Java-Gaming.org Hi !
Featured games (83)
games approved by the League of Dukes
Games in Showcase (581)
Games in Android Showcase (162)
games submitted by our members
Games in WIP (632)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
   Home   Help   Search   Login   Register   
  Show Posts
Pages: [1] 2 3 ... 9
1  Game Development / Newbie & Debugging Questions / Re: LibGdx - perline noise on: 2015-05-22 07:13:57
Many thanks,

Going to have a mess about to see what I can come up with using perlin noise, I believe this is what
games like terrarria use.  Interesting what you do say though about using having  thickness variables.

 CopyableCougar4 - that looks very interesting, although how would you generate hills that are not too jagged?

chrislo27 - so you don't use perlin noise, I was thinking on the lines you have said, but like above, how to you generate hills
that are not too jagged?

Many thanks all!
2  Game Development / Newbie & Debugging Questions / Re: LibGdx - perline noise on: 2015-05-21 20:45:41
Thanks again,

I think there should be variations in thickness.  Say I was doing the dirt, got height of 4 means do 4 dirt tiles on vertical, then next one said 3, what goes into the 4th space - see below:


GG
D <------ Do I put grass here?
DDD
DDD
DDD
R  R   <---- put dirt in the missing space here?
RRR
RRR
RRR

Thanks again
3  Game Development / Newbie & Debugging Questions / Re: LibGdx - perline noise on: 2015-05-21 15:23:28
Hey many thanks for this, that does look very good, what is the size of the array you used?

Mine is currently [2000][1000].

Can be seen here:

https://sites.google.com/site/sterrialand/development/news

I've not put any height stuff in as of yet, I just have this:

1  
2  
3  
4  
5  
6  
7  
8  
9  
10  
11  
12  
13  
14  
15  
16  
17  
18  
private void generateMap() {
      for (int y = 0; y < h; y++) {
         for (int x = 0; x < w; x++) {
            if(y >=0 && y<=100)
               addEntity(new LavaEntity(x, y),x,y); // lava
            if(y >100 && y<=200)
               addEntity(new CoalEntity(x, y),x,y); // coal
            if(y >200 && y<=750)
               addEntity(new RockEntity(x, y),x,y); // rock
            if(y >750 && y<=798)
               addEntity(new LandscapeEntity(x, y),x,y); // earth
            if(y >798 && y<=800)
               addEntity(new GrassEntity(x, y),x,y);
            if(y >800 )
               addEntity(new BlankEntity(x, y),x,y);  // blank space
         }
      }
   }


Hence the reason it is all flat - need to add the noise to it.

Still unsure how you generate the hills with grass on top?

Thanks,
Steve
4  Game Development / Newbie & Debugging Questions / Re: LibGdx - perline noise on: 2015-05-21 08:41:48
 Grin

So the value back from noise will state how many to draw vertically (height wise)?

I did use the 2d perlin noise way back for a voxel engine I wrote, wish I hadn't been away from java gaming now for such a long time!

Was I correct in saying about where the grass, dirt etc would be in regards to the array or am I getting completely lost?!

Here is a link to website/blog of what I'm doing, you will see a screen shot of what I'm trying to achieve:

https://sites.google.com/site/sterrialand/development

Thanks as always

5  Game Development / Newbie & Debugging Questions / Re: LibGdx - perline noise on: 2015-05-20 21:39:30
Many thanks for taking the time and helping on this, very much appreciated.

I was thinking that grass would be in the 1st and 2nd row of the 2d array, dirt in the 3rd,4th,5th,6th,7th,8th say,
rock in the 9th,10th,11th,12th,13th,14th, granite in 15th,16th,17th,18th,19th,20th and then lava in the 20th-last possible row for instance, does
this sound correct?

Still unsure how this array would be filled in though, how do you generate a height for them?

Thanks
6  Game Development / Newbie & Debugging Questions / Re: LibGdx - perline noise on: 2015-05-20 21:01:38
Thanks,

So from the value back from the noise function, say if in range of 0-20 draw lava, 20-30 granite, 30-50 rock, 50-80 dirt, 80-100 grass?

So say the noise function came back with 5, I'd draw lava 5 high, if so, what would you put in the empty space (6-20?, just leave as dirt?), am I getting confused here?!

Thanks again,
Steve
7  Game Development / Newbie & Debugging Questions / Re: LibGdx - perline noise on: 2015-05-20 19:08:03
Hey thanks for that, I did read that before.

I do have a SimplexNoise class I got from here in a thread, just don't know how to use it.

Think you do:

1  
2  
SimpleNoise sn = new SimplexNoise();
float noise = sn.noise(xin, yin);     // not sure what these are - possibly the location of x,y tile in array?


I guess the noise is the height?

In my code I have a 2D array of LandscapeEntities which can be Rocks, Grass, Granite etc

1  
2  
3  
4  
5  
6  
7  
8  
9  
10  
11  
12  
13  
14  
15  
16  
17  
18  
19  
20  
21  
22  
23  
24  
   private LandscapeEntity[][] worldMap;

// Map is drawn each frame, only draws what camera sees

public void drawMap(boolean bDebug, SpriteBatch batch,
         TextureRegion[][] region, int sx, int sy, int ex, int ey, int w,
         int h) {
                             for (int row = sy; row < sy + ey + 1; row++)
            for (int col = sx; col < ex + 1; col++)
               worldMap[col][row].draw(batch, region);
}

// Fill map with default DirtEntity (this is derived from LandscapeEntity - simple polymorphism)
private void generateMap() {
      for (int y = 0; y < h; y++) {
         for (int x = 0; x < w; x++) {
            addEntity(new DirtEntity(x, y)); // all just dirt
         }
      }
   }

   public void addEntity(LandscapeEntity entity) {
      worldMap[entity.x][entity.y] = entity;
   }


My problem is filling the map with my tiles, thus grass on top, dirt, rock etc as shown in the ascii image.
Map is just filled with dirt entities at the moment.

Thanks,
Steve
8  Game Development / Newbie & Debugging Questions / LibGdx - perline noise on: 2015-05-20 18:24:28
Hi,

I've generated a map of 2000x1000 tiles (tile size 32x32).  The map is scrollable in all directions (I only draw what the camera sees).

I want to use perlin noise to generate heights for my tiles, such as this ascii example:

G - grass, D - dirt, S - stone

    G              GGG
  GGG        GGGGGG   GG
GGGGGGGGGGGGGGGGGGG
GDDDGDDDDGGGGGGGDDG
DDDDDDDDDDDDDDDDDDDD
DDDDDDDDDDDDDDDDDDDD
DSDDDDDDDSDDDDDDSSDD
SSSSSSSSSSSSSSSSSSSSSS
SSSSSSSSSSSSSSSSSSSSSS

How do you apply perlin noise to achieve such a thing like the above?

Any advice is appreciated,

Thanks
9  Game Development / Newbie & Debugging Questions / Re: Fill in 2d array on: 2015-03-13 19:21:45
Did get it working, but still bug when corridor crosses through a room...will get it fixed hopefully!
10  Game Development / Newbie & Debugging Questions / Re: Where to start for something like this on: 2015-03-13 14:20:15
Hi,

I've done many years of Java coding and done quite a few games - just working on a random dungeon generator which is going ok, was just
interested if the game in question uses random dungeons or just maps drawn using something like tiled?

Thanks,
Steve
11  Game Development / Newbie & Debugging Questions / Re: Fill in 2d array on: 2015-03-13 13:25:27
Exceptions will be tidied up later - yes Array index out of bounds ones.

Start points of the paths are the centre of the rooms.  Good suggestion though.

PS - how do you embed images in here?
12  Game Development / Newbie & Debugging Questions / Re: Fill in 2d array on: 2015-03-13 10:29:21
Paths are created by taking a room say room 1 which then connects to room 2, room 2 connects to room 3 etc.
I take the center x,y of each room and draw horizontal and vertical paths.

This is the code to do the corridors:

1  
2  
3  
4  
5  
6  
7  
8  
9  
10  
11  
12  
13  
14  
15  
16  
17  
18  
19  
20  
21  
22  
23  
// Create a vertical corridor
   private void create_v_tunnel(int y1, int y2, int x) {
      int amount = Math.max(y1 - y2, y2 - y1);
      int yy1 = Math.min(y1, y2);
      for (int y = 0; y <= amount; y++) {
         tilesArray[x][yy1 + y].visible = false;
         tilesArray[x][yy1 + y].name = "V Corridor";
         tilesArray[x][yy1 + y].texture = this.floor1;
      }
   }

   // Create a horizontal corridor
   private void create_h_tunnel(int x1, int x2, int y) {
      int amount = Math.max(x1 - x2, x2 - x1);
      int xx1 = Math.min(x1, x2);
      for (int x = 0; x <= amount; x++) {
         tilesArray[xx1 + x][y].visible = false;
         tilesArray[xx1 + x][y].name = "Hz Corridor";
         tilesArray[xx1 + x][y].texture = this.floor2;
     
      }
         
   }


and called from:

1  
2  
3  
4  
5  
6  
7  
8  
9  
10  
11  
12  
13  
14  
15  
16  
17  
18  
19  
   // Carve out corridors - connect rooms to other rooms
   private void drawCorridors() {
      for (int i = 0; i < rooms.size(); i++) {
         Room r01, r02;
         try {
            r01 = rooms.get(i);
            r02 = rooms.get(i + 1);
         } catch (Exception ex) {
            return;
         }

         Random r = new Random();
         try {
               this.create_h_tunnel(r01.centerX, r02.centerX, r02.centerY);
               this.create_v_tunnel(r01.centerY, r02.centerY, r01.centerX);
         } catch (Exception ex) {
         }
      }
   }


Thanks,
Steve
13  Game Development / Newbie & Debugging Questions / Where to start for something like this on: 2015-03-12 20:32:17
This is a nice dungeon game, where the best place to start to do something similar?

https://www.youtube.com/watch?v=V271ua-Twe0

Thanks,
Steve
14  Game Development / Newbie & Debugging Questions / Re: Fill in 2d array on: 2015-03-12 16:26:47
Many thanks :-)

I'm just struggling now with putting doors where corridors would connect...The corridors go to the centre of the rooms (x,y) they are connecting too, some corridors go
straight through a room as a room it is connecting to is on the other-side of another room, can you see my dilema?

Any advice is appreciated.  Please see screenshot here: https://sites.google.com/site/dungeonplanetlite/

I need to remove corridors from within rooms and then place doors...

Thanks,
Steve

PS: this is the article I followed and coded it in Java : http://gamedevelopment.tutsplus.com/tutorials/create-a-procedurally-generated-dungeon-cave-system--gamedev-10099
15  Game Development / Newbie & Debugging Questions / Re: Fill in 2d array on: 2015-03-12 14:00:17
Hi,

Unfortunately, the array is one big array but filled in at diiferent x,y and different sizes, many of them are created so cannot initialize as you show.

Yeah, I know what you mean about the x,y but guess it is the way my brain works, lol.

1  
2  
3  
4  
5  
6  
7  
8  
9  
10  
11  
12  
13  
14  
15  
16  
17  
18  
19  
private void drawRooms() {
      for (Room rm : rooms) {
         for (int y = rm.y1; y <= rm.y1 + rm.height; y++) {
            for (int x = rm.x1; x <= rm.x1 + rm.width; x++) {
               try {

                  // We should really store texture x,y position - THIS WILL NEED DOING!!!
                  if(x==rm.x1 || x== rm.x2 || y == rm.y1 || y == rm.y2 )
                     tilesArray[x][y].texture = this.wallEdge;
                  else
                     tilesArray[x][y].texture = this.pathTexture;            
                  tilesArray[x][y].visible = true;
                  tilesArray[x][y].name = "Room:" + rm.roomNo;
               } catch (Exception e) {
               }
            }
         }
      }
   }


The above fills in my tilesArray at various positions - the tilesArray is of type Tile which has a texture associated with it (will need to put texture x,y in here at
some point instead of having lots of separate textures in lots of files).  What the code does is put walls around the rooms which are all procedurally generated.  What
I need to work out now is to place doors where the corridors connect the rooms!

Thanks,
Steve
16  Game Development / Newbie & Debugging Questions / Fill in 2d array on: 2015-03-12 13:28:02
Hi,

The 2d int array below:

1  
int testArray[][] = new int[4][5];   


I want filling with the following:
      
      1111
      1001
      1001
      1001
      1111
      
What's the best way to go about this? 

Obviously this is how to simply fill in with 1's:

1  
2  
3  
4  
5  
6  
for(int y=0; y<5; y++)
{
   for(int x=0; x<4;x++) {
      testArray[x][y] = 1;
   }
}


I came up with this, but doesn't look the best:

1  
2  
3  
4  
5  
6  
7  
8  
9  
10  
11  
private void makeRoom(int[][]testArray, int w, int h, int tileOuterId, int tileInnerId) {
      for(int y=0; y<h; y++)
      {
         for(int x=0; x<w;x++) {
            if(x==0 || x==w-1 || y==0 || y==h-1)
               testArray[x][y] = tileOuterId;
            else
               testArray[x][y] = tileInnerId;
         }
      }
   }


Just would like a method which takes in the dimensions of the array and the outer side of it is filled with 1's if you know what I mean?

Thanks,
Steve
17  Game Development / Newbie & Debugging Questions / Dungeon game on: 2015-03-10 14:16:34
Hi,

I've created a randomly generated dungeon - rooms are interlinked via corridors, scrolling is 8-way.  Using LibGdx to render the 'cruddy' gfx.

The rooms at the moment are just carved out of the map as can be seen in this link : https://sites.google.com/site/dungeonplanetlite/home  (the green is the whole map zoomed out)

Rooms are stored in a dynamic structure but no real information about them - was wondering what would be best way to store rooms and to have designs in them (tables, bricks etc)?

My map is stored in a 2d array of type Tiles:

1  
2  
   Tile[][] tilesArray = new Tile[(MyGdxGame.AMOUNTSCREENSX * MyGdxGame.SCREENWIDTH)/MyGdxGame.TILEWIDTH]
                      [(MyGdxGame.AMOUNTSCREENSY * MyGdxGame.SCREENHEIGHT)/MyGdxGame.TILEHEIGHT];


and Tile is:

1  
2  
3  
4  
5  
6  
7  
8  
9  
10  
11  
12  
13  
14  
15  
16  
abstract class AbstractTile {
   protected String name;   // type of tile - corridor for instance, wall
   protected float x, y;
   protected boolean visible;

   protected Texture texture;

   abstract void loadTexture();
}

class Tile extends AbstractTile {
   public Tile(String name) {
      this.name = name;
      visible = true;
   }
}


Loop to draw the map:

1  
2  
3  
4  
5  
6  
7  
8  
9  
10  
11  
12  
13  
14  
15  
16  
17  
18  
19  
20  
21  
22  
23  
24  
25  
26  
27  
28  
29  
30  
31  
32  
33  
34  
35  
36  
37  
38  
39  
40  
41  
42  
43  
44  
45  
   public void drawMap(SpriteBatch batch, Texture img, Texture corridorImg,
         float width, float height) {

      int camX = (int) camera.position.x - MyGdxGame.SCREENWIDTH / 2;
      camX /= MyGdxGame.TILEWIDTH;
      int endX = MyGdxGame.SCREENWIDTH / MyGdxGame.TILEWIDTH + camX;

      int camY = (int) camera.position.y - MyGdxGame.SCREENHEIGHT / 2;
      camY /= MyGdxGame.TILEHEIGHT;
      int endY = MyGdxGame.SCREENHEIGHT / MyGdxGame.TILEHEIGHT + camY;

      if (!MyGdxGame.bDebug) {

         // Optimized loop - we only draw what we can see, that is just one
         // screen
         for (int y = camY; y < endY + 1; y++) {
            for (int x = camX; x < endX + 1; x++) {
               if (tilesArray[x][y].visible) {
                  // batch.setColor(1, 0, 0, 1);

                  batch.draw(img, tilesArray[x][y].x, tilesArray[x][y].y,
                        width, height);
               } else {
                  // this a corridor - horrible way of doing this, needs
                  // to change!
                  if (tilesArray[x][y].name.contains("orridor")) {
                     batch.draw(corridorImg, tilesArray[x][y].x,
                           tilesArray[x][y].y, width, height);
                  }
               }
            }
         }
      } else {  // draw the whole map! Only used when debug is turned on
         for (int y = 0; y < MyGdxGame.ROWS; y++) {
            for (int x = 0; x < MyGdxGame.COLS; x++) {
               if (tilesArray[x][y].visible) {
                  // batch.setColor(1, 0, 0, 1);
                  batch.draw(img, tilesArray[x][y].x, tilesArray[x][y].y,
                        width, height);
               }
            }
         }

      }
   }



If visible is false, a tile is not drawn - this is what makes up a room.

I need a way of now drawing rooms where the invisible tiles are, any good advice on this?  I was thinking of having another structure which had the room positions, width, height
and the type of room it is.

Thanks,
Steve
18  Game Development / Newbie & Debugging Questions / Re: 2d libgdx - drawing only what camera sees on: 2015-03-07 17:33:49
The if condition checks if the tile is visible, if so it gets drawn - the visible isn't a property if it is visible to the camera :-)

Anyone done any dungeon's where the screens are loaded from the hard drive at certain points - basically remove those screens
that are far away out of the 2d array and then load new ones in - almost giving infinite amount of screens.

Thanks,
Steve
19  Game Development / Newbie & Debugging Questions / Re: 2d libgdx - drawing only what camera sees on: 2015-03-06 16:06:38
Hi, blocky transition :-)

I guess it is a matter of getting the distance of how the tiles are from the player and setting the setColor method?

Thanks
20  Game Development / Newbie & Debugging Questions / Re: 2d libgdx - drawing only what camera sees on: 2015-03-06 14:37:08
Thank you,

Yes I've done parallax scrolling before using Cocos2D on iPhone, guess just draw random ones that move across the screen now and then.

I've done the code to just draw what camera sees, was quite easy, basically: (so now draws a maximum of just 64*48 tiles each frame)

1  
2  
3  
4  
5  
6  
7  
8  
9  
10  
11  
12  
13  
14  
      int camX = (int)camera.position.x - MyGdxGame.SCREENWIDTH / 2;
      camX /= MyGdxGame.TILEWIDTH;
      int endX = MyGdxGame.SCREENWIDTH / MyGdxGame.TILEWIDTH + camX;
     
      int camY = (int)camera.position.y - MyGdxGame.SCREENHEIGHT / 2;
      camY /= MyGdxGame.TILEHEIGHT;
      int endY = MyGdxGame.SCREENHEIGHT / MyGdxGame.TILEHEIGHT + camY;
     
      for (int y = camY; y < endY; /*MyGdxGame.ROWS;*/ y++) {
         for (int x = camX; x < endX; /*MyGdxGame.COLS;*/ x++) {
            if(tilesArray[x][y].visible)
               batch.draw(img, tilesArray[x][y].x, tilesArray[x][y].y, width, height);
         }
      }


Although, I suspect the if condition above could be removed somehow...


I'd like to implement some form of lighting on the dungeon map - thus, tiles that are say 4 tiles away from player are darker, is this some sort
of texture lighting?  Sorry, not got a lot of openGL experience.  Maybe the setColor in SpriteBatch could be used?

Thanks,
Steve
21  Game Development / Newbie & Debugging Questions / Re: 2d libgdx - drawing only what camera sees on: 2015-03-06 13:40:03
Updated to use 2d array instead of a list collection, a lot easier.

Just to put in the code so we only draw what we can see and not the whole map!

Thinking of having a layer of clouds above the dungeon map, is it possible to add a layer and allow it to scroll slower than the map below?

Thanks again,
Steve
22  Game Development / Newbie & Debugging Questions / Re: 2d libgdx - drawing only what camera sees on: 2015-03-06 12:18:32
Thanks guys,

The List<Tile[]> is I guess quite slow, prob best as Tile[][] - going convert to that. 

As always, great help and great advice :-)
23  Game Development / Newbie & Debugging Questions / 2d libgdx - drawing only what camera sees on: 2015-03-06 11:07:55
Hi,
I've created some code that draws a random procedurally generated dungeon - all good, can scroll around etc.  Problem is my drawMap method:

1  
2  
3  
4  
5  
6  
7  
8  
9  
public void drawMap(SpriteBatch batch, Texture img, float width,
         float height) {
      for (Tile[] t : tiles) {
         for (Tile tt : t) {
            if (tt.visible)
               batch.draw(img, tt.x, tt.y, width, height);
         }
      }
   }


Tiles is defined as:    
1  
public List<Tile[]> tiles;


It just draws the whole map, now I have a camera and it's position, thus must be a way of just drawing what it sees.  The screen width is 1024/16 tiles and 768/16 tiles high so
really should just be drawing that amount. Huh Huh

Any help is appreciated.

Thanks,
Steve
24  Game Development / Newbie & Debugging Questions / Random 2d map for scroller (like terraria) on: 2015-02-25 21:06:49
Hi,

I've used LWJGL for a 3d minecraft game a couple years ago, now was wanting to do some 2d game like a lot of the sandbox ones out there - terraria, starbound etc.  I'm thinking LWJGL will be good choice for the gfx api or maybe slick2d?

Now, this is prob asked a lot, how or where do you start in creating a procedural 2d map like these games? Such as biomes?
I'd like the map to be large, being able to dig down.

I've googled stuff but still struggling with this - all seem to point to perlin noise etc.

This seemed good: http://www.java-gaming.org/topics/lwjgl-procedurally-generated-simplex-perlin-noise-2d-world/31991/view.html

and http://fbksoft.com/procedural-level-generation-for-a-2d-platformer/

Any advice, a starting point would be great.

Thanks,
Steve
25  Games Center / Cube World Projects / Re: A different Cube World on: 2013-05-18 18:53:21
This could be good ;-)
26  Games Center / Cube World Projects / Re: Voxby - my source code give away on: 2013-05-18 17:40:22
Quarry - if you read my posts you will see I've moved to using shaders and thus the programmable pipeline, the voxel engine was a learning experience for me and as Pauler says, it uses display lists - I moved to VBO and got same results. 



27  Java Game APIs & Engines / OpenGL Development / Re: Programmable pipeline on: 2013-05-12 17:33:00
Thanks,

Stack trace:

1  
2  
3  
4  
5  
6  
7  
8  
9  
Exception in thread "main" org.lwjgl.opengl.OpenGLException: Invalid operation (1282)
   at org.lwjgl.opengl.Util.checkGLError(Util.java:59)
   at org.lwjgl.opengl.GL20.glGetProgram(GL20.java:551)
   at Square.printLogInfo(ShaderBox2.java:219)
   at Square.createVertShader(ShaderBox2.java:192)
   at Square.<init>(ShaderBox2.java:127)
   at ShaderBox2.init(ShaderBox2.java:71)
   at ShaderBox2.<init>(ShaderBox2.java:26)
   at ShaderBox2.main(ShaderBox2.java:75)


My gfx card supports shading language upto 1.20 and OGL 3.0 (except shading language 1.30) - Using GLview it reports OpenGL version as 2.1 Apple-8.0.61.

Is there any tutorials which show rendering using a vertex shader, what I've seen they still use glBegin?!

Thanks

28  Java Game APIs & Engines / OpenGL Development / Re: Programmable pipeline on: 2013-05-12 16:08:54
Hi,

Here is the code that seems to cause the crash:

1  
2  
3  
4  
5  
6  
7  
8  
9  
10  
11  
12  
13  
14  
15  
16  
17  
private static boolean printLogInfo(int obj) {
        IntBuffer iVal = BufferUtils.createIntBuffer(1);
        glGetProgram(obj, GL_INFO_LOG_LENGTH, iVal);   // <-- THIS LINE CAUSES CRASH, IF I REMOVE THEN OK

        int length = iVal.get();
        if (length > 1) {
            // We have some info we need to output.
            ByteBuffer infoLog = BufferUtils.createByteBuffer(length);
            iVal.flip();
            glGetProgramInfoLog(obj, iVal, infoLog);
            byte[] infoBytes = new byte[length];
            infoLog.get(infoBytes);
            String out = new String(infoBytes);
            System.out.println("Info log:\n" + out);
        } else return true;
        return false;
    }


Thanks,
Steve
29  Java Game APIs & Engines / OpenGL Development / Re: Programmable pipeline on: 2013-05-10 19:48:11
Thanks,

What is the programHandle parameter?

30  Java Game APIs & Engines / OpenGL Development / Programmable pipeline on: 2013-05-10 17:12:01
Hi,

I've tried to use OGL2.0 with a vertex shader, doing it with LWJGL - fails on compiling the vertex shader which is fine as the shader compiles fine when I use ARB extensions - could it be my gfx card which is a intel hd 3000 on my macbook pro?

1  
2  
3  
4  
5  
6  
7  
vertex shader:

varying vec4 vertColor;
void main(){
           gl_Position = gl_ModelViewProjectionMatrix*gl_Vertex;
           vertColor = vec4(0.0, 0.0, 1.0, 1.0);
}

Thanks for any help
Pages: [1] 2 3 ... 9
 
MrMapcom (16 views)
2015-05-23 20:26:16

MrMapcom (22 views)
2015-05-23 20:23:34

Waterwolf (29 views)
2015-05-20 15:01:45

chrislo27 (36 views)
2015-05-20 03:42:21

BurntPizza (71 views)
2015-05-10 15:53:18

FrozenShade (56 views)
2015-05-07 09:11:21

TheLopais (218 views)
2015-05-06 13:36:48

TheLopais (202 views)
2015-05-06 13:35:14

TheLopais (207 views)
2015-05-06 13:33:39

TheLopais (227 views)
2015-05-06 13:32:48
List of Learning Resources
by SilverTiger
2015-05-05 10:20:32

How to: JGO Wiki
by Mac70
2015-02-17 20:56:16

2D Dynamic Lighting
by ThePixelPony
2015-01-01 20:25:42

How do I start Java Game Development?
by gouessej
2014-12-27 19:41:21

Resources for WIP games
by kpars
2014-12-18 10:26:14

Understanding relations between setOrigin, setScale and setPosition in libGdx
by mbabuskov
2014-10-09 22:35:00

Definite guide to supporting multiple device resolutions on Android (2014)
by mbabuskov
2014-10-02 22:36:02

List of Learning Resources
by Longor1996
2014-08-16 10:40:00
java-gaming.org is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑gaming.org
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!