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1  Game Development / Newbie & Debugging Questions / Re: Starting a Java Game, Where to Start? Eventually want to be network multiplayer on: 2014-12-14 07:56:47
There is nothing wrong in the do it all yourself approach (I am doing it myself Smiley), but be prepared for a long project. Also be prepared for lots of diversions because you will be taken in a lot of directions and you will end up re factoring your code a lot as you learn more things. (A lot is an under statement)

What you ask sounds quite simple but to do what you want to do you will need to understand graphics, networking, controls,threading, sound, physics (maybe), game design, resource loading, etc and in each of these categories there are quite detailed sub categories. That is quite a lot to take in all at once.

If you are still keen on doing it this way,you might want to start with code that people have already done, ie using libraries (lot of good suggestions here already), and then slowly replace bits that these libraries do with your own code. The one thing you aren't going to understand when you first start is what its going to look like at the end, people who wrote the libraries do so learn watching others.

Also it looks you are quite lite on Java experience (apologies if this is not the case) and this is also going to hinder you at the beginning because just knowing how to program in java won't make you a good programmer, it takes a lot of learning from experience.

But don't let all of this scare you too much, use it to your advantage and I am sure you will get to your goal eventually, good luck. Keep us posted on your progress!
2  Games Center / Showcase / Re: Bubblution on: 2014-10-14 19:36:31
The leader seems to work but for me isn't very practical. I told Google to only post information to me (ie don't post on my google plus page), the effect of this is I can only see scores for me and my group of friends (so only me). It would be nice to have a public leader board with out having google post things publicly on my wall.
3  Game Development / Newbie & Debugging Questions / Re: LWJGL - 3D Frustum Issue on: 2014-10-10 06:17:10
I think you need to confirm your camera works 100% first, then you will have a correct in to screen vector.

Things to remember when you have a camera like rotation

1) When you start, up and down rotates around the x-axis
2) When you rotate left/right around the y axis 90 degrees, up and down now rotates around the z axis
3) When you rotate the camera matrix, rotate the frustrum at the same time or just rotate the in to the screen vector and then build the frustrum from that

Your image is what it is because your frustrum hasn't been rotated (it just looks like the viewing angle you had at the start).
4  Game Development / Newbie & Debugging Questions / Re: I'm desperate on: 2014-10-09 06:17:35
I would also not try for a game straight away, but I would still try and experiment with the components that make a game. If you are interested in making a 3D game you might want to learn 3D first, learn how to program sounds etc.

For 3D have a good set of tutorials (they are in cpp but should be easy to convert to java, I believe someone in this forum has already done it)

The general LWJGL concepts can also be found on the LWJGL wiki

Once you know about the core elements you can then learn an engine (libgdx / jmonkey), by knowing the core components (some listed above) you will understand more about what the engine is doing.

My basic advice is start basic and build up your blocks of knowledge. Once you are comfortable you can move those blocks in to game like situations and then slowly make what you want
5  Java Game APIs & Engines / OpenGL Development / Re: Opengl design...multiple viewports or just a single view port on: 2014-10-08 05:24:21
Thanks, lots of useful information here. I have never used glScissor before so I will take a look at this (together with stencils)

Longor1996 - What strategy do you have in mind when using FrameBuffers (You mean FBO's Iam assuming)?
6  Java Game APIs & Engines / OpenGL Development / Re: Opengl design...multiple viewports or just a single view port on: 2014-10-07 18:21:18
the whole thing is opengl so I won't be using swing, I have all my own components.
7  Java Game APIs & Engines / OpenGL Development / Opengl design...multiple viewports or just a single view port on: 2014-10-07 18:08:06

I am in the process of building a tool to view levels graphically and meta data associated with that level, to keep things simple I will describe a very simple screen layout.

Menu at the top
2d Meta panel on the left
3d scene viewer for the remainder of the scene

This is pretty simple to draw in a single view port, the 2d panel and menu would over lap and hide the 3d scene when they are drawn and menu open clicks would generate a drop down menu which would again over lap the 3d scene.

If I wanted to have multiple view ports (ie displaying multiple 3d scenes on the same screen) it would make sense to have multiple view ports so each view port doesn't interfere with the other. If you do this the 2d panel and menu might as well be in their own view port too. The problem with this is the menu drop down would fall out side its designated view port space when it opens and wouldn't be able to overlap the 3d scene.

I might be misunderstanding view ports (as I haven't gone down that road yet) but, is there a clever way to handle the menu problem so I can have multiple view ports? Or should I stick with a single view port and force everything to work there?

Any help here would be great
8  Game Development / Shared Code / Re: YUNPM - a Java Media Player on: 2013-03-29 10:27:31
I have a feature request, can you add a feature so I can set the ffmpeg location where the binaries are? Currently its hard coded

EDIT : One more request. If there is no audio in the video it currently throws an error as it tries to use a null InputStream in the AudioStream (line 52, in Can you add some provisions for this scenario?


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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

List of Learning Resources
by SilverTiger
2014-08-05 19:33:27

Resources for WIP games
by CogWheelz
2014-08-01 16:20:17

Resources for WIP games
by CogWheelz
2014-08-01 16:19:50

List of Learning Resources
by SilverTiger
2014-07-31 16:29:50

List of Learning Resources
by SilverTiger
2014-07-31 16:26:06 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‑
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