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1  Java Game APIs & Engines / OpenGL Development / Re: Switching from LWJGL2 -> 3 on: 2016-02-26 11:44:27
Thanks guys that explains a lot, I thought it was strange that most LWJGL 3 tutorials stopped after showing you how to set up the display, which was strange in my opinion xD
2  Java Game APIs & Engines / OpenGL Development / Switching from LWJGL2 -> 3 on: 2016-02-26 09:48:09
I'm wanting to update my game engine from LWJGL 2 to LWJGL 3 and want to know what is different?

I have heard that input and how the screen is called is different but is that really all that has changed? nothing to the rendering process?

Thanks
3  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-01-30 11:55:53
Finally have finished upgrading my pc with the best gear i could get, now i can start livestreaming some games again Cheesy

AMD FX-8350 (8 Core, 4.4GHz Overclocked)
32GB DDR3 Ram
2x970 MSI GTX Twin Foza GPU's (4GBx2)
8x 250GB SSD in RAID 1+0

4x 1080p Monitors (Shame that 2 are 23" and 2 are 22")
Razor Chroma Mouse, Keyboard and headset
Blue Yeti Mic/w stand and pop filter

4  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-12-21 14:49:19
Started learning Japanese today. I have 3 years to learn it fluently before I plan to move there Cheesy
5  Game Development / Game Play & Game Design / Re: Using noise generation to generate map on: 2015-12-15 11:01:49
That has to be done yourself. Simplex/Perlin noise only does so much...Minecraft's world generation uses Perlin noise, but the cave, biome, mountain ranges, flatlands and other natural formations are all generated using Notch/Mojang's own algorithms. You should create your own algorithm, like I did. It might take a couple of days, but it's not that hard. Just a lot of debugging. It's easier to implement your own algorithm if your world is made of blocks. And don't follow ThinMatrix all the way, because it's easier to forget stuff that you learned from someone else than to forget things you learned from experimenting with OpenGL yourself.

Also, it might take a while to figure out how to add biomes and natural formations in the world. It's not easy, unless you want to "learn" how to do it from someone else. By all means, try to learn things by experimenting. That's the most effective way.

I have made sure not to follow his tuturials by law and have made several changes now such as (May not be seen in this photo since its old); Shadows, Chunking, overlapping terrain  (Like on peeks).

Switch to real manly noise! OpenSimplex was made by a JGO user in java!
https://www.reddit.com/r/gamedev/comments/2gw6wz/like_perlins_simplex_noise_but_dont_like_the/
https://gist.github.com/KdotJPG/b1270127455a94ac5d19

Try increasing the interpolation between sample points for larger spacing between hills.
noise(x / 10, y / 10) to noise(x / 20, y / 20)

Then increase the scaling you're using for the noise.
height = 5 * noise(x,y) to 20 * noise(x,y)

Then get some erosion going, you can use the random distribution of erosion to make it more varied by just adding some more noise.
height = (20 * noise(x,y)) + (2 * noiseDifferentSeed(x,y))
Just make sure both sample values are the same (x, and y)
This is pretty bad looking though, so you should invest some of your time into hydraulic or thermal erosion.
https://code.google.com/p/fractalterraingeneration/wiki/Erosion_Models
(Hydraulic erosion requires you to process the map as a whole, you can't do this on 'infinite' maps I don't think. Thermal is pretty good to though!)

I urge you to make modular pipeline system for heightmaps, many games do this so you can modify a feature more individually. This can be done by a sort of 'post-processing' on the heightmap sample by sample, or the map as a whole. If you want some good looking heightmaps, you're going to need to sacrifice your infinite map. Hydraulic erosion requires a fixed map, and so do many other really cool features of terrain.

Check out world-machine and world-painter for making maps outside your game. (World-Painter can export minecraft heightmaps too!)
Also check out my looping noise! http://www.java-gaming.org/topics/opensimplexnoise-looping-noise/36701/view.html

Ill try out OpenSimplexNoise when i get back from work and i see where you are coming from but i do still want to try and keep it infinite, ill spend some time over the coming week to try and get a good implementation of OSN working.

In regards to modifying the terrain...maybe in areas where it is deemed ugly, i have already configured my server to send a seed on a players connection so they can generate the worlds chunks, but before submitting them to be rendered, the server sends any corrections to fix the chunk
6  Game Development / Game Play & Game Design / Using noise generation to generate map on: 2015-12-15 00:44:40
I have tried several different methods to create 'A realistic world' but all i can achieve is ether a very flat world with a soft incline or a hilly world.... How would i go about including biomes, hill ranges, flatlands, etc?

7  Game Development / Game Mechanics / Re: Multy Threading, Limitations in a LWJGL context on: 2015-12-14 20:37:21
In my 3D World, I only multi-threaded the chunk generation. There was no need to create a (bigger) mess by also multi-threading the rendering.

That's what i was planning to multi thread but I found a solution where i get my tick thread to calculate chunks that need to be generated and it stores it in a array, then my render thread renders ~1 chunk each frame dependent on how long the chunk took to render and whether or not it will affect the current FPS..... I suppose I could multi thread this soon, but I cba.
8  Game Development / Game Mechanics / Re: Multy Threading, Limitations in a LWJGL context on: 2015-12-14 19:05:47
Thanks guys! So unless your great at OpenGL the its pointless
9  Game Development / Game Mechanics / Multy Threading, Limitations in a LWJGL context on: 2015-12-14 16:50:56
I have looked everywhere for a definitive answer to the limit of threads and cant seem to find an answer.

I have heard the max amount of threads you can run (At peek efficiency) is equivalent to the amount of cores your processor has, but then i have heard counter arguments saying that you can have more or less dependent on the complexity of the task and the power required.

What I want to do is run multiple OpenGL Contexts and have; 1 thread as the logic, 1 as the render and 1> to render my randomly generating 3D world. Now should i follow the pretext that one core is equivalent to one thread or what?
10  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-12-11 18:09:24
I would recommend both TheBennyBox and ThinMatrix. Both are pretty decent playlists, although there are obviously better ways to structure some of the topics they cover (and you can see that they have a certain style of coding). If you're more into reading (and going into more depth/greater understanding), I can recommend this, this, this, and this.

Edit: (1<<7) medals  Cheesy

Thanks for the reference to 'ThinMatrix' Im up to tutorial 23~ and i have achieved a infinite 3D world using simplex noise for terrain height and lighting is now working fully (No shadows yet heard there a nightmare)

11  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-12-11 14:45:46
Everyone here is talking about getting into various universities. I feel like a black sheep; I'm still stuck in my second year of high school.

I just fixed a stupid bug in my program. I was calling the setIdentity() method on a projection matrix *facepalm* doing that makes it look like the depth test isn't working, but it's just a problem with the proj matrix.

EDIT [4 hours later] : I just finished another LWJGL practice. Every week or so I create a really simple game engine from scratch using LWJGL. It helps me to keep in touch with the API.

I'm not sure how your education system works but i have been out of school for a while after completing my secondary education (age 11-16) then college (16-17) and then ~ 3 years at a web development company. So im going to uni quite late, so don't worry about when or if you go to university since 9/10 times you can get into the industry with experience alone .
12  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-12-10 18:37:02

That's the problem i have seen with OpenGL development, there are 100 different ways to do anything, but after this i was going to start another game development series and learn how a different person with a different prospective created 3D games and design a game accordingly to what i have learned.

I would recommend both TheBennyBox and ThinMatrix. Both are pretty decent playlists, although there are obviously better ways to structure some of the topics they cover (and you can see that they have a certain style of coding). If you're more into reading (and going into more depth/greater understanding), I can recommend this, this, this, and this.

Chears, i understand LWJGL/OpenGL is a huge undertaking to learn but i have 6~ months before university where i can start learning OpenGL, for when i join uni to do Game Dev Cheesy.
13  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-12-10 18:20:28
Just remember, it seems you will have to unlearn some of that stuff because he is teaching you to interact with shaders using built-in functions & variables. (As opposed to using uniforms / attributes)

That's the problem i have seen with OpenGL development, there are 100 different ways to do anything, but after this i was going to start another game development series and learn how a different person with a different prospective created 3D games and design a game accordingly to what i have learned.
14  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-12-10 17:06:08
Did you follow the tutorial from that one guy on YouTube? Believe his name is Oskar.

Yeah i'm following it now, he seems to really know his stuff
15  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-12-10 15:51:18
I have been learning the basics of 3D games in LWJGL (Only ever made 2D game) and wow....there is so much to learn and so....soooo much maths xD

Same here. Been tinkering with LWJGL for a few weeks now, and it's really fun! I do keep bumping in to little mistakes I made earlier and then having to figure out what the problem is. Usually it's my own stupidness xD. However the maths is really something to wrap your head around, I'm no genius on that level...

Just finished getting a complex model loaded with some lighting, it is so complex using shaders

16  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-12-09 21:49:41
I have been learning the basics of 3D games in LWJGL (Only ever made 2D game) and wow....there is so much to learn and so....soooo much maths xD
17  Games Center / WIP games, tools & toy projects / Re: One-D World on: 2015-12-05 00:09:01
THANK YOU <3
18  Games Center / WIP games, tools & toy projects / Re: One-D World on: 2015-12-04 09:14:52
I keep browsing the forum and commenting on things I like the look of? I have been inactive for a few month so there is a lot I missed
19  Games Center / WIP games, tools & toy projects / Re: One-D World on: 2015-12-03 23:56:25
You should try and remake the original Super Mario World with this but seen from the eyes of Mario, would be cool :p
20  Game Development / Game Play & Game Design / Re: Speech to text on: 2015-12-03 23:20:52
javax has a package for it I believe...
javax.speech.recognition

https://docs.oracle.com/cd/E17802_01/products/products/java-media/speech/forDevelopers/jsapi-doc/javax/speech/recognition/package-summary.html

As for libraries... Sphinx-4 was last updated in 2015-10-17, and is very well developed.
http://cmusphinx.sourceforge.net/wiki/tutorialsphinx4

Had a play around with it and it dose not understand me unless i speek super fast xD
21  Game Development / Game Play & Game Design / Speech to text on: 2015-12-03 15:32:57
Dose anyone know of any speech to text librarys out there?

Played around with a few but there ether don't understand much (Mostlikely my accent) or it is to sluggish.

Thanks :p
22  Games Center / WIP games, tools & toy projects / Re: Herotic Framework (Pre-Alpha) on: 2015-12-03 15:22:56
Added ability to slot Render engines/frameworks in as Plugins, example coming soon :p
23  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-12-02 15:41:32
Just descovered potentialy the best quote on here xD

Back then i wonder if Marcus knew he would become a billionaire

24  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-12-02 10:12:26
Today I pretty much worked on rendering in chunks and world generation. It's coming along pretty nicely, I must say. I'll upload some pics tomorrow  Grin

Whoever came up with the concept of chunking map tiles together is a god <3
25  Games Center / Featured Games / Re: Wurm Online on: 2015-12-02 09:31:00
I was derping around the forum and bumped into this, downloaded and my god its cool Smiley
26  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-12-02 09:18:55
An 8350 with all of that? Alright then.
Not the worst :p but its cost me a arm and a leg and that's all ii could get xD but it never goes over 35% usage even on GTA 5 Smiley
That CPU should work great in properly threaded games, which DX12 and Vulkan will enable. You will probably get CPU bottlenecked in many current-gen games though.

It seems to run brilliantly and everyone i know says i should go with a intel processor but they cost ~ 3x more, side by side the specs are better on the AMD processor AND it seems to be more stable at running large software packages at the same time (Compared with my friends Intel i7)
27  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-12-01 23:40:36
An 8350 with all of that? Alright then.
Not the worst :p but its cost me a arm and a leg and that's all ii could get xD but it never goes over 35% usage even on GTA 5 Smiley
28  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-12-01 23:29:30
Finished building my new computer today Cheesy

AMD FX 8350, 8 core 4.2GHz
32gb DDR3 1866 MHz HyperX
1000w PSU
4X 120 gb SSD's in RAID
2x MSI GTX 970 4GB GPU's

It's beyond overkill but I love it Cheesy
29  Java Game APIs & Engines / OpenGL Development / Re: Generating 3D models using a seed on: 2015-12-01 15:29:57
Do you know what a "seed" is, or seeding a random number generator?
http://stackoverflow.com/questions/14914595/what-is-a-seed-in-terms-of-generating-a-random-number

Create a seed for each object you want to create, generate whatever you need based on that seed, and then store the seed. Of course the hard part is actually generating the object, but that's an entirely different topic. When you get to thinking about it, it's not that hard. Have some pre-defined meshes/attributes that fit together, and then piece the meshes/attributes together based on the number you get from your seed number generator.

Well that's answered if it's possible, but on a large scale is it practical? I'm talking about almost all objects being generated based on a seed number and non of the map saved on the clients computer
30  Java Game APIs & Engines / OpenGL Development / Generating 3D models using a seed on: 2015-12-01 14:24:16
I have wondered for a long time if it was possible to generate 3D models using a seed and if so is it practical. I'm wanting to make a randomly generated 3D world (Please hold your criticism) and i understand this would be quite difficult (I'm talking about complex models not like voxel games) but my idea was...

For example: A tree model
I would need something to define the trunk height and width, its color, amount of primary branches, amount of secondary branches, leaves per sq foot, branch positions etc, but compress all this data into a relatively small data size to then be converted back on the client side.

Would this be practical in the sense of a large MMORPG or am I trying to make this game i'm working on too unique?
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