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1  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-09-17 02:34:34

This is from April 2014.
2  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.
3  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

4  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.
5  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.
6  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.
7  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...
8  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?
9  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.
10  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.
11  Discussions / General Discussions / Re: Virtual Reality on: 2016-07-06 09:33:42
Just tried the Microsoft HoloLens. AMA.
12  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?
13  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.

14  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.
15  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
16  Discussions / General Discussions / Re: Virtual Reality on: 2016-06-24 03:43:53
Speaking about VR, we released our first VR game on the Vive recently: Out of Ammo: http://store.steampowered.com/app/451840/

It's been pretty well received.

I've heard a lot about this game recently. Looks awesome!
What were the coolest things about developing in VR?
Hardest challenges?
What engine/other tech did you guys use?
17  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-06-23 21:29:40
Shocked fancy!~

looks sick

Thanks!

@NegativeZero Is it just "Circle7" or can you pass any string as argument and get it rendered on the go? Anyway it's pretty dope Smiley

Haha, no. You can enter any string that contains the alphanumeric characters 'C', 'I', 'R', 'L', 'E', or '7'.
18  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-06-23 12:24:10
Some people might remember that in October, I posted a game called CIRCLE7 that I no longer intended to further develop. It looked something like this:



Well, in an effort to actually release something for a change I've continued development on this, and today I made a fancy title screen in/out transition.

Gfycat.

I would appreciate feedback please Smiley
19  Java Game APIs & Engines / OpenGL Development / Re: Discussion: The mother of all shading languages on: 2016-06-22 12:18:17
- Creating a whole new intermediate shading language which passes through a compiler that spits out shaders for all the different APIs.

I can't help but think that this option may suffer from this issue:

20  Discussions / General Discussions / Re: Virtual Reality on: 2016-06-22 10:32:41
I've read some reviews on the OSVR, it has a major problem at the moment* due to the lenses: to get the HMD so cheap, they've used a type of lens that, while drastically getting rid of chromatic aberration and the "screen-door effect" (neither of these things were existent/noticeable in my Vive demo today btw), makes the picture blurry.

RX 480 has had a number of leaked benchmarks which seem to be putting at equiv. performance with the GTX 980 for a third of the price (earlier benches were comparing it to the GTX 970, however since then the alpha drivers have been updated and it runs a lot faster now).

One thing to note is that with new GPU architectures it takes quite some time before AMD makes fully optimized drivers, so over the next 1-2 years you can expect the RX 480 performance to increase noticeably.

EDIT: *I am very disappointed with this issue, I was seriously considering investing in the OSVR. That said, it also lacks roomscale and after today I can't not do roomscale.
21  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-06-22 10:08:05
Awesome article posted by Dragonene_ on IRC, discussing how market share works (or rather, doesn't exist) in the games industry:

https://medium.com/steam-spy/your-target-audience-doesn-t-exist-999b78aa77ae#.xofz0xw4x

Huge thing to note, is that there are only 1.3 million (1% of total) steam users who can be considered "core" gamers.
"Core" gamers being the people who you can expect to purchase several games per year.
22  Games Center / WIP games, tools & toy projects / Re: TritonForge || 2D RPG Sandbox (New DL Soon, project revived) on: 2016-06-22 06:21:52
I believe that this is relevant to this discussion.

https://web.archive.org/web/20120526084938/http://www.m4x0r.com/blog/2010/05/blending-terrain-textures/
23  Discussions / General Discussions / Re: Virtual Reality on: 2016-06-22 05:37:31
Tried the HTC Vive today.
The quality of the display is much, much, better than that of the Oculus DK2's and the Samsung GearVR.
I tried Valve's Longbow game.

This:
<a href="http://www.youtube.com/v/rzuqyyPxTAI?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/rzuqyyPxTAI?version=3&amp;hl=en_US&amp;start=</a>

Yeah I dunno how to put it into words, but this is really f**king cool.
Various but not complete list of things that are amazing:
  • Roomscale
  • The haptic feedback on the controllers
  • The controllers
  • The display quality
  • Playing a 2016 Valve game
  • The comfort

Complete list of things that suck:
  • The price point

That isn't to say it's not worth the price, but its just sad how few people will get to experience this until its cheaper.
However, looking at the SteamSpy and Steam Hardware stats, it would be a solid estimate to say that 90,000 people have VR HMDs on Steam at this point.
24  Java Game APIs & Engines / OpenGL Development / Re: Texture Loading on: 2016-06-16 03:39:21
25  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-06-15 09:58:04


I made this word cloud for the love of my life.
26  Game Development / Game Mechanics / Re: [LibGDX] Rotate around a shape in a non-circular motion on: 2016-06-14 10:13:35
Alternately, you could calculate the tangent's gradient of the circle at the center of each line, which would look something like this I think, but I haven't tested this:

1  
2  
3  
4  
private float getSlope(int sides, float angle) {
   float b = angle - angle % (int) (2 * Math.PI / sides);
   return (float)(- Math.sin(b) / Math.cos(b));
}
27  Discussions / General Discussions / Re: Virtual Reality on: 2016-06-13 22:33:16
Today Razer announced an updated version of their VR HMD. (this is still a devkit, not consumer ready)

Anandtech Article.

Features:
  • $399
  • 90Hz
  • 2160x1200 resolution OLED
  • OSVR and SteamVR compatible
  • 110° FOV
  • No motion controllers/roomscale features
  • Available July

This price point + features is kinda what was expected of the Rift CV1 before it got bumped up to the $600 price mark.

EDIT:

Also, VR is getting quite a bit of attention at E3:

  • Fallout 4
  • DOOM 2016
  • Star Trek: Bridge Crew
  • Eagle Flight VR
  • Serious Sam VR
  • Superhot VR
  • Minecraft VR
  • Killing Floor: Incursion VR
  • Batman: Arkham VR
  • Star Wars X-Wing VR Mission
  • Farpoint

Furthermore, Xbox are releasing a new console that will support VR.
28  Games Center / WIP games, tools & toy projects / Re: TritonForge || 2D RPG Sandbox (New DL Soon, project revived) on: 2016-06-11 12:01:51
[img width=850][/img]


This will fix the formatting issues on this site with the your images.
It keeps the same aspect ratio.
29  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-06-10 07:16:28
Another PSA: Steam Dev Days is happening again this year.
They had some really interesting talks last time which are now all available on their youtube.

WHAT IS IT?

From the site.
Quote
LET’S GET CONNECTED.

Steam Dev Days returns to Seattle this October. Join Valve and your fellow Steam developers to learn about and discuss new Steam features and advances in gaming on Windows, OS X, Linux and SteamOS.

Steam Dev Days will cover a variety of topics that are relevant and exciting to PC gaming, including virtual reality, user generated content, Steam hardware initiatives, business and marketing best practices, plus much more.

Check out the Steam Dev Days 2014 archive to get taste of what you can expect this year.
30  Java Game APIs & Engines / Engines, Libraries and Tools / Re: LWJGL 3 - LMDB bindings on: 2016-06-09 09:58:34
What'll happen is that the world will largely divide into two camps, one camp being the World+Kitchen Sink camp (Spasi) and the other camp being the one-thing-done-well camp (me, and FWIW, Hydroque). We're all just tips of icebergs when it comes to sentiments but what will eventually happen is the kitchen sink camp will suffer from Magic Kebab Syndrome* and implode under the weight of unmaintained natives, and there will be someone who goes "bugger this I'm a gonna fork this" and boom! Schism. LWJGL3's core hives off and becomes a separate minimalist project and the whole effort is like watching waves break on the shore.

Cas Smiley

* Years ago, Chaz and I were horribly drunk and started speculating on what we'd like to eat, and eventually after many iterations we came up with the idea of a never ending kebab. That was fed to us by Michelle Pfeiffer. And so on. In other words, it was an endless spiral of additional fancies, each more improbable than the last.

In the end, after years of wars, a World+Kitchen Sink boy will fall in love with a one-thing-done-well girl. Against all odds, through their love they bring peace to the world and everyone lives happily ever after.

Except Bob. f**k that guy.
really hoping no one here is called Bob

Opens in cinemas 2019.
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