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1  Discussions / Miscellaneous Topics / Re: IRC? on: 2015-03-27 21:14:49
New Milestone!

Today we reached 20 concurrent users (:

2  Discussions / General Discussions / Re: The Khronos Group announces "Vulkan": the successor to OpenGL on: 2015-03-19 03:15:11
So despite saying they would not release Mantle, AMD have just publicly released the specs for Mantle. Presumably, Mantle and Vulkan will work very similarly, so if you plan to use Vulkan, it may be worth checking this out too.

White Paper
Progamming Guide

EDIT: I misunderstood their "not releasing" it.



I'm currently skimming through the 450 pages of reading.
I'll make a summary of it later.
3  Discussions / Miscellaneous Topics / Re: Yay, free games! Zero's Game Giveaway on: 2015-03-18 06:48:40
I just came across a spare copy of Titan Attacks!, one of @prinec's titles.
Once again, make a post and I'll PM you a key. If you've already got a game from this thread, perhaps wait a day or two to see if anyone claims it.

Also, I still have a spare copy of Daedalus. Add me on Steam to claim it.
Gone to connerelsa
EDIT: Startopia is still up for grabs too.
4  Discussions / Miscellaneous Topics / Re: Yay, free games! Zero's Game Giveaway on: 2015-03-17 01:02:01
Sure, SwordsMiner hasn't added me yet so he misses out. Add me on steam and I'll give it to you.
5  Discussions / Miscellaneous Topics / Re: Yay, free games! Zero's Game Giveaway on: 2015-03-16 06:39:14
@wessles, @SwordsMiner, @Simn, It would appear that you three will have to add me on steam to receive the game.
You can find me here.
6  Discussions / Miscellaneous Topics / Re: Yay, free games! Zero's Game Giveaway on: 2015-03-15 07:29:02

JGO's own Deathpat made game Daedalus - No Escape is on sale. I just bought a four pack so I have three copies to give away. I think first come first serve is a little unfair for people who aren't in the same timezones as I am, so in 24-48 hours I will select three people from whomever wants it. Hopefully, three people want it.

I believe that it's a multiplayer game, so it'd be nice to play with whomever gets it please Cheesy

EDIT: Post in the topic, not PM. It's nice to see everyone who wants it.
7  Game Development / Newbie & Debugging Questions / Re: Rendering a list of objects with the same mesh. on: 2015-03-14 01:15:21
When you have issues, the first thing you need to do is call
glGetError
, because if OpenGL is having a hissyfit because you're new to GL, you would never know without retrieving the error. Typically when you're not seeing anything, it's either because you're not actually rendering anything, you're not rendering anything onscreen (i.e your viewing frustrum is looking in the wrong direction), or OpenGL is having issues.

If you are having GL errors, you must definitely familiarize yourself with the core API reference. Making a post to StackOverflow saying "Opengl is returning error 1281" is pretty pointless because just about every OpenGL call you make can throw all of the errors for different reasons.

When GL throws an error follow these steps:
  • Identify which OpenGL call is throwing the error.
  • Go to the core API reference page for the call. At the bottom of each page, it defines the various reasons why an error may be thrown.
  • Fix your issue. If you are still having problems doing this, you may now post to StackOverflow or JGO or wherever you typically seek help.

When identifying which GL call is throwing the error, you can really do nothing but call
glGetError
after each GL call. Please note that you need to identify which is the earliest GL call that is throwing the error, because
glGetError
only holds the most recent error thrown, and if an error is thrown by one call, a later call may throw another error because of the first error, especially if there is a problem in setting a state (OpenGL is a very state based system).

Generally, GL throws one of three errors:
GL_INVALID_ENUM
(Error 0x500 / Error 1280)
GL_INVALID_VALUE
(Error 0x501 / Error 1281)
GL_INVALID_OPERATION
(Error 0x502 / Error 1282)
8  Discussions / Miscellaneous Topics / Re: IRC? on: 2015-03-13 21:09:42
Woo new record for people online at one time!

@LiquidNitrogen @ra4king @Agro @Elsealabs @Drenius @Elusivehawk @HeroesGrave @Goldragon @Kingroka123 @Longor1996 @LostWarrior @Rayvolution @Xemdo @wessles
9  Games Center / WIP games, tools & toy projects / Re: Pi Jump on: 2015-03-08 01:34:29
Negative Zero: Hmm, I don't know what could be causing a GL_INVALID_OPERATION... (I'm assuming you do but) does your graphics card support OpenGL 3.0?

My GPU and drivers support GL4.4 (Radeon R9 280X).

This reference is great for finding out when you're making GL errors.
https://www.opengl.org/wiki/Category:Core_API_Reference
Each page for each command shows why each command would spew up each error.
10  Games Center / WIP games, tools & toy projects / Re: Pi Jump on: 2015-03-08 01:02:09
11  Discussions / General Discussions / Re: The Khronos Group announces "Vulkan": the successor to OpenGL on: 2015-03-07 11:06:15
Found a summary of a talk on reddit. I'll dump the points here:

  • 15:50: Vulcan is represented by an "instance". No global variables or the like. Represents the loader, which is what finds the drivers installed on the system, finds what GPUs are available, making it look like a single unified system.
  • 16:30: When created, you give it information about what you want to do with it, including memory allocator callbacks. You can ask it about what GPUs are present, enumerate them and you decide how to use them. Working on multi-GPU support, but it's up to the application if it wants to be.
  • 17:45: Can query info on GPUs. Memory, relative performance, what kind of features it has. API for sharing resources between GPUs.
  • 18:40: "Device" is a logical representation of a GPU. It's how you talk to it. Each has a number of queues, you control which ones you want plus what extensions. You opt-in to extensions. Plus, what layers should be enabled (layers used for things like validation, debugging, logging, etc.)
  • 19:45: Queues are things like compute queue, graphics queue. GPUs will have various numbers of each kind of queue. All queues scheduled independently and run async.
  • 20:40: Batch up commands in command buffers. Each is thread local. You tell Vulkan what kind of queue each buffer will be sent to.
  • 21:15: Any heavy work gets done when inserting commands into command buffers, and thus can be threaded.
  • 21:55: Shaders are compiled up-front. Only language is SPIR-V. Offline GLSL -> SPIR-V available.
  • 22:30: Pipelines: shaders and fixed function information attached. You can opt in to some mutable state. Can be serialised. If a serialised pipeline is re-loaded, the driver does no additional work.
  • 23:20: Mutable state: blend state, viewport state, depth stencil state, etc. These are bundled into smaller mutable objects that then get re-bound to the pipeline.
  • 23:40: Resources: textures, samples, etc. CPU and GPU components. CPU side is the API handle and are immutable from layout perspective, with mutable contents. Application's responsibility to allocate and manage GPU memory. API tells you how many GPU allocation units it needs for a resource, from what pools. Lets you do your own pooling, aliasing.
  • 25:15: Descriptors: GPU side, resources are represented by descriptor sets. Each set has a layout (X textures, Y samplers, etc.). You can switch out descriptor sets and pipelines without cross-validation.
  • 26:25: Render passes. Knows what to do when it begins and ends. Basically to support tile GPUs, useful for cache management.
  • 27:00: Drawing: done inside render passes. Commands going into command buffer: begin, bind pipelines, descriptor sets, call a draw, end pass. These are where all the state is.
  • 27:50: Synchronization: event objects, command buffers can signal.
  • 28:10: Resource State: sync within command buffer. Barriers. So things like waiting for render-to-texture to finish before reading. Validation layer can help you get this right.
  • 29:20: Work Enqueue: submit command buffers. Your job to ensure resources are available. Semaphores to track ownership of resources.
  • 30:10: Presentation: Actually extension. Two kinds: composited presentation where you ask the compositor to present for you, and where you tell the compositor to present. Likely to result in two APIs. Should cover the gamut from mobile -> PC. Also includes fullscreen, vsync. Present through the work queue.
  • 31:30: Teardown. You're responsible for cleaning up resources. Means you can trigger use-after-free or leak memory.
  • 32:25: AZDO: Less near, already very close to zero overhead. However: build command buffer once, use many times; doesn't have "bindless textures", on the basis that descriptor sets can be arbitrarily large and that you have manual management of residency anyway; also lets you do sparse; you can do instanced drawing.
  • 33:50: Conclusion: Vulkan not really "low level", just a better abstraction. Very low overhead. Extensible. SPIR-V completely independent, hoping to see new high-level languages for it.

Reddit Link
Video Link
12  Discussions / General Discussions / Re: The Khronos Group announces "Vulkan": the successor to OpenGL on: 2015-03-07 01:55:51
A Khronos member (a valve employee I believe) has said that whether or not Vulkan works on consoles is dependent on whether MS/Sony support it, but there is nothing stopping it from doing so.

Sadly, AMD have said that they will not release Mantle 1.0 to the public and recommends that gamedevs use Vulkan and D3D12 instead.


@Spasi,

Can we expect to see Vulkan incorporated into LWJGL?
13  Discussions / General Discussions / Re: The Khronos Group announces "Vulkan": the successor to OpenGL on: 2015-03-05 03:16:59
Mantle was never meant to be an API that replaced the already existing APIs, it was an API that was created to kickstart the, quite frankly, stagnant API market. Since DX11 (which came out 6 years ago, in 2009), there has been little to no development of APIs. Richard Huddy, Chief Gaming Scientist at AMD, said that before they started work on Mantle, Microsoft had no plans to develop a DX12 at all, as they were too enveloped in trying to penetrate the mobile marketplace. It was only the creation of Mantle that kicked off this generation of "zero driver overhead" APIs.

Honestly AMD are really great at propelling technological advancements, au contraire to Nvidia.
14  Discussions / General Discussions / Re: The Khronos Group announces "Vulkan": the successor to OpenGL on: 2015-03-04 08:40:42
Also, is there any word on what range of existing graphics cards will support this?
  • Works on all things capable of OpenGL ES 3.1

@Riven please fix this 90% quote thing, it's not solving any potent problem ...
Quote from: Wikipedia
OpenGL ES 3.1
Supported by Windows, Linux, Android (since Lollipop) on devices with appropriate hardware and drivers, including:
  • Adreno 400 series
  • Intel HD Graphics for Intel Atom Z3700 series (Android)
  • Intel HD Graphics for Intel Celeron N and J series (Android)
  • Intel HD Graphics for Intel Pentium N and J series (Android)
  • Mali T6xx (midgard) series onwards (Android, Linux)
  • Nvidia GeForce 400 series onwards (Windows)
  • Nvidia Tegra K1 (Android)
  • Nvidia Tegra X1 (Android)
  • PowerVR Series 6, 6XE, 6XT, 7XE and 7XT (Linux, Android)
  • Vivante GC2000 series onwards (optional with GC800 and GC1000)
15  Discussions / General Discussions / The Khronos Group announces "Vulkan": the successor to OpenGL on: 2015-03-03 20:03:20
https://www.khronos.org/vulkan

Vulkan is the real name for these things:
  • glNext
  • OpenGL Next
  • OpenGL NG
  • Next Generation OpenGL Initiative

Key points:
  • Vulkan will be multicore friendly
  • Uses precompiled shaders based on the SPIR platform. This means in theory HLSL or CG could be compiled for Vulkan. Also means IP is protected.
  • Works on all things capable of OpenGL ES 3.1
  • Nearly zero driver overhead, cut out things like error management
  • Works uniformly on mobile and desktop platforms
  • Considered a derivative of AMD's Mantle

More details will come in the following days as GDC is currently running and Valve is scheduled to be doing a presentation to show off Vulkan's capabilities on Thursday.

OpenGL/ES will continue to be developed as Vulkan is extremely low level and therefore requires a lot more work.
16  Discussions / Miscellaneous Topics / Re: Yay, free games! Zero's Game Giveaway on: 2015-02-27 19:37:03
Aaaaaand back on topic, Startopia & Doctor Who Legacy are still up for grabs.
17  Games Center / nK Game Competition - 2015 / Re: Java4K framework WIP / discussion on: 2015-02-26 23:39:44
The main reason I never got into J4k was the necessity to use Java2D.
Will this still be a requirement in the new compo?

I don't really want to learn a new API simply to participate in a jam.
Maybe I'm the odd one out though, still using LWJGL2.
18  Discussions / Miscellaneous Topics / Re: Yay, free games! Zero's Game Giveaway on: 2015-02-26 19:05:31
i'll take Startopia please =D

No.
Given your history, I can't trust you to not go and do something stupid like sell it on a dodgy marketplace such as g2a.
And I'm not going let someone who has a complete disregard for personal ownership to walk off with two of my keys.
19  Discussions / Miscellaneous Topics / Re: Yay, free games! Zero's Game Giveaway on: 2015-02-26 02:58:30
Got a couple more games that I don't want. Instead of PMing me, post in the thread and I'll PM you the code.

Steam Keys
       Lara Croft and the Guardian of Light Olo
       Startopia

Origin Keys
       Populous Ecumene
       Command & Conquer: Red Alert 3  Longarmx
20  Discussions / Miscellaneous Topics / Re: Yay, free games! Zero's Game Giveaway on: 2015-02-22 20:33:38
Well, BeatBuddy is still alive if anyone wants it. And presumably the PvZ and DW thing are still alive.
21  Discussions / Miscellaneous Topics / Re: Yay, free games! Zero's Game Giveaway on: 2015-02-22 18:47:13
It seems someone decided to steal them all Sad
22  Discussions / Miscellaneous Topics / Yay, free games! Zero's Game Giveaway on: 2015-02-22 08:12:10
So I've got some duplicate games left over from humble bundles, and thought I'd share it on JGO.
PLEASE, TAKE ONE PER PERSON AND COMMENT WHICH ONES YOU TAKE.

Steam Keys
       Airline Tycoon 2 Nerb
       Antichamber  Stolen
       Beatbuddy: Tale of the Guardians
       Dust: An Elysian Tail  Stolen
       FEZ  Stolen
       Giana Sisters: Twisted Dreams  Stolen
       Guacamelee! Gold Edition  Matth
       Monaco: What's Yours Is Mine  HeroesGrave
       Monaco: What's Yours Is Mine LiquidNitro
       Starseed Pilgrim  Gibbo
       The Swapper
 Stolen

Origin Keys
      Plants vs. Zombies: Game of the Year Edition
              73Y8-WUYG-6GDY-LCPD-AFT2

Other
      Doctor Who: Legacy Key (Unlocks 10 Doctors)
              5736-3573-8944-7979

I may have a few more to add in a few days if this is successful Cheesy

Doctor Who Legacy is still up for grabs if anyone wants it ^^
23  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-02-15 00:55:07
Drenius made a truly inspiring quote in the #JGO IRC,

24  Discussions / General Discussions / Re: 95 free high resolution tiles for your games on: 2015-02-14 08:16:23
IF ANYBODY KNOWS AN IMG TAG THAT FIXES THE SCROLLING ISSUE PLEASE POST SO I CAN FIX
[img width=880][/img]
25  Discussions / General Discussions / Re: What does this return for you? on: 2015-02-09 03:03:54

/thread.
Thank you so much, this is very useful data. If I have any questions, I will PM you.

I got an idea, why don't we turn this into a survey? That way, we will know what version we should learn and target so that it will reach more number of players.

As Riven said, this isn't really needed. However, if you need this kinda of data, look no further:


Click image for source
26  Discussions / General Discussions / Re: What does this return for you? on: 2015-02-08 04:27:37
Thank you for all the replies people! This is very useful information to me.
However, I do still need more from people with different hardware to others in this thread. I'd be particularly happy for anyone with a Radeon HD 7xxx or HD 6xxx series card to share their stuff.

Also, @SHC, @Ecumene
If you weren't aware, I think your drivers are out of date
27  Discussions / General Discussions / What does this return for you? on: 2015-02-08 03:36:25
I've been playing around with GL versioning stuff today, and need to determine if theres any method to the madness of
glGet
to be able to parse it.
So I would be very appreciative of anyone who would run this code for me and post what it returns.

1  
2  
3  
4  
System.out.println(System.getProperty("os.name"));
System.out.println(GL11.glGetString(GL11.GL_RENDERER));
System.out.println(GL11.glGetString(GL11.GL_VERSION));
System.out.println(GL11.glGetString(GL11.GL_VENDOR));
28  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-01-27 09:59:03
His "web history" might have revealed to Google he is in the "25 - 35y male" demographic, and that might have been enough to trigger such ads.

I would say so. I've been getting ads for things such as Adventure Quest (yes, it still exists it seems!), Train Simulator, Clash of Clans, etc. despite not doing any form of casual or webgaming in years.
29  Games Center / Featured Games / Re: [Android] Crazy Shooter - Shoot'em up & Pixel art on: 2015-01-27 02:12:58


Err... You are aware that you have pretty much plagiarized from puppygames with the man in the corner... right?
You have almost made a direct copy of this:


What's funny is that you've ripped off of the most senior developer(s?*) on the forums.
And when you rip off of one person... the question about how many other people you've ripped off of arises.
Looking at your screenshots, you've got a severe mismash of art styles: between the detailed and noisy art style in the backgrounds of the pink one, the extremely inconsistent pixel size and the oddly outlined platforms, it makes me wonder if you actually produced any original art during this game, or whether you simply made slight copies of stuff that many other people have made?

If you want to retain credibility as a gamdev, you really do not want to be stealing art. It is disgusting to do, especially since you're profiting off of this game through ads.

*Off topic: is Riven still with puppygames? Was that even a thing or am I slightly delirious?

EDIT: Turns out some people over at TigSource already mentioned how much Path to the Sky "happens" to look a lot like your game.



Path to the Sky (click for full res)


Crazy Shooter

EDIT 2: Better comparisions

You can see that the palette is pretty much cloned from the middle one, along with the trees and the hanging down ladder.

It's borderline fraudulent to use this really nice artwork to draw people into your game with the promise of quality that you obviously cannot deliver yourself.
30  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-01-26 23:48:34


Got an ad for an "adult store" on JGO...
I miss Project Wonderful and Ray's not-quite-a-perfect-loop-but-close-enough-to-annoy-you ad...
Pages: [1] 2 3 ... 8
 
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2D Dynamic Lighting
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