer's time. If the game were released earlier, then it can be modified in response to audience feedback.
In many ways Brynn has done the right thing: release early, release often. Since she's gauging public opinion already, she knows what is missing and can be improved. Perhaps she will take it onboard, or perhaps she will be inspired to make a new project. Either way I don't think that there's a problem.
The game looks good by the way, very arcade-like.

My main issue is that I truly want Brynn to succeed, she is a very definitely an intelligent enough person.
Releasing early is a good thing when you have your base mechanics down that separate your game from others', and just need more content and polish.
However, Brynn has created a mechanic, polished it to hell, but hasn't stopped to make the game have the "fun" factor that a game needs to succeed on Steam.

It's frustrating because we've discussed this at length how to improve her game, but she has done nothing about it in the months since her last release.
Considering that she's spent money on making this game, it'd suck if it didn't make it to market because she just got too lazy close to release after all her work.

Brynn: the first week of greenlight is the crucial time, and I think that you're risking too much to simply launch with a lackluster trailer as you have done. If you can, I recommend taking down your greenlight page, spending a week or two making a trailer that can showcase your game in a way that feels exciting, instead of watching a ball travel from one side of the polygon to the other. It's an unrealistic representation of your game, because you're never going to feel the intensity you feel while playing your game through a video.

How can you show this? I honestly have no idea. But whether or not your game gets through greenlight with a campaign like this is pretty 50/50, and considering that you've invested a lot of time and a bit of money into this, it's stupid to leave this to chance. Especially when you have the skills to do much better.
20  Games Center / WIP games, tools & toy projects / Re: Tetradecagon on: 2016-03-26 23:02:01
Gameplay wise: try to introduce variation: maybe bonus packs (to aim for), score multipliers, gravity suddenly pulling on the ball, multiple balls bouncing around (you survive as long as 1 ball is in play), something unexpected happening...

Brynn, we discussed adding this into your game months ago.
You've shot yourself in the foot by releasing this game like this.
21  Discussions / General Discussions / Re: Virtual Reality on: 2016-03-24 21:26:57
I've had the DK2 for about a year now. It's basically the same version they're selling now except a bit lesser resolution. Which is not good. It's still a gimmicky piece that needs fiddling to get it just right - even on games with rift support. It needs to double the resolution it currently has at the very least.

My understanding is that the resolution with the dev kits were due to them using shitty lenses, which the CV1 doesn't use, so I imagine the resolution appears to be significantly better (as well as Oculus solving things such as screen door effect, etc). However, I agree that the first thing I noticed when I put on the DK2 and GearVR was the resolution. However, when I used the DK2, I stopped noticing the resolution after a while. Can't say the same about the GearVR, it was always kind of annoying for me.

The other thing about the resolution is that you need to adjust the thing for your eyes, which I didn't get to on either device as I only used demo gear, so it would've appeared worse for me than it does you.

EDIT:

https://www.youtube.com/watch?v=bjE6qXd6Itw&feature=youtu.be looks neat.
22  Discussions / General Discussions / Re: Virtual Reality on: 2016-03-24 20:54:36
I am at a loss to work out how it is possible to make VR shovelware given that the barrier to entry is so incredibly high for both consumers and producers.

Cas Smiley

VR on desktop has a high barrier for consumers, but mobile VR does not.
I don't know about wherever you live, but here some cereal companies have instructions on how to cut up their boxes and provide a pair of lenses to make a Google Cardboard type thing for your phone.

And VR development is pretty easy to get into with Unity/CryEngine/Unreal/etc.
23  Discussions / General Discussions / Re: Virtual Reality on: 2016-03-23 19:37:41
Goldman sachs (high profile market analysts) predict VR to be an $80 billion dollar industry by 2025, and although they may be dicks, they have a lot of experience about this sort of thing.
24  Discussions / General Discussions / Re: Virtual Reality on: 2016-03-23 16:33:56
That is, technically, still a first-person perspective, with you as God. Where I see it failing is for example where you are expected to directly control an avatar in the 3rd person as if it were an extension of your own body, eg. a platform jumping game, or an arena shooter - I can't think of a worse use for VR.

Cas Smiley

http://www.wired.com/2014/06/oculus-luckys-tale/

EDIT: what I'm trying to say is, don't write something off because you think it sounds like a bad idea on paper, having not tried it.
25  Discussions / General Discussions / Re: Virtual Reality on: 2016-03-23 16:15:27
I think a strategy top-down kind of game could also work really well for VR. All these little fellas running about at your command while you gaze at them from the sky like the god you are.

Has the added benefit that it's probably less nausea-inducing than 1st person and might be more suitable for most people. But yeah, 1st person has the bigger market for sure.

I think the cool thing about VR is that you're really just applying first person to camera models that we traditionally considered to not be, and this is a great example, where you are literally a godlike figure.
26  Discussions / General Discussions / Re: Virtual Reality on: 2016-03-23 15:35:33
One avenue that I should hope will be rapidly discarded is 3rd person. VR is about one thing and one thing only: the central position of yourself as the avatar. No other perspective makes the remotest sense, unless you're trying to actually achieve an out-of-body experience. Which will be fun. Once.

Have you tried and tested this yourself?

VR is a very expectation defying thing. I've used the DK2 and GearVR myself. Before those I was skeptical of VR, but now I really want it to do well.
27  Discussions / General Discussions / Re: Virtual Reality on: 2016-03-23 10:24:23
Allow me to piss on everyone's chips but VR is going to be a massive flop - at least, in the gaming industry.

Let's guess some numbers.

Number of people willing to pay $x00 for a VR system (I'm assuming they get them to that sort of price)
Number of people who have a physical playing area around their PC actually big enough for VR experience
Number of people willing to don ridiculous headgear just to fire up some game or other
Number of game designs that would be good in VR... that's basically, er, FPSes, plus a few niche interests like "surgeon simulator" and so on*
Amount of money that needs to be spent on an FPS to compete with the latest AAA titles
Amount of extra money needed to make that title support VR adequately and meaningfully (remembering stringent performance requirements to avoid motion sickness and achieve suspension of disbelief)

Discuss the numbers and then tell me how VR is going to be in any way a success. Compare and contrast with 3D cinema. Or maybe even 3D TV for laughs. Pay special attention to previous stabs at 3D goggle tech such as Nvidia's shutter goggles.

Cas Smiley

* Feel free to call me out on this one but let's face it the AAA games industry is not renowned for its innovative risk taking in game design, is it?

I don't think that we're going to see a large adaption of VR from AAA, at least in gen 1, but I don't think it's dead on arrival either. HTC, Oculus and Sony have all hinted that demand for VR is much higher than they anticipated (Sony delaying the PSVR due to needing to manufacture more units, Vive selling 15k units in first 10 minutes of preorders, Oculus' Palmer Luckey saying flat out that demand was much higher than they expected at launch).

They've pushed a lot units already, so the only thing that would kill VR would be it going the way of MS' Kinect, not having enough software. However, looking at steam, there are already 60+ games that support VR that are released or scheduled for release.

Number of game designs that would be good in VR... that's basically, er, FPSes, plus a few niche interests like "surgeon simulator" and so on*

I'm sorry, but this is really not true. The idea that VR is limited to FPSes is rubbish. For example, one of the bundled Oculus launch titles is Lucky's Tale, a third person platformer. And by all accounts, has utilized VR very well.

The major factor of VR is that it opens up a new world of game design options, when you're not just limited to such basic key inputs. Indie games will form new genres, and eventually, yes AAA devs will adopt the genres that indies create and milk the shit out of them, but regardless, new genres will form, which for me is the most exciting thing to happen in the gaming industry during my lifetime.

EDIT: To build upon this.

In a matter of weeks, there will be tens of thousands, if not hundreds of thousands of people with high end VR HMDs. These people shelled out at least 600USD for their item, meaning they have a substantial amount of disposable income. People who have invested so much into their HMD will want to continue to invest more money to make their investment more worthwhile. In a space that has a high barrier to development such as VR, the number of titles in this formative time will be relatively few. So:

Market filled with people with high amounts of disposable income to spend on the small number of titles = substantially more VR titles owned by each average consumer than most Steam users = higher income for VR devs

I believe this is the best market for indie devs to be working in at the moment.
28  Discussions / General Discussions / Virtual Reality on: 2016-03-23 06:24:45
With the GearVR released, Oculus Rift a week away from release, the HTC Vive coming coming the following week and PlayStation VR coming in October, I thought I'd post a general VR thread.

LWJGL currently supports Oculus' LibOVR, and jMonkeyEngine supports SteamVR.
Phr00t has led the charge with VR, having the first VR java games on Steam that support both the Rift and the Vive with Spermination, 4089 and 5089.

Who has, or is expecting to get a VR HMD in the near future?
Who is excited?
29  Discussions / Miscellaneous Topics / Re: The point of games on: 2016-03-17 05:42:41
"Games shouldn't only be fun. They should teach or spark an interest in other things." - Hideo Kojima

As an example relevant to many of us here, video games have sparked my interest in programming Smiley
30  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-03-06 04:53:26

LWJGL Util is deprecated and is not available since LWJGL3. Instead we highly recommend you to switch to JOML, which also gives you great performance.

I puked a little looking at their matrix4f class set up on github. I am now going to, since I only use Matrix4f and Vector4f from LWJGL Util, create my own classes.

KaiHH,
Could you check out my mat4 class later and tell me what is wrong with it?

So you plainly insult KaiHH's matrix class, then ask KaiHH for advice with your own matrix class?
Ok.
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