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Game Development / Newbie & Debugging Questions / Re: LWJGL2 using LWJGL3's image loading
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on: 2016-12-21 10:39:26
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actually it looks like princec is correct, I haven't downloaded the modular setup before. The only thing you need to be careful on is the fact that you might have the same class in both lwjgl.jar's (2 version and 3 version)., I don't know what conflicts you might have or even if they matter, I'd just be weary
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7
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Java Game APIs & Engines / OpenGL Development / Re: Strategy for drawing text
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on: 2016-12-05 18:56:50
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Ndnwarrior15,
I do a similar thing to what you are doing. I have a single texture and have a maximum size of the vbo which I set at the beginning. The issue with a text editor type of scenario is that at some point I will get to the end of the vbo and I will require more space. The obvious thing to do is have multiple vbo's and to keep adding more as the text grows.
I am after some views / ideas / suggestions for alternative ways to the above, I am not familiar with enough later 3.0 functions and 4.0 functions to know if there more optimal ways of doing this
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8
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Java Game APIs & Engines / OpenGL Development / Strategy for drawing text
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on: 2016-12-04 07:47:14
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Hi
A little bit of background to the question, I have something already which I use to draw text on to the screen. I first generate a bitmap from a ttf font file then I use this bitmap to texture a set of quads to draw strings of text on the screen. This works fine and I have no issues with this, the question is more around how to design things if you want to have something like a text editor where the text changes in length and that length can be unknown to begin with.
The current strategy uses a VBO, but if I have a VBO built for text of size 10 and then I need it to be 11 I have to create a new ByteBuffer of data which can hold 11 bits of data rather than 10. I could of course make a very large buffer to begin with but this has issues itself.
So my question is, what coding strategy could I use to make a text editor, that reduces the need to create new buffers all the time but maximises the easiness of adding new text to an existing string.
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9
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Game Development / Newbie & Debugging Questions / Re: RPG Style Dialogue Boxes?
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on: 2016-12-04 07:26:33
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I haven't used awt for a long time (very long!), if you want to stick to this then go for it  but you can also use javafx / opengl (there are quite a few engines around to help you out there) if you want to use some more modern api's. Without going through all that code I would structure things as follows : - Draw all the game objects first - Then draw any 2d items on top of this (dialogs / hud type panels / etc) When you program your game I would try to isolate things in to different units and to keep them separate when drawing to the screen
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12
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Games Center / Showcase / Re: Halo 3 Remake
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on: 2016-10-25 20:26:29
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If you really plan on putting this on greenlight with that title then yes. I think your game looks interesting technically and in terms of art and i wasn't insulting your game, but presenting it like "Official Halo 3" makes me think this POST is a joke, not your game.
The youtube video is under the comedy category so I suspect there is an element of taking the ....
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16
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Discussions / General Discussions / Re: Comparison between 2 IDE's - Netbeans and Eclipse
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on: 2016-09-13 19:59:09
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Good news on the Netbeans front! Moving it out of Oracle is a good thing in my opinion. Hopefully it can get more contributors and head in the direction that the community wants it to move in. On the debate of Netbeans vs Eclipse. Try them both and go with the one that works for you best. It's always going to be a personal choice, they may have slightly different feature lists but not enough to make a real different in most situations,
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17
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Java Game APIs & Engines / OpenGL Development / Re: Vertex cache shenanigans
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on: 2016-09-13 05:21:52
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Some results from Intel on Linux 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146
| Vertex shader log: 0:1(10): error: GLSL 3.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, 3.00 ES, and 3.10 ES
Fragment shader log: 0:1(10): error: GLSL 3.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, 3.00 ES, and 3.10 ES
Link log: error: linking with uncompiled shadererror: linking with uncompiled shader Batch size test invocations: 1 / 3145728 Calculated vertex cache batch size: 3145728
Cache size 1 invocation test: 1 / 3145728 Cache size 2 invocation test: 2 / 3145728 Cache size 3 invocation test: 3 / 3145728 Cache size 4 invocation test: 4 / 3145728 Cache size 5 invocation test: 5 / 3145728 Cache size 6 invocation test: 6 / 3145728 Cache size 7 invocation test: 7 / 3145728 Cache size 8 invocation test: 8 / 3145728 Cache size 9 invocation test: 9 / 3145728 Cache size 10 invocation test: 10 / 3145728 Cache size 11 invocation test: 11 / 3145728 Cache size 12 invocation test: 12 / 3145728 Cache size 13 invocation test: 13 / 3145728 Cache size 14 invocation test: 14 / 3145728 Cache size 15 invocation test: 15 / 3145728 Cache size 16 invocation test: 16 / 3145728 Cache size 17 invocation test: 17 / 3145728 Cache size 18 invocation test: 18 / 3145728 Cache size 19 invocation test: 19 / 3145728 Cache size 20 invocation test: 20 / 3145728 Cache size 21 invocation test: 21 / 3145728 Cache size 22 invocation test: 22 / 3145728 Cache size 23 invocation test: 23 / 3145728 Cache size 24 invocation test: 24 / 3145728 Cache size 25 invocation test: 25 / 3145728 Cache size 26 invocation test: 26 / 3145728 Cache size 27 invocation test: 27 / 3145728 Cache size 28 invocation test: 28 / 3145728 Cache size 29 invocation test: 29 / 3145728 Cache size 30 invocation test: 30 / 3145728 Cache size 31 invocation test: 31 / 3145728 Cache size 32 invocation test: 32 / 3145728 Cache size 33 invocation test: 33 / 3145728 Cache size 34 invocation test: 34 / 3145728 Cache size 35 invocation test: 35 / 3145728 Cache size 36 invocation test: 36 / 3145728 Cache size 37 invocation test: 37 / 3145728 Cache size 38 invocation test: 38 / 3145728 Cache size 39 invocation test: 39 / 3145728 Cache size 40 invocation test: 40 / 3145728 Cache size 41 invocation test: 41 / 3145728 Cache size 42 invocation test: 42 / 3145728 Cache size 43 invocation test: 43 / 3145728 Cache size 44 invocation test: 44 / 3145728 Cache size 45 invocation test: 45 / 3145728 Cache size 46 invocation test: 46 / 3145728 Cache size 47 invocation test: 47 / 3145728 Cache size 48 invocation test: 48 / 3145728 Cache size 49 invocation test: 49 / 3145728 Cache size 50 invocation test: 50 / 3145728 Cache size 51 invocation test: 51 / 3145728 Cache size 52 invocation test: 52 / 3145728 Cache size 53 invocation test: 53 / 3145728 Cache size 54 invocation test: 54 / 3145728 Cache size 55 invocation test: 55 / 3145728 Cache size 56 invocation test: 56 / 3145728 Cache size 57 invocation test: 57 / 3145728 Cache size 58 invocation test: 58 / 3145728 Cache size 59 invocation test: 59 / 3145728 Cache size 60 invocation test: 60 / 3145728 Cache size 61 invocation test: 61 / 3145728 Cache size 62 invocation test: 62 / 3145728 Cache size 63 invocation test: 63 / 3145728 Cache size 64 invocation test: 64 / 3145728 Cache size 65 invocation test: 65 / 3145728 Cache size 66 invocation test: 66 / 3145728 Cache size 67 invocation test: 67 / 3145728 Cache size 68 invocation test: 68 / 3145728 Cache size 69 invocation test: 69 / 3145728 Cache size 70 invocation test: 70 / 3145728 Cache size 71 invocation test: 71 / 3145728 Cache size 72 invocation test: 72 / 3145728 Cache size 73 invocation test: 73 / 3145728 Cache size 74 invocation test: 74 / 3145728 Cache size 75 invocation test: 75 / 3145728 Cache size 76 invocation test: 76 / 3145728 Cache size 77 invocation test: 77 / 3145728 Cache size 78 invocation test: 78 / 3145728 Cache size 79 invocation test: 79 / 3145728 Cache size 80 invocation test: 80 / 3145728 Cache size 81 invocation test: 81 / 3145728 Cache size 82 invocation test: 82 / 3145728 Cache size 83 invocation test: 83 / 3145728 Cache size 84 invocation test: 84 / 3145728 Cache size 85 invocation test: 85 / 3145728 Cache size 86 invocation test: 86 / 3145728 Cache size 87 invocation test: 87 / 3145728 Cache size 88 invocation test: 88 / 3145728 Cache size 89 invocation test: 89 / 3145728 Cache size 90 invocation test: 90 / 3145728 Cache size 91 invocation test: 91 / 3145728 Cache size 92 invocation test: 92 / 3145728 Cache size 93 invocation test: 93 / 3145728 Cache size 94 invocation test: 94 / 3145728 Cache size 95 invocation test: 95 / 3145728 Cache size 96 invocation test: 96 / 3145728 Cache size 97 invocation test: 97 / 3145728 Cache size 98 invocation test: 98 / 3145728 Cache size 99 invocation test: 99 / 3145728 Cache size 100 invocation test: 100 / 3145728 Cache size 101 invocation test: 101 / 3145728 Cache size 102 invocation test: 102 / 3145728 Cache size 103 invocation test: 103 / 3145728 Cache size 104 invocation test: 104 / 3145728 Cache size 105 invocation test: 105 / 3145728 Cache size 106 invocation test: 106 / 3145728 Cache size 107 invocation test: 107 / 3145728 Cache size 108 invocation test: 108 / 3145728 Cache size 109 invocation test: 109 / 3145728 Cache size 110 invocation test: 110 / 3145728 Cache size 111 invocation test: 111 / 3145728 Cache size 112 invocation test: 112 / 3145728 Cache size 113 invocation test: 113 / 3145728 Cache size 114 invocation test: 114 / 3145728 Cache size 115 invocation test: 115 / 3145728 Cache size 116 invocation test: 116 / 3145728 Cache size 117 invocation test: 117 / 3145728 Cache size 118 invocation test: 118 / 3145728 Cache size 119 invocation test: 119 / 3145728 Cache size 120 invocation test: 120 / 3145728 Cache size 121 invocation test: 121 / 3145728 Cache size 122 invocation test: 122 / 3145728 Cache size 123 invocation test: 123 / 3145728 Cache size 124 invocation test: 124 / 3145728 Cache size 125 invocation test: 125 / 3145728 Cache size 126 invocation test: 126 / 3145728 Cache size 127 invocation test: 127 / 3145728 Cache size 128 invocation test: 128 / 3145728 Cache size 129 invocation test: 3145728 / 3145728
Results: Renderer: Mesa DRI Intel(R) Haswell Mobile Calculated vertex cache batch size: 3145728 Cache size: 128 [/code[ |
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19
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Discussions / General Discussions / Re: JGO App
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on: 2016-08-31 17:56:00
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If you want to browse this site sensibly on a mobile phone, you options would be - Use an RSS feed, except its broken - Use the mobile friendly version of this site, except there isn't one - Wait for the re write of this site to take place and use that mobile friendly version, except you could be waiting a long while (Riven is busy in RL) and it might not be mobile friendly anyway (River is proposing to write his own version of a forum) - Wait for somebody to write a simple app to parse the html that your desktop browser renders and display it "nicely" - This is what this discussion should be about but everyone is trying to talk about the options which are not possible 
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22
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Games Center / Android Showcase / Re: Morrowind on Android
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on: 2016-08-26 18:29:21
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my code generator is run as a one off for compile time not run time so there is no performance overhead. I generate the code and then import the classes in to my engine. There is quite a lot of weird stuff there but I think I have catered for everything.
The animation / frame updates was interesting, I have it working (I can animate the skeletons with all the body parts added). I didn't like the nif format so when I built my own scenegraph I created my own animation components that were easy to switch on an off.
The bit that fooled me alot at the beginning was the fact everything was Y-Up but my engine can run in any configuration (right handed / left handed and any axis pointing up).
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Games Center / Android Showcase / Re: Morrowind on Android
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on: 2016-08-25 19:31:25
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Nice  I wrote a class generator to parse the nif.xml from the NifTools project I'll look through some more of your code when I have time I use my own renderer / scenegraph, I used the project to learn opengl and built an engine around it. I haven't worked on it for quite a while as I gave myself lots of side projects which just kept growing.
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25
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Games Center / Android Showcase / Re: Morrowind on Android
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on: 2016-08-25 18:35:32
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Congrats, I have a morrowind port in java too! Its not complete by any means but it loads the graphics / animations / game assets / start screens and videos etc. For me its just a personal project and I'm looking to target modern opengl only.
Just out of interest, what do you use to load the bsa nif files?
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Discussions / General Discussions / Re: About The Mario Clone
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on: 2016-08-18 03:52:18
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lets just all agree that Nintendo has some of the strictest copyright polices in place in the entire industry. This might suck, but so do many things in life.
Whether you like it or not, it exists. You may, if you choose, decide to ignore those policies and take a risk like many other people have in the past and use the copyrighted material but it is a personal risk in doing so.
And those poor little artists being abused? Well they got paid by Nintendo and gave up any rights to the images a long time back. For artists that actually do own the copyright to their own images, this is another storey entirely, I am 100% with the artists here in that their images get used, sold without their consent all the time and this is just plain wrong.
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