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1  Java Game APIs & Engines / OpenGL Development / javafx render to texture on: 2015-04-25 22:09:01
is there any way get an image from javafx that could be loaded into a texture and feed in events from the engine? I'd like to use it for my menu and possibly a doom3 style GUI.
2  Discussions / General Discussions / Re: The Khronos Group announces "Vulkan": the successor to OpenGL on: 2015-03-15 15:51:28
I'm wondering if this might make VGA passthrough possible without having to have 2 graphics cards. since this would move control of the graphics card away from the driver, that would make it less complex for the driver on the guest OS to be modified to share the graphics card?
3  Discussions / Miscellaneous Topics / version control for ported project. on: 2015-03-14 15:43:55
I am intending to port a project from c++ to java. I would like to be able to keep track of the other project in my repository too, so i can see how it changes and keep my own parallel version updated. I'm using eclipse EGit. any recommendations?
4  Discussions / General Discussions / Re: What's your day job? on: 2015-03-13 14:58:49
- so please, when you all get filthy rich, don't go buy a Lambo!
Wouldn't dream of anything other than an AMC javelin or 1970 Roadrunner
5  Discussions / General Discussions / Re: What's your day job? on: 2015-02-17 00:15:42
it does come at a slight cost and that is incompetent teachers.

Beats Texas. We have teachers that are incompetent AND psycho.
6  Discussions / General Discussions / Re: What's your day job? on: 2015-02-16 16:05:25
the usual college-level jobs. studying robotics.
7  Game Development / Newbie & Debugging Questions / Re: convert expression for use with vecmath on: 2015-02-15 19:54:17
javax.vecmath creates so much garbage that it is best avoided

Unfortunately I need it for jbullet
8  Game Development / Newbie & Debugging Questions / Re: convert expression for use with vecmath on: 2015-02-15 15:30:09

It doesn't. For example adding vectors v1 and v2 with v1.add(v2) stores the result in v1
9  Game Development / Newbie & Debugging Questions / convert expression for use with vecmath on: 2015-02-14 01:48:31
since all the math operations in vecmath apply the result to the object they're called on instead of returning the result, i can't just replace + with add() and make sure the parentheses are in the right place. How should i convert a mathematical expression to vecmath without using a bunch of temporary variables?
10  Java Game APIs & Engines / OpenGL Development / Re: LWJGL 3; how's it getting along? on: 2015-02-13 21:50:51
any significant advantages over JOGL2?
11  Game Development / Shared Code / Source Engine MDL code on: 2015-01-19 17:27:35

This code loads up data from SourceEngine model files. for examples on how to use the data, check the Core/Filedatacompiled code

crowbar_.24_vb contains the original Visual Basic code
/crowbar_pidgin_.24 contains a bastardized VB/java version output by a program I cobbled together to make porting easier.
crowbar contains the converted code.

the Decompiler.readcompiledfiles method reads the model files.
12  Discussions / Community & Volunteer Projects / porting VB code for source engine MDL files on: 2015-01-16 15:45:46
I am working on porting a VB program that decompiles Source Engine MDL files into Java.  If anybody wants to load MDL files or is interested in helping, I can put up the VB code and my current progress
13  Discussions / General Discussions / Re: Simple 3D modeling software suitable for games? on: 2015-01-15 02:54:48
true, but i've been using it and Roadkill on WINE with no problems
14  Discussions / General Discussions / Re: Simple 3D modeling software suitable for games? on: 2014-12-16 23:53:12
Try one called Anim8or. It is EXTREMELY simple to use, but you can make some very great models using it. It can export to OBJ. Also, its native an8 format is easy to parse, and supports skeletal animation.
15  Discussions / General Discussions / Re: Reasons for using a scripting language in your game? on: 2014-12-05 03:55:47
It makes your game easier to mod because your users won't have to compile java code and get the clsspath to the game's libraries right, they can just edit the script files.

I also remember seeing somewhere that it's easier to secure than classes loaded by reflection
16  Discussions / Miscellaneous Topics / Re: Is drinking half a bottle of vodka safe? on: 2014-11-16 21:39:38
drimking alcohol just for the sake of drinking and/or getting drunk is is stupid. and a great way to end up drowning on your own vomit
17  Discussions / Miscellaneous Topics / Re: Full Visual Studio for free on: 2014-11-16 21:24:22
I found VS to be rather slow. Also since i also do coding on linux, might as well just use code::blocks
18  Game Development / Game Mechanics / Re: SMD skeleton problems on: 2014-11-16 20:14:52
I noticed some strange stuff in my SMD file.

2 3.890447 0.000000 0.000000 -1.570796 0.051836 -1.565574 // left thigh
5 -3.890447 0.000000 0.000000 -1.570796 0.051836 -1.576018 //right thigh

14 2.059528 0.977921 1.937661 1.589740 -1.286515 2.950147//left clavicle
 18 2.059528 0.977922 -1.937661 -1.661569 1.286515 2.950147//right clavicle

both the thighs (which are really where the hips are) and clavicles are mirror images of each other.
notice how the thighs are done using negated position but same rotation, but the clavicles have a different axis inverted and have 2 inverted angles.

as far as the bone format goes, the position refers to where the end of the bone is. Also, because in anim8or, the root bone can't own objects, so i have to add the smd root bone to the an8 root bone.
19  Game Development / Game Mechanics / Re: SMD skeleton problems on: 2014-11-14 21:02:34
the only thing i use position for is calculating of the bone. switching values won't make a difference.
I found an SMD loader for JMonkey, which has the same coordinate system as anim8or..

this is the code used to create a rotation matrix for the bone.
Matrix3f m1 = null;
        Matrix3f m2 = null;
        Matrix3f m3 = null;
        try {
            m1 = new Matrix3f();
            m1.fromAngleAxis(rot.x, Vector3f.UNIT_X);
            m2 = new Matrix3f();
            m2.fromAngleAxis(rot.y, Vector3f.UNIT_Y);
            m3 = new Matrix3f();
            m3.fromAngleAxis(rot.z, Vector3f.UNIT_Z);
        } catch (Exception Ex) {
            logger.log(Level.SEVERE, "Error, building rotation Matrix3f from "
                    + "rotation vector.", Ex);
        return m3.mult(m2).mult(m1);

this is the same as what I've been doing in my code, and also in theagentd's code.
there must be something stupidly simple we're missing.
20  Game Development / Game Mechanics / Re: SMD skeleton problems on: 2014-11-14 16:25:55
i tried switching roty and rotz. just got a different weird looking skeleton
21  Game Development / Game Mechanics / Re: SMD skeleton problems on: 2014-11-08 23:19:37
for SMD x is left, y is forward, z is up.
in anim8or, x is left, y is up, z is forward.
how do i convert rotation between these 2 systems?
22  Game Development / Game Mechanics / Re: SMD skeleton problems on: 2014-11-08 20:36:07
thanks. too bad ani2pov can't save anim8or files with a skeleton.
I'm going to try asking on the anim8or forum for some insight.
23  Game Development / Game Mechanics / Re: SMD skeleton problems on: 2014-11-08 00:43:24
the translation component of the matrix wouldn't have any effect, would it?
where did you get that code from?
24  Game Development / Game Mechanics / Re: SMD skeleton problems on: 2014-11-03 21:52:20
According to the angles given are in radians.
25  Game Development / Game Mechanics / Re: SMD skeleton problems on: 2014-11-02 16:11:40
no joy. would it be a problem if the coordinate systems ware different? I would think the result should at least look like the input, but oriented along a different axis.
26  Game Development / Game Mechanics / Re: SMD skeleton problems on: 2014-11-02 14:28:46
sorry, that didn't work.
I think the problem is with the orientation code.
27  Game Development / Game Mechanics / SMD skeleton problems on: 2014-11-01 21:41:44

I am attempting to convert the skeleton from a source engine SMD file to an anim8or an8 file.

The SMD file contains a position of the end of the bone relative to the parent and 3 euler angles for orientation, rotation order is X,Y,Z
the an8 format uses a bone length and quaternion for orientation.

this is the code i'm using.
for(int x=0;x<bones.size();x++)
         smdbone sb=bones.get(x);
      Quat4f orientation= new Quat4f();
      float length;
      Quat4f xrot=new Quat4f();
      xrot.set(new AxisAngle4f(1,0,0,sb.rotx));
      Quat4f yrot=new Quat4f();
      yrot.set(new AxisAngle4f(0,1,0,sb.roty));
      Quat4f zrot=new Quat4f();
      zrot.set(new AxisAngle4f(0,0,1,sb.rotz));

      String pname;
            length=new Vector3f(sb.x,sb.y,sb.z).length();
         Bone b = new Bone();;

the Bone and smdbone classes represent an8 bones and smd bones respectively. I have verified that my SMD loading and an8 save code works properly.

so far the results I've been getting in no way resemble the input.
any ideas what's going wrong?

28  Discussions / Miscellaneous Topics / Re: What are Anti-Virus Developers Protecting us From? on: 2014-04-21 17:13:35
my school had McAffee, which constantly deleted the debugger ( and you couldn't tell it that the file was benign). then we switched to Norton, which filled the whole hard drive full of log files. 40 gigs worth.

the only time i've had a virus was the FBI moneypak, which i had to remove manually.
29  Discussions / Miscellaneous Topics / Re: We need more website like on: 2014-04-21 16:45:04
WHYYYY?? i get migraines just fine without the help
30  Games Center / Featured Games / Re: Attack of the Gelatinous Blob on: 2014-01-01 17:33:28

Yea the jump is awkward. The way it is built now there is no way to smoothly increase the blob size. At least no easy way I can think of. If it becomes annoying I might rebuild it with another technique.

how do you currently make the blob grow?
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2014-08-05 19:33:27 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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