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1  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Flow - A Java voxel engine, using LWJGL on: 2014-08-06 19:16:59
Flow is a more modern engine - an example of this is the fact that ArdorCraft uses fixed function rendering whereas Flow can support rendering with OpenGL 1, 2 or 3 depending on the user's computer. ArdorCraft also seems to be geared entirely towards first-person block worlds (feel free to correct me here - I've never used it, just getting an idea from the google code page) whereas Flow can be a lot more flexible than that.
When some methods of the fixed pipeline aren't available, the JOGL renderer of JogAmp's Ardor3D Continuation tries to use another code path, some features of the fixed pipeline are emulated with shaders in JOGL itself. It supports OpenGL 1.2 to 4 and OpenGL-ES 1 to 3 but it doesn't support forward compatible profiles. Flow supports physics and networking whereas ArdorCraft don't. What you wrote about Flow isn't completely true, I've just looked at Caustic, it uses the retained mode, it doesn't work without vertex arrays and I'm not sure it can work without shader support. Moreover, I have found an OBJ loader, it doesn't allow to load animated objects except if you store each frame into a separate file and if you build your own key frame controller.
Ah, that would make sense - as I said, I've never used Ardor. And yeah, Caustic now works with OpenGL 2 + 3 - I'd forgotten that they removed the OpenGL 1 support a little while back because they felt it was unnecessary.
2  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Flow - A Java voxel engine, using LWJGL on: 2014-08-06 18:49:30
You may want to resize your images so people dont have to scroll to see them, I typically use 800. To do so do:
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[img width=*number*]*url*[/img]

Changing the width changes the height respective to the aspect ratio.

Have done - thanks for the tip Smiley
3  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Flow - A Java voxel engine, using LWJGL on: 2014-08-06 18:38:47
I also found some images demonstrating what Caustic (the flow renderer) and React (the flow physics engine) can do:



4  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Flow - A Java voxel engine, using LWJGL on: 2014-08-06 18:14:06

Cool (the physics engine is a port of https://code.google.com/p/reactphysics3d/ if you're interested / not aware Tongue)
5  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Flow - A Java voxel engine, using LWJGL on: 2014-08-06 18:12:49
  • The idea of Spout was to create a Minecraft clone and then expand from there, but the Flow developers like Space Engineers and similar games too
Wrong. Spout wasn't trying to clone Minecraft, instead it was a mod to allow communication with the server-side Spout plugin for Bukkit which allows the server to do stuff that normally you couldn't do with the default client. How does voxel engines come into play then?

Also if I understand you correctly you are currently promoting an engine that you've never seen in action? Wow. Roll Eyes

You don't know what you're talking about. Spoutcraft and SpoutPlugin are not the same as Spout. They are legacy projects which were modifications to Minecraft itself. Spout, the voxel game engine, located at https://github.com/SpoutDev/Spout is entirely different.

I wouldn't even say I'm promoting it. I'm posting here to discuss peoples' opinions of it. Spout ended up getting pretty far, and was very impressive - you could log in and almost all Minecraft functionality was there with the use of the Vanilla plugin, and it was much faster than Minecraft, as well as having a decent API, but there were a couple of major problems which prompted the change.

Hi

What are the advantages of this voxel engine in comparison with ArdorCraftAPI (based on Ardor3D)?

Flow is a more modern engine - an example of this is the fact that ArdorCraft uses fixed function rendering whereas Flow can support rendering with OpenGL 1, 2 or 3 depending on the user's computer. ArdorCraft also seems to be geared entirely towards first-person block worlds (feel free to correct me here - I've never used it, just getting an idea from the google code page) whereas Flow can be a lot more flexible than that.
6  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Flow - A Java voxel engine, using LWJGL on: 2014-08-06 17:11:35
So you haven't tested your engine then...? If you have, just take a picture of what you have tested! I can tell you a picture is way better than a wall of text. Hook the reader in with interesting pictures and then get them to test your engine out.

It's not my engine Tongue

But yeah, I agree that pictures are worth a lot, it's just there aren't many of them yet.
7  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Flow - A Java voxel engine, using LWJGL on: 2014-08-06 17:04:51
Pictures result in more feedback, and you may want to put a lot more information on here, because I am not too sure many people want to hop over to another site just to contribute to something that hasn't even been explained.  Roll Eyes

Thing is there's nothing to picture yet.
8  Java Game APIs & Engines / Engines, Libraries and Tools / Flow - A Java voxel engine, using LWJGL on: 2014-08-06 15:17:48
Flow is a Java voxel engine and platform, supporting servers and clients. It uses LWJGL, and has been in some form of development for a long time. Source code can be found at https://github.com/flow

Flow isn't completed. Originally, there was Spout, designed to be a voxel engine / platform, but it died after most of the team became inactive. Lots of Spout code is reused in Flow, but Flow only has a few developers working on it. It's modular - i.e pretty much everything is a library (a good few of these libraries are nearly done). The idea behind this is that if everything crashes and burns there are still usable libraries left behind.

Essentially, Flow exists to provide a high-performance platform which you can write any form of voxel game for, while doing everything in a way which means it can be modified or customised without touching the source of the engine itself. The API is pretty extensive, and isn't limited by the requirement of clientside modifications like Minecraft is because most stuff is serverside..

Here are some basic ideas which Flow is built around:
  • The ability to create any voxel game. The idea of Spout was to create a Minecraft clone and then expand from there, but the Flow developers like Space Engineers and similar games too
  • Multithreading and efficiency - Flow is multithreaded and efficient.
  • Flexibility - Everything is a plugin - even the game you're playing. This means plugins can change absolutely anything.

I would encourage people to get involved in Flow and contribute to it - it's very open to the community and pull requests are invited by their team. Discussion takes place at http://spoutcraft.org at the moment (scroll to the bottom of the forums), but that's just a temporary home until they get http://flowpowered.com sorted out.
9  Game Development / Newbie & Debugging Questions / Re: Best Way to Code Random Percentage of Something on: 2013-04-09 09:30:05
You would use a java.util.Random object. Define one somewhere, and use it like this (assuming your HashMap is of item IDs to percentages, if not you might need to change it a bit):

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boolean dropped = false;
int highest = -1;
int highAmt = -1;
// Lets loop through all the items, because you said you didn't want it hardcoded
for (Entry<Integer, Integer> entry : drops.entrySet()) { // Where drops is the HashMap you spoke of. HashMaps are extremely fast, don't worry about that
    if (entry.getValue() > highAmt) {
        highest = entry.getKey();
    }
    // Note <, not <=, because nextInt(100) will generate a number from 0-99, not 1-100.
    if (random.nextInt(100) < entry.getValue()) { // Will happen every (entry.getValue() / 100) times
        world.dropItemById(x, y, z, entry.getKey()); // Or however you do this
        dropped = true; // Set this to true for usage a bit later
        break; // Remove this if you want the chance of multiple drops
    }
}
if (!dropped) {
    world.dropItemById(x, y, z, highest); // Slightly crude way of ensuring something is dropped. If we don't drop something, drop whatever has the highest percentage. If you want the possibility of no drop remove this
}
10  Game Development / Performance Tuning / Re: Speeding up Minecraft? on: 2013-03-30 18:06:54
Rewrite most of Minecraft to use rendering that isn't immediate mode and multithread some of it Tongue Realistically you could probably add a bit of multithreading, and if you want to spend a lot of time on it you could convert it to use DisplayLists.
11  Game Development / Game Mechanics / Re: Multiple threads on: 2013-03-29 22:19:51
It depends on how well you do it. It's can work to have a rendering thread, a logic thread, a resource loading thread, a world generation thread (if applicable), and even an input thread if you do it right, as well as threads for connections, etc. It all depends on how your game works and how well you know how to implement multithreading though.
12  Games Center / Cube World Projects / Re: Sparky's little Cube World Project on: 2013-03-29 20:55:39
Ok, I forgot about the jar if you like to try it. It should be ready for windows and linux:
here

Please report me any errors. Smiley

The download is a 404
13  Game Development / Shared Code / Re: [LWJGL] Easily render text. on: 2013-03-29 15:24:56
This looks exactly like Minecraft's renderString method looked in one of the early beta versions (before they optimised it quite a bit).
14  Game Development / Shared Code / Re: CyclicMap - A Map implementation perfect for games and faster than HashMap on: 2013-03-29 15:14:41
Well maybe you can talk to him about it. It's still twice the speed with his optimisation, and I'm fairly sure currentTimeMillis doesn't go 80ms off (at least most of the time).
15  Game Development / Shared Code / Re: CyclicMap - A Map implementation perfect for games and faster than HashMap on: 2013-03-29 14:53:46
If you are looking at optimising HashMaps, you could have a look at raphfrk's findings at http://forums.spout.org/threads/hashmap-micro-optimisations.6648/
16  Games Center / Cube World Projects / Re: LWJGL BlockWorld on: 2013-03-29 13:50:06
Is it possible that we could get the source for the new version of your game? I've made my own block engine but it's not great on efficiency / performance, and I'd love to learn from someone better's code to see where it can be optimised and what methods I should be using.
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