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1  Game Development / Game Mechanics / Re: [LWJGL] 3D Collision on: 2016-04-27 18:04:15
This is a great resource if you want to learn more
2  Java Game APIs & Engines / OpenGL Development / Re: Multiple render passes, different programs, texturing problems on: 2016-04-27 05:24:19
you should provide the code in m_shader
3  Java Game APIs & Engines / Java Sound & OpenAL / Re: Java OGG API with concurrent playback on: 2016-04-17 20:02:13
Do you mean 2 vorbis containers in a single ogg file?

I have my own ogg / vorbis loader and it works with multiple containers in the same stream (Because the is how Theora works which I have another side project ot get working). Depending on what you want to do I can potentially help you fix things as I have a pretty good understanding of the format.
4  Games Center / WIP games, tools & toy projects / Re: djoom3 - Doom 3 java port[HELP WANTED] on: 2016-04-17 09:47:34

I think you severely under estimate the effort it takes to get as far as you see in the demo video, if it had been a near full game then the OP would not have asked for help. Having the cinematic completed, a usable hub and quite a bit for raw data loading is quite good to begin with.
5  Java Game APIs & Engines / Java Sound & OpenAL / Re: How playback audio data with several audio card's simultaneously uses LWJGL on: 2016-04-07 17:56:32

Is this exception caused by something LWJGL is doing?


If you don't hear from spasi here you might want to post the exceptions in the LWJGL forums or on the github issues list.
6  Discussions / General Discussions / Re: Vulkan 1.0 Release on: 2016-04-05 18:24:03
1.0.8 of the api spec released a few days ago

Also Niki Kauppi has some coding tutorials up on youtube talking about the api

And finally Khronos group has some GDC presentations on vulkan
7  Java Game APIs & Engines / Java Sound & OpenAL / Re: How playback audio data with several audio card's simultaneously uses LWJGL on: 2016-04-04 17:59:44
I believe I missed off a static reference when I posted my code, you can use


instead of


where as you use


I beleive your code doesn't work with getString.
8  Discussions / Miscellaneous Topics / Re: The point of games on: 2016-04-02 05:16:25
Before computers had the ability of producing amazing graphics, the priority of game development used to be to great games with amazing game play, and something that was really fun to play. But as graphics came in to existence and became more and more powerful the focus shifted toward creating games that were visually appealing. There is nothing wrong with making pretty games but I feel a lot of modern games sacrifice the quality of the game itself to make some that looks good.

For me the point of games has always been about entertainment, but not by making a visually better game but by making a game that immerses me away from reality and keeping me there by having something that is addictive and fun to do.

This is a very "old school" game that to me was truly entertaining but only relied on ascii graphics

9  Java Game APIs & Engines / Java Sound & OpenAL / Re: How playback audio data with several audio card's simultaneously uses LWJGL on: 2016-03-30 18:23:33

looks like there is a bit more work!

            String deviceList = ALC10.alcGetString(sound.ALC_DEVICE_SPECIFIER);
            String captureDeviceList = sound.alcGetString(ALC11.ALC_CAPTURE_DEVICE_SPECIFIER);
            System.out.println("Capture Device["+captureDeviceList+"]");
            long device  = ALC10.alcOpenDevice(deviceList);
            long context = ALC10.alcCreateContext(device, null);          
            boolean success =  ALC10.alcMakeContextCurrent(context);

The device list and captureList are a null separated list, I only have 1 sound card so can't test. Tell me how it goes.

This is my output

Device[OpenAL Soft]
Capture Device[Built-in Audio Analogue Stereo]
10  Game Development / Game Mechanics / Re: Materials / Lighting Types / Shading / Illumination on: 2016-03-30 13:20:18

Thanks, there is a lot of good information there. For the scene graph points, I am already using a scene graph for rendering and already have an idea for how to integrate light in to that. What you have said though does provoke some other thoughts which I will take in to consideration when I get to that phase.

You are correct in thinking I am going to use opengl, but my questions are implementation independent. At the moment I am less interested in how to do it, I want to understand what information in required for each component and what information comes out. Example lighting types would require light position and other similar properties depending on the actual type, is the resulting output an intensity value? Its this type of information I would like. I've read a fair bit but all the examples I see are complete solutions.
11  Game Development / Game Mechanics / Materials / Lighting Types / Shading / Illumination on: 2016-03-29 18:30:44

I've finally decided to mess around with lighting in the game project I have, but I'd like to ask for some advice from the people that have done this already. One of my main issues with reading existing code examples is breaking the light maths down in to its constituent components (examples seem to contain all three together), those being

  • Lighting Types (Point / Spot / Direction etc
  • Shading Types (Flat / Gourard etc
  • Illumination Types (Blinn Phong / Cook Torrance / Lambert / etc)

With the meta data being material information (ambient / diffuse / specular / shininess)

For this post I am not asking for examples of implementing the above, I can read up on that myself. What I would like some help on is working out the generic inputs to those component and the outputs of those components. Once I have this I can create a framework for plugging in the various lighting / shading / illumination types.

This is my current view on things

Light Type : - Inputs : Normals, Normal Matrix, Light Position
                      Outputs : ??
Shading Type  - Inputs : ??
                          Outputs : ??
Illumination Type - Inputs : Material properties, ??
                              Outputs : Color

As you can see I don't really know much  Grin I think understanding the complete picture will make implementing the algorithms much easier.
12  Java Game APIs & Engines / Java Sound & OpenAL / Re: How playback audio data with several audio card's simultaneously uses LWJGL on: 2016-03-29 13:49:32
Using lwjgl3 I use this method to create a context


You can therefore create multiple contexts on multiple devices
13  Games Center / WIP games, tools & toy projects / Re: The Legend of Jorda - 2D Java MMO on: 2016-03-25 06:06:58
You could also look at JSON as the data format (in my opinion it looks cleaner) or for scripting use a purpose built language such as lua.
14  Discussions / General Discussions / Re: Interesting proposals: Java 9 and beyond on: 2016-03-25 05:53:07
For ArrayList<Integer> you can basically use it as a ArrayList<int> anyway

        ArrayList<Integer> intTest = new ArrayList<Integer>();
        for (int i = 0;i< 10;i++)
        for (int value : intTest)
            System.out.println("The value is : " + value);
15  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Java Library written IN Java on: 2016-03-21 19:07:40
For those that like writing everything from scratch in Java there is plenty of opportunity to and there is also plenty of opportunity to contribute to existing project written in Java. For those that like to use what ever is out there, which includes JNI projects then again there are plenty of choices.

Luckily for us there is enough to satisfy everyone  Cheesy

The opening poster was merely suggesting, for those that are interested in writing some java only libraries that they could get together and do that. Saying Java is written in c++ does not really help, Java code can be written / compiled once and deployed to where ever the c++ JVM is. JNI code needs a per environment compile and that is what the opening poster is trying to avoid.

So staying on topic, good luck SirMathhman on your endeavour. It is not a bad one, I won't have time to help out but would be interested in your physics engine if you get one going. JOML is already quite mature for a pure java solution in the math regards and for rendering opengl / vulcan is the way of the future so I will be sticking with that.
16  Discussions / General Discussions / Re: Vulkan 1.0 Release on: 2016-03-17 23:48:40
ok, so I went ahead and completed the travisci config for android anyway. @spasi feel free to include this in to the build when you have time. Like before this is only for jemalloc so should be adaptable to the other projects


language: c
compiler: arm-linux-androideabi-gcc
- export PATH=$PATH:$HOME/.local/bin
- export ANDROID_TOOLCHAIN=arm-linux-androideabi-4.9
- export NDK_PLATFORM=android-9
- wget$ -O
- unzip -qq ./
- export ANDROID_NDK_HOME=`pwd`/android-ndk-$ANDROID_NDK_VERSION
- export PLATFORM_PREFIX=./android-ext/
- $ANDROID_NDK_HOME/build/tools/ --toolchain=$ANDROID_TOOLCHAIN --platform=$NDK_PLATFORM --install-dir=$PLATFORM_PREFIX
- ./ --with-jemalloc-prefix=je_ --with-malloc-conf=purge:decay --host=arm-linux-androideabi
- make
- cd lib
- ls -alrt
- file

The configurable bits here are

- export ANDROID_TOOLCHAIN=arm-linux-androideabi-4.9
- export NDK_PLATFORM=android-9

The ndk version is the latest available (the one with vulcan in) and I choose a very low NDK_PLATFORM but this can be changed.

The output from the travici run I did is below

arm-linux-androideabi-gcc -std=gnu99 -Wall -Werror=declaration-after-statement -pipe -fvisibility=hidden -O3 -funroll-loops -c -D_GNU_SOURCE -D_REENTRANT -Iinclude -Iinclude -o src/base.o src/base.c
arm-linux-androideabi-gcc -std=gnu99 -Wall -Werror=declaration-after-statement -pipe -fvisibility=hidden -O3 -funroll-loops -c -D_GNU_SOURCE -D_REENTRANT -Iinclude -Iinclude -o src/bitmap.o src/bitmap.c
arm-linux-androideabi-gcc -std=gnu99 -Wall -Werror=declaration-after-statement -pipe -fvisibility=hidden -O3 -funroll-loops -c -D_GNU_SOURCE -D_REENTRANT -Iinclude -Iinclude -o src/chunk.o src/chunk.c
arm-linux-androideabi-gcc -std=gnu99 -Wall -Werror=declaration-after-statement -pipe -fvisibility=hidden -O3 -funroll-loops -c -D_GNU_SOURCE -D_REENTRANT -Iinclude -Iinclude -o src/chunk_dss.o src/chunk_dss.c
arm-linux-androideabi-gcc -std=gnu99 -Wall -Werror=declaration-after-statement -pipe -fvisibility=hidden -O3 -funroll-loops -c -D_GNU_SOURCE -D_REENTRANT -Iinclude -Iinclude -o src/chunk_mmap.o src/chunk_mmap.c
arm-linux-androideabi-gcc -std=gnu99 -Wall -Werror=declaration-after-statement -pipe -fvisibility=hidden -O3 -funroll-loops -c -D_GNU_SOURCE -D_REENTRANT -Iinclude -Iinclude -o src/ckh.o src/ckh.c
arm-linux-androideabi-gcc -std=gnu99 -Wall -Werror=declaration-after-statement -pipe -fvisibility=hidden -O3 -funroll-loops -c -D_GNU_SOURCE -D_REENTRANT -Iinclude -Iinclude -o src/ctl.o src/ctl.c
arm-linux-androideabi-gcc -std=gnu99 -Wall -Werror=declaration-after-statement -pipe -fvisibility=hidden -O3 -funroll-loops -c -D_GNU_SOURCE -D_REENTRANT -Iinclude -Iinclude -o src/extent.o src/extent.c
arm-linux-androideabi-gcc -std=gnu99 -Wall -Werror=declaration-after-statement -pipe -fvisibility=hidden -O3 -funroll-loops -c -D_GNU_SOURCE -D_REENTRANT -Iinclude -Iinclude -o src/hash.o src/hash.c
arm-linux-androideabi-gcc -std=gnu99 -Wall -Werror=declaration-after-statement -pipe -fvisibility=hidden -O3 -funroll-loops -c -D_GNU_SOURCE -D_REENTRANT -Iinclude -Iinclude -o src/huge.o src/huge.c
arm-linux-androideabi-gcc -std=gnu99 -Wall -Werror=declaration-after-statement -pipe -fvisibility=hidden -O3 -funroll-loops -c -D_GNU_SOURCE -D_REENTRANT -Iinclude -Iinclude -o src/mb.o src/mb.c
arm-linux-androideabi-gcc -std=gnu99 -Wall -Werror=declaration-after-statement -pipe -fvisibility=hidden -O3 -funroll-loops -c -D_GNU_SOURCE -D_REENTRANT -Iinclude -Iinclude -o src/mutex.o src/mutex.c
arm-linux-androideabi-gcc -std=gnu99 -Wall -Werror=declaration-after-statement -pipe -fvisibility=hidden -O3 -funroll-loops -c -D_GNU_SOURCE -D_REENTRANT -Iinclude -Iinclude -o src/nstime.o src/nstime.c
arm-linux-androideabi-gcc -std=gnu99 -Wall -Werror=declaration-after-statement -pipe -fvisibility=hidden -O3 -funroll-loops -c -D_GNU_SOURCE -D_REENTRANT -Iinclude -Iinclude -o src/pages.o src/pages.c
arm-linux-androideabi-gcc -std=gnu99 -Wall -Werror=declaration-after-statement -pipe -fvisibility=hidden -O3 -funroll-loops -c -D_GNU_SOURCE -D_REENTRANT -Iinclude -Iinclude -o src/prng.o src/prng.c
arm-linux-androideabi-gcc -std=gnu99 -Wall -Werror=declaration-after-statement -pipe -fvisibility=hidden -O3 -funroll-loops -c -D_GNU_SOURCE -D_REENTRANT -Iinclude -Iinclude -o src/prof.o src/prof.c
arm-linux-androideabi-gcc -std=gnu99 -Wall -Werror=declaration-after-statement -pipe -fvisibility=hidden -O3 -funroll-loops -c -D_GNU_SOURCE -D_REENTRANT -Iinclude -Iinclude -o src/quarantine.o src/quarantine.c
arm-linux-androideabi-gcc -std=gnu99 -Wall -Werror=declaration-after-statement -pipe -fvisibility=hidden -O3 -funroll-loops -c -D_GNU_SOURCE -D_REENTRANT -Iinclude -Iinclude -o src/rtree.o src/rtree.c
arm-linux-androideabi-gcc -std=gnu99 -Wall -Werror=declaration-after-statement -pipe -fvisibility=hidden -O3 -funroll-loops -c -D_GNU_SOURCE -D_REENTRANT -Iinclude -Iinclude -o src/stats.o src/stats.c
arm-linux-androideabi-gcc -std=gnu99 -Wall -Werror=declaration-after-statement -pipe -fvisibility=hidden -O3 -funroll-loops -c -D_GNU_SOURCE -D_REENTRANT -Iinclude -Iinclude -o src/tcache.o src/tcache.c
arm-linux-androideabi-gcc -std=gnu99 -Wall -Werror=declaration-after-statement -pipe -fvisibility=hidden -O3 -funroll-loops -c -D_GNU_SOURCE -D_REENTRANT -Iinclude -Iinclude -o src/ticker.o src/ticker.c
arm-linux-androideabi-gcc -std=gnu99 -Wall -Werror=declaration-after-statement -pipe -fvisibility=hidden -O3 -funroll-loops -c -D_GNU_SOURCE -D_REENTRANT -Iinclude -Iinclude -o src/tsd.o src/tsd.c
arm-linux-androideabi-gcc -std=gnu99 -Wall -Werror=declaration-after-statement -pipe -fvisibility=hidden -O3 -funroll-loops -c -D_GNU_SOURCE -D_REENTRANT -Iinclude -Iinclude -o src/util.o src/util.c
arm-linux-androideabi-ar crus lib/libjemalloc.a src/jemalloc.o src/arena.o src/atomic.o src/base.o src/bitmap.o src/chunk.o src/chunk_dss.o src/chunk_mmap.o src/ckh.o src/ctl.o src/extent.o src/hash.o src/huge.o src/mb.o src/mutex.o src/nstime.o src/pages.o src/prng.o src/prof.o src/quarantine.o src/rtree.o src/stats.o src/tcache.o src/ticker.o src/tsd.o src/util.o
arm-linux-androideabi-ar crus lib/libjemalloc_pic.a src/jemalloc.pic.o src/arena.pic.o src/atomic.pic.o src/base.pic.o src/bitmap.pic.o src/chunk.pic.o src/chunk_dss.pic.o src/chunk_mmap.pic.o src/ckh.pic.o src/ctl.pic.o src/extent.pic.o src/hash.pic.o src/huge.pic.o src/mb.pic.o src/mutex.pic.o src/nstime.pic.o src/pages.pic.o src/prng.pic.o src/prof.pic.o src/quarantine.pic.o src/rtree.pic.o src/stats.pic.o src/tcache.pic.o src/ticker.pic.o src/tsd.pic.o src/util.pic.o

The command "make" exited with 0.
$ cd lib

The command "cd lib" exited with 0.
$ ls -alrt
total 1204
drwxrwxr-x 13 travis travis   4096 Mar 17 23:44 ..
-rwxrwxr-x  1 travis travis 400964 Mar 17 23:44
lrwxrwxrwx  1 travis travis     16 Mar 17 23:44 ->
-rw-rw-r--  1 travis travis 412232 Mar 17 23:44 libjemalloc_pic.a
-rw-rw-r--  1 travis travis 412136 Mar 17 23:44 libjemalloc.a
drwxrwxr-x  2 travis travis     94 Mar 17 23:44 .

The command "ls -alrt" exited with 0.
$ file ELF 32-bit LSB shared object, ARM, version 1 (SYSV), dynamically linked (uses shared libs), not stripped

The command "file" exited with 0.

Done. Your build exited with 0.
17  Discussions / General Discussions / Re: Vulkan 1.0 Release on: 2016-03-17 18:59:04
I was helping out spasi on the lwjgl forums with some travis configuration to help build lwjgl on arm for the raspberry pi (I am abcde there), when I did that I did start playing around getting a travis build working with android ndk. If spasi is interest in getting a lwjgl build for vulcan on android I can help out and finish it off.
18  Discussions / General Discussions / Re: 135 gigs of assets available for the low price of $13 on: 2016-03-17 18:47:31
What format are the cryengine files in? I have never used it but having a collection of pre built models to test things would be great
19  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-03-14 20:23:18
Sorry Roquen, your link pointed to the ndk so I was unsure if there was going to be an alternative to jni code
20  Games Center / Showcase / Re: Snake on: 2016-03-14 20:13:28
Latest version has Start and Options done correctly but has Instructi...
21  Games Center / Android Showcase / Re: [LibGdx]Dawn of Tanks on: 2016-03-14 19:10:14
Why? Just download it if you want to try it out
22  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-03-14 19:07:11
Does anyone know if google are intending on providing a java wrapper for vulcan?
23  Games Center / Showcase / Re: Snake on: 2016-03-13 18:34:54
I gave the game a try, some comments from me

When I run the game my menu options are St..., Instruc..., Opt... (maybe a default resolution problem)
The help doesn't tell you the difference between the blue and red dots
The blue dots disapear, most of the time they are impossible to get because they are too far. I don't see the point in adding them unless they are gettable

Not a bad little game
24  Discussions / Miscellaneous Topics / Re: 3D square city on: 2016-03-13 18:23:59
I had a download, I think you need to increase the accuracy of the timing. I had 1ms for 5 polygons and 1ms for many 1000's so if you are after timings then everyone will probably have the sametime for 1000
25  Games Center / Showcase / Re: Java Android Game on: 2016-03-10 20:22:28
By community I meant just posting and interacting here. There are quite a few posts where people have just registered a new account, posted a single advertisement of their app post then never returned. You have done more than that already  Cheesy Hopefully you will stick around
26  Game Development / Game Mechanics / Re: How To Rotate/Position a Camera at a Point on: 2016-03-10 06:08:05

What have you done to try and solve this problem yourself? You seem to have a "zero effort and high reward" attitude to life. Here are some solutions to your problem.

- People have suggested using JOML, its totally ok to not use this (your choice to do this yourself). But its an open source library and you can therefore look at the code and learn from what is being done. If you don't understand things you can post actual questions

here is a URL that you were too lazy to find yourself

- You can put your exact question in to your favourite search engine, here is a URL that you were too lazy to type in yourself

There are pages of results for lots of different situations, each different situation requires a slightly different approach, Hopefully one of them matches what you want.

People are much more willing to help you if you have tried to solve the problem yourself, you might fail epically at it, but its the fact you have tried that will spur people on to help.

p.s. creating two empty vectors doesn't count as trying  Grin
27  Games Center / Showcase / Re: Java Android Game on: 2016-03-10 05:34:35
> Can you please tell me your opinions about the game, also can you share your experiences on how to improve and especially market android apps/games.

My advice is that if you want communities to help provide feedback on your wonderful creation (which this community does well), then you should actually participate in the community before posting your "download my game" advert. 
28  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Java OpenGL Math Library (JOML) on: 2016-03-10 05:30:40
There are SOOO many resources on the internet to learn things that there is almost something for everyone. My favorite for linear algebra is

Note there are many other courses there too.

Expecting everything for free though and complaining when "free" doesn't have exactly what you want is not very good. In those situations either pay some money for better material or ask lots of questions on forums to fill in the gaps.
29  Game Development / Game Mechanics / Re: Best way for LWJGL to AWT in 3? on: 2016-03-09 05:59:09
spasi mentioned jawt bindings in latest lwjgl update on the lwjgl forums

Looks like there is a test here

Is this what you need?
30  Games Center / Featured Games / Re: Naroth - 3D open world RPG on: 2016-03-04 18:41:11
Hi, I have managed to work around the font issue I had (I made the screen brighter), I am liking the game so far. In terms of the leveling, what experience do you need to get to different levels? Do the mobs level with you or do different area's have different level mobs? (I've explored a few places)
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Website offering 3D Models specifically for games for free
by vusman
2016-04-29 12:56:17

List of Learning Resources
by SilverTiger
2016-02-05 09:39:47

List of Learning Resources
by SilverTiger
2016-02-05 09:38:38

List of Learning Resources
by SilverTiger
2016-02-05 09:35:50

Rendering resources
by Roquen
2015-11-13 14:37:59

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Math: Resources
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2015-10-22 07:46:10

Networking Resources
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