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1  Discussions / General Discussions / Re: Anyone with knowledge on Cygwin? (+Shogun) on: 2015-01-30 05:45:46
The ones you have listed are basically adding values, if you want to be thorough use this at the beginning

SET(CMAKE_CXX_FLAGS "-U__STRICT_ANSI__ ${CMAKE_CXX_FLAGS}"")

Any previous settings won't be lost

${CMAKE_CXX_FLAGS}" just adds the previous value of CMAKE_CXX_FLAGS to the end of what you want to add.
2  Game Development / Newbie & Debugging Questions / Re: Starting to develop games. on: 2015-01-25 17:53:32
If you are interested in making games and only games then grab an existing game engine / library and go make a game, there are quite a few around which are good and these have some good tutorials and intros. Lots of people on this forum will help you out with the many questions.

If you are interested in making games but would like to like to eventually make an engine or library then make a game using an existing library and learn how the engine is structured to get an idea of how to do it yourself, the alternative is to make them both together but this will be much harder because there will be a lot of trial and error (a lot will be an understatement).

If you want to make an engine / library you should understand it will probably be a personal project which little or no other people will use and that it will also take a long time. Your engine will also be in the quality range of very bad to very good and most likely near the bad end, this is just because the task is a big one and a hard one.

Me personally, I have always had a life long ambition to make a game (3D RPG) and because of who I am I like to learn all the bits that go in to making the game so I am also making an engine at the same time. Its a really fun project but I know it will take a very very long time but I am ok with that. And I also understand that little or no people will ever see it or use it, again I am ok  with this. Some people would say its a colossal waste of time but to me it isn't Smiley

3  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-01-21 22:11:35
the Game.jar loads the Test.png like this:
1  
new File("./Test.png");


the current directory is the directory from where java was launched from. If it can't find it then you didn't execute your jar in the same directory as Test.png

To run a totally separate process in java is tricky because there isn't a platform independent way to do it. For windows you can force it by maybe doing cmd /c

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Runtime.getRuntime().exec("cmd /c start java -jar ./Game/Game.jar");


You are probably ok on linux / mac osx but if not you could use nohup.
4  Game Development / Newbie & Debugging Questions / Re: LWJGL Lighting Bug on: 2015-01-15 21:24:04
Looks like the shader definitely expects a normal to work properly.

To calculate the normals of a triangle (which your landscape will lots of), use the below which is quoted from https://math.stackexchange.com/questions/305642/how-to-find-surface-normal-of-a-triangle

"The cross product of two sides of the triangle equals the surface normal. So, if V = P2 - P1 and W = P3 - P1, and N is the surface normal, then:

Nx=(Vy∗Wz)−(Vz∗Wy)
Ny=(Vz∗Wx)−(Vx∗Wz)
Nz=(Vx∗Wy)−(Vy∗Wx)"
5  Game Development / Newbie & Debugging Questions / Re: Up Vector calculation for matrices on: 2015-01-13 07:02:37
if you start in a known position, then just rotate this matrix in a similar way to how your camera rotates the world and it should automatically give you all vectors
6  Java Game APIs & Engines / OpenGL Development / Re: modern OpenGL discussion on: 2015-01-08 06:48:37
Have a look at this JGO tutorial which Riven provided

http://www.java-gaming.org/topics/introduction-to-vertex-arrays-and-vertex-buffer-objects-opengl/24272/view.html

In this tutorial you will see draw methods showing intermediate mode, VA, VBO (a few variations), you will also notice that no shaders are used here so shaders aren't mandatory in this setup.

In this setup you are still using the fixed pipeline design but you are changing the way the GPU is fed the vertex data. Shaders are part of the programmable pipe line design of opengl and you can again choose which method you want to feed the data to the GPU, you can use VA and VBO (not intermediate mode) with shaders, the only difference is how you do you draw call, VA's will pass the data to the GPU every frame and VBO's will just pass a reference to data that is already on the GPU every frame
7  Java Game APIs & Engines / OpenGL Development / Re: [LWJGL] Cant Figure Out How To Do Frustum Culling on: 2015-01-07 07:14:12
I know you already have your answer but here is a good tutorial series on frustrum culling and the various collision algorithms

http://www.lighthouse3d.com/tutorials/view-frustum-culling/index/

A good read to find out what your culling algorithm and frustrum shape creation code is doing
8  Game Development / Newbie & Debugging Questions / Re: [LWJGL] So, are there any (up to date) UI libraries? I can't find them. on: 2014-12-30 09:03:23
For TWL, have a chat to MatthiasM in the LWJGL irc channel, he is normally very helpful.

There are quite a few libraries around which give you ui functionality, check out the LWJGL wiki page - "Game Engines and Libraries Using LWJGL". I'd normally post a link but I am typing on my phone at the moment.

Its also quite fun creating one yourself (I have done this) but it is not easy nor quick.
9  Game Development / Newbie & Debugging Questions / Re: Compute + Geometry Shaders on: 2014-12-30 06:10:55
Quote
Quote
I use a Geometry Shader to implement a particle emitter, you pass in the center points of each particle and it outputs quads which always face the camera.

That is valid use case but there are plenty better ways to do it. http://www.slideshare.net/DevCentralAMD/vertex-shader-tricks-bill-bilodeau

I'm currently sticking to opengl 3.3 so I can't use a lot of those directx techniques in opengl because they don't exist in 3.3

Quote
Have you considered using point sprites for that?

I haven't. they look interesting. I will give them a try. the 64 size limit shouldn't be a problem. Thanks for the heads up

p.s. How do you quote a specific person? My quotes just say quote!
10  Discussions / Miscellaneous Topics / Re: What I am up to on: 2014-12-29 22:33:03
Maybe you need a truncated icosahedron http://mathworld.wolfram.com/TruncatedIcosahedron.html, wikipedia has the general set of coordinates for the points you might be able to use in your pre computed set https://en.wikipedia.org/wiki/Truncated_icosahedron

This shape is the shape they make footballs (soccer) in.
11  Game Development / Newbie & Debugging Questions / Re: Compute + Geometry Shaders on: 2014-12-29 22:15:05
I use a Geometry Shader to implement a particle emitter, you pass in the center points of each particle and it outputs quads which always face the camera.
12  Java Game APIs & Engines / Engines, Libraries and Tools / Re: [GLFW] keyboard layout on: 2014-12-29 22:09:11
Fix should be out in GLFW 3.1

https://github.com/glfw/glfw/issues/114

I believe there are other "nice" things in 3.1 so when it is released I suspect LWJGL3 will be quick to pick it up
13  Game Development / Newbie & Debugging Questions / Re: OpenGL Color Blending on: 2014-12-29 21:51:02
Quote
Quote
What order do you draw your objects on to the screen? I suspect you have an issue here
Depending on the order you draw things in the source and destination colors will be different"

I render all of the tiles on the map, then the entities. But I don't see why this should make a difference.

Have a look at http://www.openglsuperbible.com/2013/08/20/is-order-independent-transparency-really-necessary/, you will see what I mean by the order of things. The blend function you have is order dependant. Which order do you draw your grey / green and blue tiles?
14  Game Development / Newbie & Debugging Questions / Re: OpenGL Color Blending on: 2014-12-29 07:14:19
What order do you draw your objects on to the screen? I suspect you have an issue here

Depending on the order you draw things in the source and destination colors will be different
15  Game Development / Networking & Multiplayer / Re: Working on game concept on: 2014-12-27 18:07:16
I'd 2nd what GreenLantern101 says, make it so that people are close together but not strong enough to initially attack each other and then let people build backwards and expand that way. Or you could make it the opposite so that people start far away from each other but the best resources are in the middle.
16  Games Center / Archived Projects / Re: Red Game 2D Engine (redone!) on: 2014-12-24 17:49:44
I think you might misunderstand the point of inheritance, inheritance is used to extend the behavior of a particular class. What you are doing with entity, is extending point just to have easy access to some methods. Its just as easy (as has been said) to either have an instance of point in your class or to have a static maths class that you can use anywhere
17  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!
18  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.
19  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).
20  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 http://www.arcsynthesis.org/gltut/ 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
21  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)?
22  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.
23  Java Game APIs & Engines / OpenGL Development / Opengl design...multiple viewports or just a single view port on: 2014-10-07 18:08:06
Hi

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
24  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 Movie.java). Can you add some provisions for this scenario?

Thanks

Ziozio
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