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1  Java Game APIs & Engines / Java Sound & OpenAL / Re: Artist metadata from audio file on: 2016-12-05 19:14:06
It depends on the file type, I don't know of a library that does a wide variety of formats but most formats are not th.at difficult to write a reader yourself. There may be something I don't know of course
2  Java Game APIs & Engines / OpenGL Development / Re: Strategy for drawing text on: 2016-12-05 18:56:50
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
3  Java Game APIs & Engines / OpenGL Development / Strategy for drawing text on: 2016-12-04 07:47:14
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.
4  Game Development / Newbie & Debugging Questions / Re: RPG Style Dialogue Boxes? on: 2016-12-04 07:26:33
I haven't used awt for a long time (very long!), if you want to stick to this then go for it Smiley 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
5  Discussions / Business and Project Management Discussions / Re: Crowdfunding in 27 Easy Steps video on: 2016-11-26 01:04:53
I guess the low funding part could be because the author intends to use kickstarter as more of a marketing campaign rather than something to actually really fund some development. Quite a few kick starters have a decent product to start with and just kick-start to add some final features
6  Game Development / Articles & tutorials / Game development workflow on: 2016-10-27 05:31:54
Saw this interesting blog article on game development workflow

http://www.kinematicsoup.com/news/2016/10/26/game-development-workflow
7  Games Center / Showcase / Re: Halo 3 Remake on: 2016-10-25 20:26:29
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 ....
8  Games Center / WIP games, tools & toy projects / Re: 2D Platformer (Still needs a name) on: 2016-10-17 17:25:26
Do you have a name yet?
9  Game Development / Newbie & Debugging Questions / Re: [SWING] halving the screen with two seperate panes? on: 2016-10-17 17:19:33
My experience of swing layouts was a very similar experience to what you are having now Smiley The issue was because of the complicated nature of how swing uses setSize, setPreferredSize, setMinimumSize, setMaximumSize. This post explains it nicely

http://stackoverflow.com/questions/1783793/java-difference-between-the-setpreferredsize-and-setsize-methods-in-compone

10  Game Development / Newbie & Debugging Questions / Re: Updated Android studio and libgdx now getting odd error message.. on: 2016-10-11 05:30:24
Looks like a bug in libgdx and potentially a driver issue

https://github.com/libgdx/libgdx/blob/1.9.4/backends/gdx-backend-lwjgl/src/com/badlogic/gdx/backends/lwjgl/LwjglGraphics.java#L322

1  
throw new GdxRuntimeException("OpenGL is not supported by the video driver: " + glVersion.getDebugVersionString(), ex3);


your problem : opengl drivers cannot be loaded (as to why thats a different quesion for which I can't help you with)
libgdx bug : trying to add the glVersion to a debug string after an exception has been thrown saying that opengl is not available on the system
11  Discussions / General Discussions / Re: Comparison between 2 IDE's - Netbeans and Eclipse on: 2016-09-13 19:59:09
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,
12  Java Game APIs & Engines / OpenGL Development / Re: Vertex cache shenanigans on: 2016-09-13 05:21:52
Some results from Intel on Linux

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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
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Cache size 40 invocation test: 40 / 3145728
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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
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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
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Cache size 70 invocation test: 70 / 3145728
Cache size 71 invocation test: 71 / 3145728
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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[
13  Discussions / Miscellaneous Topics / Re: CuBBool Pixel language on: 2016-09-11 20:21:08
Can I ask what are your motivations for doing this?
14  Discussions / General Discussions / Re: JGO App on: 2016-08-31 17:56:00
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  Cheesy

15  Games Center / WIP games, tools & toy projects / Re: Frequent Flyer, a small shoot-em-up game on: 2016-08-31 13:35:20
Some feedback from me, I played the html version.

- I'm not sure what I am unlocking when I score points
- I feel constrained with the boxed up environment
- Is there an aim to the game?
- I can't get more than 2 hearts
- Had a fun old school arcade feel to the game
- Liked the sound
- Controls were smooth
16  Discussions / General Discussions / Re: Used to compile, now doesn't?? on: 2016-08-29 07:26:04
try reinstalling java, could be some corrupt files
17  Games Center / Android Showcase / Re: Morrowind on Android on: 2016-08-26 18:29:21
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).
18  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Image Processing Program - Dayflower Image on: 2016-08-25 19:45:57
I'd move away from megaupload downloads as its never straight forward to ever download anything from those sites. Also google flags it a malicious and prevents the download happening completely. Haven't tried it yet but it sounds like its similar to gimp (which I use)
19  Games Center / Android Showcase / Re: Morrowind on Android on: 2016-08-25 19:31:25
Nice Smiley 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.
20  Games Center / Android Showcase / Re: Morrowind on Android on: 2016-08-25 18:35:32
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?
21  Discussions / General Discussions / Re: Gamedev group chat on Skype cloud, meet other game devs for networking on: 2016-08-22 18:32:11
nice idea (I genuinely mean that) but your target audience is not Java, and this is a java forum...
22  Game Development / Newbie & Debugging Questions / Re: Texture bleed? on: 2016-08-22 18:23:26
You might need to actual provide some information as to what is wrong and how you are currently doing what is wrong. We are not mind readers  Cheesy
23  Game Development / Newbie & Debugging Questions / Re: Floatbuffer memory leak on: 2016-08-21 06:38:55
System.gc() won't do anything as the underlying memory is held off heap. Have a read of this (has good explanation of what going on)

https://stackoverflow.com/questions/8462200/examples-of-forcing-freeing-of-native-memory-direct-bytebuffer-has-allocated-us

and this

https://stackoverflow.com/questions/3496508/deallocating-direct-buffer-native-memory-in-java-for-jogl
24  Discussions / General Discussions / Re: About The Mario Clone on: 2016-08-18 03:52:18
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.
25  Java Game APIs & Engines / OpenGL Development / Re: Problem: Delete texture doesn't affect RAM on: 2016-08-17 20:42:05
textures aren't in RAM so what memory are you aiming to free? The only RAM involved is when you load the data from a file in readiness to be uploaded to the GPU. After loading this data you can let the GC remove the object (assuming all handles to the objects are no longer in any scope)
26  Game Development / Newbie & Debugging Questions / Re: Thread not starting on: 2016-08-12 04:16:34
If you are using swing then you need to use EventQueue.invokeLater(myRunnable), this is because of how swing threading works and prevents Swing blocking or you blocking the swing thread.
27  Discussions / General Discussions / Re: Why is Minecraft bad? on: 2016-08-11 18:19:46
The philosophy of coding is that you can always refactor, you just need to know when its good enough to stop!
28  Discussions / General Discussions / Re: JGO App on: 2016-08-09 18:38:27
Apps aren't for everyone but if someone wants to do it off their own back then that can never be a bad thing. I for one would be pro an android app, I can think of plenty of reasons why an app can provide more than a mobile version of a website.
29  Discussions / General Discussions / Re: Is my app decietful? on: 2016-08-09 18:34:14
returns could be because of :

- Didn't understand the game quick enough
- Didn't find it interesting enough
- Completed it in the return period
- Got bored
30  Games Center / WIP games, tools & toy projects / Re: When It Hits the Fan - Arcade Action Top-Down Shooter on: 2016-08-07 15:58:45
Is this a Java game or are you just trying to get free marketing? Does look like a pretty good game though from the video's you posted
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