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1  Game Development / Newbie & Debugging Questions / Re: Kryonet Size Of Packets on: 2014-07-25 16:42:32
I think it's because the actual data you're sending is one byte, but the actual packet it sends contains more data, which is neccesary for delivering it at the right place. Packets can be divided up in two parts, the header and the payload. The payload you're sending is one byte (It can be more, depends on KryoNet maybe sending some extra things, not sure about this one) but the header contains additional information like the IP address and port number, maybe some other stuff too. That's what's causing the extra bandwidth I think.
2  Games Center / WIP games, tools & toy projects / Re: Moon Lite on: 2014-07-18 20:47:30
Well, I guess that doesn't really matter because it doesn't have an effect on the gameplay or anything. But I think it will be a nice aesthetic once you've added it.
3  Games Center / WIP games, tools & toy projects / Re: Moon Lite on: 2014-07-18 19:25:21
Do you have any plans on implementing a lighting system? And if so, will it only be an ambient day/night cycle or a tile based lighting system with different light sources?
4  Games Center / WIP games, tools & toy projects / Re: Moon Lite on: 2014-07-18 16:00:37
With the small amount of people you are expecting to be on a server each time, KryoNet will serve your need very well I think. I've been using it for a while now and I find it quite a nice library. As of this week, I have a lot of free time and since I'm not really working on a particular project myself, I'm available if you need some help or anything else.

Kaj
5  Games Center / WIP games, tools & toy projects / Re: Moon Lite on: 2014-07-18 15:15:09
If you maybe need some help on the multiplayer part, you can send me a PM.
6  Games Center / WIP games, tools & toy projects / Re: Moon Lite on: 2014-07-18 14:22:51
What kind of infrastructure are you planning to use for the multiplayer part? Is it going to be server/client or P2P? And if you're going to use server/client, will you be hosting some dedicated servers yourself, or do people have to download their own server and play with their friends?
7  Games Center / WIP games, tools & toy projects / Re: Moon Lite on: 2014-07-18 01:17:42
I really like your idea. But I'm not very sure what theme or setting you're going after? If I understand correctly, you are going to implement some RPG-like elements?
8  Games Center / WIP games, tools & toy projects / Re: Moon Lite on: 2014-07-18 00:45:52
Looks cute. I'd like seeing this grow a lot bigger and actually playing it. I think you'll have to add some unique gameplay mechanics, otherwise it might look like a Terraria clone of some sort, but with different graphics. By the way, what engine or API are you using? LibGDX? Or just your own LWJGL engine implementation?
9  Game Development / Articles & tutorials / Re: Youtube Beginner Tutorial Series on: 2013-07-24 23:05:33
Thank you.

By the way. I made some more tutorials. If anyone has some tips, I really want to hear them. I haven't done much recording and stuff in the past. Also, if someone has suggestions for particular tutorials or a series dedicated do a specific subject, please tell me because then I can provide you with stuff you want to see.

Have a nice day,

LostWarrior
10  Game Development / Articles & tutorials / Re: Youtube Beginner Tutorial Series on: 2013-07-20 19:43:45
Is this alright? (See my edited first post)
11  Game Development / Articles & tutorials / Youtube Beginner Tutorial Series on: 2013-07-20 16:04:10
Hello,

Yesterday I started making a beginner tutorial series on youtube for people who want to dive into java but don't really know how to start. So if you are searching for java tutorials, then please take a look at my channel.

As I said, I just started and I uploaded only a couple of video's right now. I try my best to upload as many video's as possible every day.

Also, if you have any suggestions for video's, java or non-java video's, then please send me a message. Feel free to ask whatever you want, and I will do my best to answer them!

Channel: https://www.youtube.com/channel/UCpvKtcZdaBk8UN4rwPcow1w

Introduction Video:

<a href="http://www.youtube.com/v/iKudae7u_4I?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/iKudae7u_4I?version=3&amp;hl=en_US&amp;start=</a>

Kind regards!
12  Game Development / Networking & Multiplayer / Re: Server amount on: 2013-05-11 02:32:31
So on like a 2d game with a maximum of 16 players. What whould be the best for that?
13  Game Development / Networking & Multiplayer / Server amount on: 2013-05-09 01:07:58
Heey guys,

I was thinking what would be the best of these options:

Run multiple server programs on one vps.

Run multiple servers on one program in different threads on one vps

Run one server program per vps

What whould be the most efficient?
14  Game Development / Newbie & Debugging Questions / Re: Use LUA for ingame computers on: 2013-04-09 20:49:52
I think I should define the implementation of what I want a bit more. So, imagine that I have a 3D world, where you can do stuff with a vehicle. In the vehicle I want people to have computers. These computer have to be programmable so people can actually control their vehicle very accurate with everything they want.
So this procces has to be advanced so people can actually do what they want, but it has to be straight-forward for other people who don't want do mess around to much. And for these PC's I have to design a language that is appropriate to control the vehicle in a rather advanced but simple way. I hope that this also cleans up my own suggestion for an event based language with direct interactions with the vehicles and stuff.
15  Game Development / Newbie & Debugging Questions / Re: Use LUA for ingame computers on: 2013-04-08 21:19:38
I could create my own simple language with only very simple statements like IF, and simple variable declarence so that you don't have to assign data types. If I make it event based, so that you can do simple interactions with things outside the computer and then execute events or change variables. Is that something that is realistic? But how can I write an compiler for that?
16  Game Development / Newbie & Debugging Questions / Re: Use LUA for ingame computers on: 2013-03-25 22:12:17
And what do you mean with data-driven? And I searched a couple of examples of JavaScript and I think it is reasonable to use it. Are their any good ways to implement it and maybe scratch something of it, like those "oh shit" code you can possibly forget and which is not really needed?
17  Game Development / Newbie & Debugging Questions / Re: Use LUA for ingame computers on: 2013-03-25 21:34:43
But one of the biggest problems with the language is, is that it has to be also compatible with the "low minds". I mean, I even can't script javascript, I probably could do it if I put some time in it, but most gamers don't script and don't want to have people to just quit because they can't manage their computer (which is going to be a big part of the control, It'll be almost the biggest control) so I can't just pick a random language and just expect they can learn it and use it.
18  Game Development / Newbie & Debugging Questions / Re: Use LUA for ingame computers on: 2013-03-25 18:00:00
I already found this article, but I don't know how it would fit in my game. I need to have custom functions to and I don't really know how to do it with a complete LUA implementation.
19  Game Development / Newbie & Debugging Questions / Use LUA for ingame computers on: 2013-03-25 17:45:22
Hello forum,

I want to implement computer in my game with LUA as the language. So you can have computers, based on LUA and program it the way you want.
A perfect example is the Computer Craft mod for Minecraft. It's almost exactly what I want: functional computer with LUA.

So do I have to make my own compiler or can I implement LUA an easier way?
20  Java Game APIs & Engines / jMonkeyEngine / Re: Lighting doesn't work properly on: 2013-03-22 12:33:38
I've already found the problem. I remade the model and everything works fine now. I don't know what was wrong with my first model, but it doesn't matter anymore.
21  Java Game APIs & Engines / jMonkeyEngine / Re: Lighting doesn't work properly on: 2013-03-20 16:11:35
Please, does anyone know something what could help me?
22  Java Game APIs & Engines / jMonkeyEngine / Lighting doesn't work properly on: 2013-03-19 17:33:34
Hello forum,

I have a model in a world, which has a perfectly uv mapped texture, with a normal but. But the light works on all sides perfectly, except for the front faces. Everything on the front of the model, seems to be always be bright, even if there isn’t any light. The rest of the model is perfectly lit if needen and dark if there is no light. Is there anyone who can help me?
23  Game Development / Newbie & Debugging Questions / Re: [LWJGL] Translate a gun at a fixed position in the screen on: 2013-03-08 15:50:28
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float z = (float) ((Math.sin(Math.toRadians(Camera.getRY() + 90 * 2))) / -1 + (Math.sin(Math.toRadians(Camera.getRY() + 90 * 1))) * -2);
            float x = (float) ((Math.cos(Math.toRadians(Camera.getRY() + 90 * 2))) / -1 + (Math.cos(Math.toRadians(Camera.getRY() + 90 * 1))) * -2);
            glTranslatef(-Camera.getX() + x, -Camera.getY() - 1, -Camera.getZ() + z);
            glRotatef(-Camera.getRY() - 90, 0, 1, 0);
            glRotatef(Camera.getRX(), 0, 0, 1);


This is my code for the left and right turning.
24  Game Development / Newbie & Debugging Questions / Re: [LWJGL] Translate a gun at a fixed position in the screen on: 2013-03-07 20:01:37
With the information of your project I can't seem to fix it. And I don't know how I use the stuff with fixed camera or something.
25  Game Development / Newbie & Debugging Questions / Re: [LWJGL] Translate a gun at a fixed position in the screen on: 2013-03-05 14:50:29
Thanks. Could you say which rocket launcher position is the one for up and down in the second file?
26  Game Development / Newbie & Debugging Questions / Re: [LWJGL] Translate a gun at a fixed position in the screen on: 2013-03-04 21:01:36
Sorry, but this does not look like regular LWJGL openGL rendering code. Is this correct?
27  Game Development / Newbie & Debugging Questions / Re: [LWJGL] Translate a gun at a fixed position in the screen on: 2013-03-04 20:21:44
What do you mean with neutral? I can't imagine what you are saying. Could you give me a bit more information, maybe with some sample code?
28  Game Development / Newbie & Debugging Questions / [LWJGL] Translate a gun at a fixed position in the screen on: 2013-03-04 19:46:12
Hello forum,

I'm am very new to this forum and this is my first post. I'm sorry for my English, it could be a bit wrong sometimes but i'll try my best.

Now the actual question:

In my 3d game I have a model of a gun. Like in almost every shooter you have a gun in the bottom-right corner of the screen, independently of the point you're looking at. I want this in my game to and I've already managed to turn the model as it should and it is in the correct position for turning left and right. The only problem is now, that I can't manage it for looking up and down, the gun stays in the wrong spot.

Here is some of my code:

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float z = (float) ((Math.sin(Math.toRadians(cam.getRY() + 90 * 2))) / -1 + (Math.sin(Math.toRadians(cam.getRY() + 90 * 1))) * -2);
         float x = (float) ((Math.cos(Math.toRadians(cam.getRY() + 90 * 2))) / -1 + (Math.cos(Math.toRadians(cam.getRY() + 90 * 1))) * -2);
         glTranslatef(-cam.getX() + x, -cam.getY() - 1, -cam.getZ() + z);
         glRotatef(-cam.getRY() - 90, 0, 1, 0);
         glRotatef(cam.getRX(), 0, 0, 1);
         glScalef(0.05f, 0.05f, 0.05f);
         glCallList(model);


I hope someone can help me!
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