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1  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Is it a good idea to make your own library to write less code in the future? on: 2016-07-22 08:32:30
Reusing code is always a good thing and making it easy by wrapping it up in an easy to use way us even better. So what you are doing is definitely not a bad thing.

@icecore - your comment was not really that helpful. The poster is already using a library, albeit not your favorite one. They were just asking if it was a good idea to wrap common functionality from Libgdx in to separate API, from a personal perspective that is never going to be a bad thing.
2  Game Development / Newbie & Debugging Questions / Re: LWJGL 3 glfwSetWindowIcon does not work - at all on: 2016-07-20 13:47:26
You don't necessarily need to use BufferUtils, just use BytrBuffer.allocateDirect then use the put method of the ByteBuffer to load the array data in to the buffer. BufferUtils is a useful utility method but it hides things you should really know about.
3  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-07-20 11:19:22
Philfrei is correct, for vorbis the entire decoding is done using floats and is then converted to bytes when creating the byte buffer for openal

The float buffer is structured so that channel data is sequential so it would be channel1, channel2....channel,channel1, channel2...channel etc

As the float array is created during decoding you aren't  losing much and you aren't using more memory. I do agree that a pojo is a good way to collate all the raw pcm data in to a separate object
4  Game Development / Newbie & Debugging Questions / Re: Skeletal Animation on: 2016-07-18 18:31:50
if the identity position works fine then it could be a matrix multiplication order issue where you have A*B rather than B*A
5  Java Game APIs & Engines / Engines, Libraries and Tools / Re: JGLOOm - Object Oriented OpenGL on: 2016-07-15 03:57:23
I see you support ImageIO for the image decoding. This is a project that creates its own plugins for the ImageIO repository

https://github.com/haraldk/TwelveMonkeys

They write the own versions of the standard supported image file formats and they extend to many other formats. I would give this a thumbs up for people to use, the plug in's are much better than the basic ones you get in Java (some of which have had no development for a very long time)

6  Discussions / Miscellaneous Topics / Re: MP3 Specification on: 2016-07-06 17:48:55
@philfrei Yes the Ogg / Vorbis was a pain to code up, mainly because the spec isn't 100% accurate and sometimes the interpretation is a little vague, was pretty happy once it was done though! I was hoping some sites would have more on the mp3 but it looks like they still don;t. Thanks for the links though, I'll check them out.

e^i*Pi is a fun equation, I did a maths degree at university and we proved this (its not actually that hard once you know a few tricks)

@hydroque everything I have is already coded up for openal and it works fine in my 3d world

@HeroesGrave you are right about mp3 not being a great format its just something on my to do list. Opus is my new targetted format as its meant to be better than vorbis.
7  Discussions / Miscellaneous Topics / Re: MP3 Specification on: 2016-07-06 04:38:56
Hydroque

Thanks for your reply, MP3 is typically referred to as MPEG1/2 Layer 3. The MPEG 1 specification is quite detailed and mentions 3 different layering techniques (for which MP3 uses the third) to help decode each frame in the MP3 file. The MPEG 2 and MPEG 2.5 specifications are just extensions of MPEG 1.

I already have my own OGG / WAV decoders written from scratch and I am partially through having an OPUS decoder too. I am just keen to get MP3 added to my belt!
8  Discussions / Miscellaneous Topics / Re: MP3 Specification on: 2016-07-05 20:11:27
Yes I am aware of that site, as I said I am aware of the official specification document. I am not especially looking for a free document, I was just looking for something cheaper. The scam sites looks like ebook sites or try to look genuine at the front before you get taken to dodgy looking pay to download sites and some scam by looking to charge higher than the ISO site for the document. I've also looked on Amazon but there isn't much to go on to really if the small number of books really does have the information.

I've looked at open source projects but I would prefer to read something explaining the why's, I quite like the learning aspect of implementing things too. The ISO document is my solution of last resort, just seeing if people know of other good sources of information
9  Discussions / Miscellaneous Topics / MP3 Specification on: 2016-07-05 18:39:50
Hi

Does anyone know of any good online resources for describing in detail the way to decode the MP3 file format? I am aware of the 11172-3 ISO specification document, you have to pay for that and I wanted to see if there were other documents  / books that explained things in just as much details but were cheaper. I am also aware of some mpeg 1 drafts floating around. They have the first part of the spec in them but are missing all the important appendices.

I've done a lot of searching for 11172-3 and mpeg 1 audio but haven't had much luck (found out there are a lot of scam download site for iso documents though Smiley)

Ziozio
10  Game Development / Newbie & Debugging Questions / Re: Fast color manipulation on: 2016-07-05 04:51:05
what is the value range for c? without any clamping you are liable to get strange results. For example, making a blue pixel become green. Your int r, int g, int b should really be clamped to the 0-255 range.
11  Game Development / Newbie & Debugging Questions / Re: Fast color manipulation on: 2016-07-04 10:13:47
That last optimisation won't work because you will either get 0, the same value, or potentially a number bigger than 255.

A potential fast way would be to not read an int value but to read the byte values directly. That way you don't need to bit shift

Can you maybe have type brightness go to 256 then just bit shift the division instead of dividing by 255?

I suspect the Java compiler will do quite a bit of optimisation behind the scenes
12  Game Development / Shared Code / Re: XM File Formats on: 2016-07-03 16:20:16
Hydroque - No one is jealous of your file format, no one is gutted they didn't think of it before. No one is going to use this format.

People are just surprised of the arrogance you have in thinking you have created something new that the masses will want to use because you haven't. Please don't stop developing your format, you obviously feel very proud for what you have done and you should continue having this enthusiasm when furthering your project.
13  Discussions / Miscellaneous Topics / Re: New File Format for Games on: 2016-07-02 16:58:43
So your image format is similar to the ppm format (which is as basic as it gets) and your mipmap format is not really a mipmap format (its just basically a collection of Images). Your packer / zipper essentially uses the java compression libraries which is exactly the same as the PNG file specification, as you can see perfectly well by looking at Matthias's great PNGDecoder.

What is your selling point for either trying to get people to use this new format or to try and help people learn something? What you have re done already exists else where.

14  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-06-30 04:41:22
Completed my new GIF and JPEG texture loaders, decoding image formats may sound boring but its quite interesting how the different formats (I have quite a few other image decoders) differ from each other in terms of the technology they use Its also interesting to see how other types of formats (sound and video) share similar technologies with the image formats.

The biggest surprise was learning about colors, JPEG doesn't decode to RGB but instead it decodes to the YCbCr format. Once in this format there are then various formulae to convert to RGB (For video there are different formulas for PAL vs NTSC and SDTV vs HDTV for example)
15  Game Development / Newbie & Debugging Questions / Re: Skeletal Animation on: 2016-06-25 17:52:46
If everything works fine till animation then the issue must be isolated to the routing that uploads the new bone matrix array to the shader (boneMat). How do you upload the data initially and how do you upload the updated data?
16  Game Development / Shared Code / Re: Hydro's Game Engine on: 2016-06-25 17:37:37
So where's your latest code then? Can we take a peek?
17  Java Game APIs & Engines / OpenGL Development / Re: glBufferSubData on: 2016-06-23 15:05:17
I think you have a multi part question then

Part 1 : Putting all the possible triangles in to the required buffers.

Your vertex buffer only contains points, which in your case are all vertices of the triangles you want to draw. The way you make them in to triangles is to use the index buffer and to tell the draw elements method that you want to draw triangles. The draw elements method then takes the index buffer, 3 elements at a time and indexes them back in to the vertex buffer.

1  
2  
renderer.glBindBuffer(renderer.GL_ARRAY_BUFFER, sizeBufferId);
        renderer.glBufferData(renderer.GL_ARRAY_BUFFER, sizeData, drawFrequency);
18  Game Development / Shared Code / Re: Hydro's Game Engine on: 2016-06-22 21:29:46
Encode / Decode = Encryption?? Really?? When people talk about building an encoder / decoder they talk about having the ability to read and write files of different formats.

BTW PNG is lossless compression, its basically contains a zip file inside itself. The benefits are is that the file is small even though the data could be large. What are the benefits of using your own file format?

19  Java Game APIs & Engines / OpenGL Development / Re: glBufferSubData on: 2016-06-22 21:14:46
I have no idea what the actual problem is as you haven't really said there is a problem.

Anyway, personally, i think you are going about this completely wrong. When I did my picking code I did this.

- Used the index array and took 3 at a time to form each triangles
- Did an intersection check on this triangle and returned the distance to the camera
- The nearest object is the object picked

You can optimise your data set by using an OctTree / QuadTree to intersect the box first to narrow down which triangles to check (as its cheaper to check AABB than it is to check triangles).

No idea where collision comes in to the ray triangle thing, you should explain things a lot more clearly
20  Games Center / Android Showcase / Re: Circlus [libgdx] on: 2016-06-12 17:31:44
You should put a  download link in so we know where to get it
21  Java Game APIs & Engines / OpenGL Development / Re: OpenGL Extensions on: 2016-06-12 07:21:56
There is no overhead difference, its just like calling a core version method. The difference between core and extensions is the supportability. Graphics card vendors / os vendors don't need to support all of the extensions, some are vendor specific.

I don't think you need 2 jars, you just need to check to see if an extension you need is supported and if it is you can then use it.

Me personally, I stick to core product functionality. I then just need to stipulate the version of opengl required (for which nearly all graphics cards would support now anyway)

This link has a useful breakdown of all the extension prefix's and what they represent.

https://www.opengl.org/wiki/OpenGL_Extension
22  Java Game APIs & Engines / Engines, Libraries and Tools / Re: LWJGL 3 - LMDB bindings on: 2016-06-07 18:57:40
First off...a big thank you for all your effort on LWJGL3, its good to see the project continuing and that people will be using the library in countless different ways to solve their individual issues. Your categorisation of the modules is interesting. With issue 100 getting implemented I would actually group them up as :

Java Gaming :  Core

- OpenAL
- OpenGL
- OpenGL ES
- EGL
- GLFW (Display + input API replacement)
- Vulkan (a good match for LWJGL and also the most user requested API)

Java Gaming :  Optional

- JAWT
- LibOVR (Oculus SDK)
- OpenCL

Java Gaming :  Util

- NanoVG
- stb (image IO, font rendering, vorbis decoding, etc
- NativeFileDialog
- Nuklear
- libstem_gamepad (in a branch, failed experiment, to satisfy concerns about GLFW's gamepad support)

Java General : Optional
- xxHash (tiny & fast non-cryptographic hash functions)
- LMDB (post 3.0.0)
- ODBC (mostly complete branch)
- hwloc (incomplete branch)
- SSE(3)
- jemalloc
- Misc system calls
- dyncall (FFI + dynamically generated native-to-Java callbacks)
- Basic system calls

I would see a sister project using the LWJGL name but having the G stand for General rather than gaming.
23  Java Game APIs & Engines / Engines, Libraries and Tools / Re: LWJGL 3 - LMDB bindings on: 2016-06-06 18:22:30
@spasi

Couple of things

1. This link doesn't work :

https://github.com/LWJGL/lwjgl3/blob/lmdb/modules/core/src/test/java/org/lwjgl/demo/util/lmdb/LMDBDemo.java
I think it should be
https://github.com/LWJGL/lwjgl3/blob/master/modules/core/src/test/java/org/lwjgl/demo/util/lmdb/LMDBDemo.java

2. I understand what the LMDB is, I can think of non gaming scenario's where this is very useful. But what do you see as the use case in a gaming sense for a database (and one that is super fast)?
24  Game Development / Shared Code / Re: Hydro's Game Engine on: 2016-06-01 04:56:39
@Hydroque

As you can see there are some people that don't like the site of game engines on this forum Smiley I under exactly where you are coming from, I think building an engine from scratch is a) a good learning exercise for the curious and those that want to learn how b) for those that like to create and want to be involved in everything and c) for those not worried that they will be the only people to use it. It looks like you fall in to all three of those which is great.

So now for some feedback :

- It looks like you are in the early stages of development because the core features you have are basic. Below is a list of features you can look to add if you haven't already (I'm no expert in engines neither but these are features I would want).
      - Lighting
      - Shadows
      - Text
      - Animation of GUI elements
      - Skeletal animation of 3D meshes
      - Particle System
      - Physics engine
      - Collission detection
      - Effects such as reflections / bloom etc
- Loading resources is key to making things easier for engine use so adding other loaders will be useful
- If you are using LWJGL you might want to upgrade to version 3
- As other people have already said, if you want us to look at your code then you need to link to it, if not then make it clear in the opening post that you just want advice on features
25  Discussions / General Discussions / Re: Google wins trial against Oracle over Android on: 2016-05-28 04:19:04
That's an article written by the Oracle lawyer  Smiley
26  Discussions / General Discussions / Re: Google wins trial against Oracle over Android on: 2016-05-27 21:02:42
Open Source does not mean "Please Copy Me". It just means you can see how the binaries are made. You'll note that every single source file in the JDK contains an actual copyright notice.

Cas Smiley

I'm not a copyright expert but doesn't GNU General Public License version 2allow you to modify the files but to keep the license terms?
27  Discussions / General Discussions / Re: Google wins trial against Oracle over Android on: 2016-05-27 20:57:52
Forget Oracle, Google, whoever. Imagine you, personally, had designed the entire Java API from scratch all on your own, and it took you 20 years, and you planned to sell licenses to use it, and it was going pretty well.

Now imagine I downloaded it, carefully copied the most important 10,000 lines of code out of it, did a search-and-replace for Java and replaced it with Cafe, and then subsequently made $40bn on top of it.

You'd be extra cross, am I right?

If I had spent 20 years creating Java API's, tried to sell license but failed to make any real business out of it and then allowed an open source version to live I don't think I would have a right to be cross.
28  Game Development / Shared Code / Re: Bits, Bytes and Insanity on: 2016-05-27 18:38:16
I have my own version of this too! But its just a reader rather than a reader and writer. Certain file formats are bit orientated data sets (ogg for example) and its very nice to read the data as if you are using a ByteBuffer. My implementation used ByteBuffers rather than arrays. The other useful it does is read Little or Big Endian numbers from the bits. If you are interested I can post the code, its just a simple class.
29  Discussions / General Discussions / Re: Google wins trial against Oracle over Android on: 2016-05-27 18:17:06
There are a couple of things to comment on with regards to the api comment

1. Java is free, so why aren't they free to use the API's?

1. Openjdk is an opensource version of java, which by definition means Oracle have allowed people to extend it (although this is the only project they contribute to)

3. The previous CEO of Sun did not mind Google doing what they were doing. He knew they were not providing their own java implementation

The whole basis of this case seems, in my opinion, to revolve around Oracle not liking it when their own attempt at java mobile failed (it was failing already before Android came about) so they change from a pro Android stance to a anti Android stance. Larry Ellison actually thought Android was good for Java in the beginning.

The API are important and google admitted this in the current court case so Google aren't denying this fact
30  Java Game APIs & Engines / OpenGL Development / Re: Problem with automatic ragdoll shape generation using JBullet on: 2016-05-26 18:25:12
What does it look like when you print the matrices for each bone after recursively calling calculateBindMatricies()? Are they all correct before passing to JBullet?

p.s. I only mentioned NiF because your body part names are exactly the same as Morrowind bones Smiley
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