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1  Games Center / WIP games, tools & toy projects / Re: Xcylin: A sci-fi open world voxel game. on: 2014-06-25 15:04:29
It's kinda amazing that you can stay motivated on this over such a long time...
However, nice to see this project progressing!  Smiley

Thanks. I figured I put way too much work into this project to not continue it. Also: I'd really love to play the game when it's finished! Grin
2  Games Center / WIP games, tools & toy projects / Re: Xcylin: A sci-fi open world voxel game. on: 2014-06-25 12:03:29
First things first: I decided to release the game in alpha state on 1st of October 2014 (give or take a few days). It will be released on Xcylin's website which (hopefully) will be finished until then: xcylin.com.

In the last couple of weeks I did a lot of work under the hood to prevent jittering and lagging. I found (after a lot of bug hunting) that the GC was responsible for it, when it did a full collection of the old gen space. After a lot of trial and error I came to the conclusion that my mesh builder was responsible for most of the GC's time. It uses an octree internally and that octree is built using simple Java objects with references to each other. Obviously the GC is not happy when I have a huge tree in memory that is no longer reachable as it needs to check every object and go through the whole tree to find that the object is no longer used. But I found a way around that by linearizing the tree into a buffer and keeping the objects at the tree's leaf in a simple collection. When the buffer is not used anymore, the GC can collect it in < 1 ms.

Next I wanted to make the drilling laser more realistic, and so it now induces energy into the blocks. This energy builds up until the block explodes. Here is a screenshot of how the energy build-up looks like in-game:



And here what it looks like when they explode with the new particle system I added:



As you know or might not know: in Xcylin you are stranded on the planet, because your starship crash landed on it. So I'm currently working on a special "world" where I can construct the wreck parts of the ship in-game and store them to disk, so that it can be placed randomly on the planet later. This "world" is called "construction world" and is a completely flat terrain where placeable parts can be built. Currently it looks like this:



That's it for now. I try to post more updates here on a regular basis. Stay tuned. Smiley
3  Games Center / WIP games, tools & toy projects / Re: Xcylin: A sci-fi open world voxel game. on: 2014-04-16 08:56:23
Good god this is impressive.

I can't wait to see what this looks like in the future.

Thanks Grin. I will soon post an update to show how it looks right now.
4  Games Center / WIP games, tools & toy projects / Re: Xcylin: A sci-fi open world voxel game. on: 2014-02-15 23:05:03
Interesting, I never thought of it that way thanks for sharing! If it isn't a hastle would you mind uploading a LightDistributionMap texture somewhere?
I just saved and linearized it to a 2D image (because as I said it's a 3D texture):



It stores the information only in the red chanel of the texture (that's why it is all red). The white lines/numbers are not part of the original texture. The light map here is from one sector and each slice shows the x/y-information (mirrored along the x axis, because the y axis points down in images, but up in OpenGL), the white number gives the according z position within the sector. A sector has 32x128x32 blocks.

I hope this helps a bit Smiley
5  Games Center / WIP games, tools & toy projects / Re: Xcylin: A sci-fi open world voxel game. on: 2014-02-15 13:37:26
Man I love this.

Thanks, it's always nice to hear when ppl like the game Smiley

Been following the thread for a while now but never really posted.
I just have a question, what method do you use for the SSAO? An SSAO shader of some sort or do you just edit the vertex color based on surrounding blocks?
Thanks, and good luck Smiley

I don't use SSAO as it only takes in account the visible geometry (= screen space). The problem with that is, that while it might look good on the surface, it will look unrealistic within caves as they should be totally dark most of the time but they wouldn't be with SSAO.

So what I actually do is I have a 3D texture of light values (I call it a LightDistributionMap) that are computed when the sector is constructed. Basically all light flows down from the top (from the sun) and is then smeared along the x/z-axis. So in the shader I just use the LightDistributionMap texture and calculate my lighting by using the normals of the surface and get the light value where these normals point at. And using more than one sample interpolated gets me this quite smooth look of the blocks Smiley But still the calulcation of these LightDistributionMaps takes quite some time (around 600ms per sector) so that I might still have to change a few things ...
6  Games Center / WIP games, tools & toy projects / Re: Xcylin: A sci-fi open world voxel game. on: 2014-02-15 13:25:57
I love the style you've started here.  I'm curious since I just started playing around with cubic frameworks in JME3.  How many verts/tris are you rendering textured at once?  Do you import models of the blocks, assume their structure is all cubic or do you have other shapes too? (I thought I saw some slanties in there).

Looking great though!

Thanks. In a normal world like the one in the video there are about < 600000 textured faces (51 of 32x32x128 blocks sectors are visible). But the more difficult thing to solve is to keep the amount of objects (geometries) low while at the same time allowing to modify the object's mesh within a reasonable time.

And yes, as you already noticed there are not only cubic shapes possible: I also added the possibility to use cusom meshes (from blender). They are also tesselated to one big shape per stripe but overlaping faces are not removed due to the immense amount of permutations needed to determine what block with what other block would have what faces removed (but still I also think about possible solutions for that). Meanwhile I plan to limit the objects with custom meshes that the player can place by natural factors like the items that are needed to replicate (=craft) them.
7  Games Center / WIP games, tools & toy projects / Re: Xcylin: A sci-fi open world voxel game. on: 2014-02-14 09:29:57
So my first test with a cube of acid just burned all the way down to the bottom of the level. My next thought was to build a pool with a floor that won't be corroded by the acid and it turned out nicely. Here you can see how that looked like after some time:



Of course also in this case the acid never would have stoped burning through the rocks Wink

Why don't you have the amount of acid decrease every time it burns through something? That way it will be self contained, also more realistic. So If a player is mining they could run into a packet of acid (That was contained by a certain of rock) and they would either have to let to create a hole, or try to contain it.

Yes that's exactly what I was about to do. I think every block should have a value of blocks it eats through and if that number reaches 0 the acid is considered saturated.

<Off Topic> Shouldn't this be in the "Cube Worlds Projects" Sub Forum? </Off Topic>

Maybe you are right, I don't know the forum rules about that in particular but in the light of recent discussions I hope that my game is not considered just another MC clone and therefore put into "Cube Worlds Projects". But rather if "Cube Worlds Projects" is a genre sub forum, then I'm okay with moving it there.
8  Games Center / WIP games, tools & toy projects / Re: Xcylin: A sci-fi open world voxel game. on: 2014-02-14 09:25:10
Looks good but unfortunately the voxel design is getting beaten half to death Lol.

Fortunately for you must of them don't make it but this one actually seems more unique than shitecraft

I know there are a lot of Minecraft clones that just try to quickly clone notch's success. Let me make one thing quite clear: I don't intend to do a blunt copy of MC, I see MC more as the first representative of a new game genre. A genre that didn't exist before simply because most of what MC does is cutting edge (even if it looks pixelated). That's by the way IMHO also the reason why most games are never finished/released. I don't know any game before MC that had the possibility to change the entire game's world, I mean there are games where you can change the level to a certain degree or even the whole level but not in this dimension!

With my game in particular the main difference to MC is that it is set in the future, has a storyline (though it's also open world) and an ending (which MC had not by the time I started Xcylin). But I also won't decline that it is of course inspired by MC a lot. But I see no point in recreating a game that already exists. So I think you will also see the main differences to MC when you get to play it this year Smiley

I hope you mean clones of mine craft by that - even that I would disagree with - it might be worth taking a look at Notch's status in the ratings board before you say anything rash about his baby.

I completely agree with you. But although I'm not entirely sure I think Gibbo3771 just refered with "shitecraft" to the poorly written rip offs of Minecraft and not Minecraft itself. Surely he knows that notch created a really remarkable game and if not he should look it up as it is all documented in this very forum!

Looks good but unfortunately the voxel design is getting beaten half to death Lol.

Fortunately for you must of them don't make it but this one actually seems more unique than shitecraft

I'm sick of seeing this attitude.

Yes, I'm sick of the in-it-for-the-money, poorly done clones of any game too, but I don't need to go around saying everywhere how I don't like it.

I honestly don't care if some random person doesn't like poorly done clones. If posted in response to a poorly-done clone, it's not like the creator is going to go and fix it. If posted in response to a well-done one, it has no meaning. Just keep your opinion to yourself and don't post until you find something constructive to say. Otherwise you're justing wasting people's time.

(Okay, I am venting at quite a lot of people right now, due to the recent drama around King/RoyalGames, Flappy Bird etc. Your comment was relatively okay, but I have to say this anyway)

Totally agree! And I'm as sick as you are about the recent Flappy Bird clone rush ...  Tongue
9  Games Center / WIP games, tools & toy projects / Re: Xcylin: A sci-fi open world voxel game. on: 2014-02-13 20:33:24
Nice video.
Though the "water" seems to be more of a jelly. While watching the video, I would have expected that the bottom layer flows faster than it currently does. The water stacks a block and then goes to the next one. Non-intuitive. Also the water in the container emptied itself vertically before horizontally.
Will You be keeping it like that ?

The water moves not in real time but with the speed of the physics engine (60FPS at the moment) but this is by design to keep the used CPU cycles at a reasonable level. And you are right, that makes it look a bit like jelly. But you have to understand that the player can place water anywhere(!) in the (currently) 50x50x32x32x128 blocks world and then the simulation has to take care that it behaves in a way like water. It is also important to know that each change in water level makes a retesselation of the given sourroundings necessary, so this is not a simple process. But I agree that it is not 100% accurate - the question is, is it possible to make it more accurate without making it unreasonable complex and slow? If you compare it to Minecraft for example, then you see that water is also not simulated in any completely accurate way, just because it would most likely not be feasible.

And to explain why the water moves vertically first is simply because gravity is the bigger force here. I implemented it to first check if a block is below the water and if so the water should flow down, then if there is still water in the current block it would flow in the x/z-directions. You can check the javscript code below that I currently use - any suggestions are very welcome Smiley

The water javascript code: http://pastebin.java-gaming.org/5c2af2e3581
The onChange() function is called every time when a block is changed that is a neighbor of this block or the block at the position of this block has been changed.
You get four parameters:
  • world - the world to access all world relevant stuff (like terrain, player, npc ...)
  • blockInstance - the instance of this class that is adjacent to the change
  • blockInstanceBefore - the instance of a block before it was changed
  • blockInstanceNow - the instance of a block after it has been changed

Soon when we release the alpha version, you can play around with the block definitions for yourself to optimize these things if you like Smiley
10  Games Center / WIP games, tools & toy projects / Re: Xcylin: A sci-fi open world voxel game. on: 2014-02-13 20:06:58
Your jumping seems really "floaty". Are you going for a low gravity effect? If you are, it seems good. But if you aren't that would get old really fast, no offense!

You are right, I'm not fully happy with the jumping either since I let the physics engine handle it (and yes g is at 9.81m/s^2). On the other hand I want to have physical forces that can be applied to the player. You see, the core problem is that a normal person is not able to jump two meters high - so it feels unrealistic even it is in fact correct.

Maybe I have to fake some faster motion by applying any additional force or completely controlling the velocity by myself (as I already do with x/z-movement). I then would have to add the applied forces myself.
11  Games Center / WIP games, tools & toy projects / Re: Xcylin: A sci-fi open world voxel game. on: 2014-02-13 09:18:24
Over the last couple of weeks I tweaked a lot of code to prepare Xcylin for a nearing alpha release. Though I'm still not completely happy with the optimizations as there are still some small lags from time to time - but I already have plans to counter them.

Recently I perfected the water spreading algorithm so that water now flows quite like it should. It is of course still an approximation of the real behaviour of water. Here you can see it in action:

<a href="http://www.youtube.com/v/UDODM_Lb1Gw?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/UDODM_Lb1Gw?version=3&amp;hl=en_US&amp;start=</a>

While experimenting with the water algorithm I realized that it would also be possible to create some sort of acid that burns through rock. So I made a small test of that and it worked as expected (without any change to the engine itself - yeah!). Only problem is that I didn't add a level of saturation.

So my first test with a cube of acid just burned all the way down to the bottom of the level. My next thought was to build a pool with a floor that won't be corroded by the acid and it turned out nicely. Here you can see how that looked like after some time:



Of course also in this case the acid never would have stoped burning through the rocks Wink
12  Games Center / Showcase / Re: Logic Bomb on: 2013-10-29 21:25:27
Logic Bomb is now also on Desura! Grin



13  Games Center / WIP games, tools & toy projects / Re: Xcylin: A sci-fi open world voxel game. on: 2013-10-12 20:57:53
Now that I added water, next thing was to make equipable items. Of course the behaviour of these items is also scripted in JavaScript. First thing I did was Jetpack!  Cool

Here is a first demo of me flying the jetpack. It is by design not that easy to control - just like a real one Wink

<a href="http://www.youtube.com/v/8W0heFVFiz4?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/8W0heFVFiz4?version=3&amp;hl=en_US&amp;start=</a>

By the way, this is how it is defined in Javascript:

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function onInit(item) {
    item.setGraphicMesh("Textures/item_placeholder.png");
    item.setStackUpTo(1);
   
    var useableItemTrait = new UseableItemTrait();
    useableItemTrait.setCheckActiveFunction(isActive);
    useableItemTrait.setWhileActiveFunction(whileActive);
    useableItemTrait.setOnButtonPressFunction(onButtonPressed);
    item.setTrait(useableItemTrait);
}

var active = false;

function isActive(world) {
    return active;
}

function whileActive(world) {
    var player = world.getPlayer();
    if (player.isOnFloor()) {
        world.getPlayer().setUseWalkBehaviour(true);
    } else {
        world.getPlayer().setUseWalkBehaviour(false);
        var walkDirection = player.getWalkDirection();
        var impulse = new Vector3f(walkDirection.x * 10, walkDirection.y * 20, walkDirection.z * 10);
        var impulseXZ = new Vector3f(impulse.x, 0, impulse.z);

        var velocity = player.getVelocity();
        var velocityXZ = new Vector3f(velocity.x, 0, velocity.z);
       
        //we limit the XZ speed a bit
       if (velocityXZ.length() > 5) {
            var velocityXZ_N = velocityXZ.normalize();
            var a1 = impulseXZ.dot(velocityXZ_N);
            var projection = velocityXZ_N.mult(a1);
            impulseXZ.subtractLocal(projection);
           
            impulse.set(impulseXZ.x, impulse.y, impulseXZ.z);
        }
       
        //the jetpack uses energy
       if (impulse.y > 0) {
            player.addEnergy(- 0.4);
        }
        if (player.getEnergy() < 1) {
            impulse.y = 0;
        }
       
        player.applyImpulse(impulse);
    }
}

function onButtonPressed(world) {
    active = !active;
    if (!active) {
        world.getPlayer().setUseWalkBehaviour(true);
    }
}


Next up: a personal Teleporter that allows to transport on top of the topmost block at the current position.
14  Games Center / Showcase / Re: Logic Bomb on: 2013-09-14 15:57:06
NEW: now you can play Logic Bomb directly in your browser - thanks to libGdx and GWT!

http://www.kongregate.com/games/lastdigitofpi/logic-bomb
15  Games Center / Showcase / Re: Logic Bomb on: 2013-09-13 14:54:34
The beginning levels are too easy. OR gates are easy because you just need to click really fast and AND gates are easy because one wire can be cut in addition to the same strategy that works for OR gates. Adding NOR, NAND, and XNOR gates would make the game much more challenging. One time a level began with 2 seconds remaining on the timer. I think it was lag but I did not experience 8 seconds of it. Combining not gates with gate inputs (and outputs) would also make the game more challenging because you would have to think about whether to cut a given wire instead of just jumping to cut everything.

Interessting proposal - maybe I will add NOR, NAND and XNOR gates in a future update. But you did play the post-mortem version, right? You should try a level with XOR - these are quite challenging and not as easy as you described Wink

I absolutely love this game! It is my new favorite puzzle game! I love how simple it is, yet fun!

Thanks - I always love to hear that someone likes my game  Grin
16  Games Center / Showcase / Re: Logic Bomb on: 2013-09-12 15:35:55
Great concept and well-executed. The moving wires are not neccessary but make it look a bit more dynamic. I played it a bit, worked smooth here and it was enjoyable to puzzle it out!

Thanks for testing it! Smiley Yes I know the wire movement is not neccessary but I really wanted to test out the physics engine - and it makes the experience a bit more realistic.
17  Games Center / Showcase / Re: Logic Bomb on: 2013-09-12 15:32:18
Built using Box2D right?

The game is build using libGdx which includes Box2D - so you are correct! Smiley

This looks really good and polished! I'm going to see quite a lot of bombs blow up these next couple days.  Wink This is a really good job and I'm really happy you made a post mortem version.

Thank you very much!  Grin
18  Games Center / Showcase / Re: Defuse (LD27) on: 2013-09-12 09:57:42
Funny to see when other participants have the same idea as oneself Wink

I like your idea of overlapping wires that make it more complicated to defuse. I choose another approach and connected logic gates ...

As others already mentioned maybe you wanna add some sound or music and make a post-mortem out of it?
19  Games Center / Showcase / Logic Bomb on: 2013-09-12 09:46:04
Hey fellows,

as you might have seen, this time's Ludum Dare topic was 10 seconds. This is the post-mortem version of my entry called Logic Bomb.

Basically the story is that you are a bomb defusion specialist that is called when a bomb is about to explode to cut the "right" wire. And, surprisingly you only have 10 seconds left.



I thought a lot about how to put the experience of real bomb defusion into this game. So I came up with logic gates (AND, OR, NOT and XOR). The idea here is that (quite like in real bombs I guess) a clock triggers the explosive by emmitting current over a network of connected logic gates. Each logic gate is represented as a circuit board that has an amount of input connections and one output connection.
 
For example take this AND gate:



It will set the outgoing connection to active if all incomming connections are active. As already mentioned I also implemented OR, NOT and XOR gates. In the finished game the logic gates then look like this:



All you have to do now as player is to cut the correct wires. This is especially tricky if NOT or XOR is involved. You can also see in this screenshot that the activated wires are in bright colors and all not activated wires are more or less gray.

In my original entry which I did in 48h, the most criticized part of the game was the random level generator, because it produced too easy levels. So I completely redid the level generator for this post-mortem. The new level generator now tests every level if it is complex enough according to the current difficulty setting. It also (of course) makes sure the level is solvable in the first place. Here you can see some gameplay:

<a href="http://www.youtube.com/v/Tev0TXi24ns?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/Tev0TXi24ns?version=3&amp;hl=en_US&amp;start=</a>

I also added three difficulty settings to the game. One "newbie" setting that doubles the time on the clock to 20 seconds, and one "Insane" setting where all cables are gray no matter what their activation state is.

The post-mortem version of the game is available for PC (Windows, OSX, Linux) and I also ported it to Android (Tablets). Except for the Android version (which took me some time), all versions are Freeware. You can download all versions here and test the game for yourself:



The original LD entry is here if you want to see what the game looked after 48h. You can also take a look at the (java) code of the original LD version here.

Comments and questions are more than welcome Smiley
Happy bomb defusing!

20  Games Center / WIP games, tools & toy projects / Re: Xcylin: A sci-fi open world voxel game. on: 2013-08-19 09:46:39
That looks pretty sweet.

Thanks Smiley

Looks much better IMO  Tongue

Yes, I also like it more that way.
21  Games Center / WIP games, tools & toy projects / Re: Xcylin: A sci-fi open world voxel game. on: 2013-08-13 20:30:53
I've updated the ripple effect - now it looks like this:

22  Games Center / WIP games, tools & toy projects / Re: Xcylin: A sci-fi open world voxel game. on: 2013-08-12 21:00:51
It definitely looks like a cool effect but you might want to scale it down a bit. Most water isn't going to be that ripply. That looks like water under rain. But again, looks good.

I agree with you - the water still needs fine tuning. But all the things like ripple strength, movement, color, light absorbtion can be set in the corresponsing javascript file that looks like this:

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function onInit(block) {
    block.setTexture("Textures/water.png");
   
    block.setLightAbsorbtionLevel(0.3);
   
    block.setLiquid(true);
    block.setLiquidFallOff(1.0);
    block.setLiquidRippleFactor(3.0);
    block.setLiquidColor(new Color(0, 0.2, 0.8));
    block.setLiquidFlowSpeed(new Vector3f(0, 1, 0));
}
23  Games Center / WIP games, tools & toy projects / Re: Xcylin: A sci-fi open world voxel game. on: 2013-08-12 19:50:39
Time for a small update: I'm currently working on the story/items in the game and also on adding water to Xcylin.

Also the water (and light within the water) looks quite good I still need to implement the correct physics simulation - I hope JBullet won't make it too complicated for me in this case. Also I need to play around a bit more with the flow of water so that it feels natural.

Here is a video showing the new water blocks in action:

<a href="http://www.youtube.com/v/Mr6HWfkWQvc?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/Mr6HWfkWQvc?version=3&amp;hl=en_US&amp;start=</a>
24  Games Center / WIP games, tools & toy projects / Re: Xcylin: A sci-fi open world voxel game. on: 2013-07-18 09:47:23
Now that I have more time for Xcylin, here is an update on what I'm currently working on:

I noticed a slight jitter when the sectors are getting build that really annoyes me. So I'm doing a lot of benchmarking to find the source. So far I found out that the state manager update most likely causes the jitter by taking more then 11ms in some situations. In normal conditions (no new sectors are being built) one loop just takes 0.9ms. I already accounted for 4ms of that 11ms but the other 7ms are still a mystery.

I think this all has something to do with the biome generation: when a sector is built for the first time the according biom/shaper method is called that allows to create trees/plants etc. This also updates in some situations other sectors (e.g. when the leafs of a tree expand to a different sector) so a lot of sectors have to be recreated and that might lead to the jitter.

Maybe I have to split the mesh of a sector into smaller parts but I already tried that once with 16x16x16 block parts that only resulted in a huge framerate drop. So possibly I have to go with 16x128x16 block parts. I think I will have to experiment for a while to get this right. Too bad I really want to add more features and not debug for some days Sad

Nevertheless I have decided to use this thread as a kind of blog for the development of Xcylin as long as I have no time to create a website. So check this page from time to time if you want to stay up to date. I will also announce the alpha test here.

Also: here is a recent screenshot of an underground jitter testing site on Xcylin.

25  Games Center / WIP games, tools & toy projects / Re: Xcylin: A sci-fi open world voxel game. on: 2013-06-24 11:46:14
Would be cool to see some kind of plane or simlair?

Xcylin possesses a xen technology that is mostly underground based - so no planes Wink But there will be lifeforms running (or even flying) around and you will get to build some kind of jetpack Wink
26  Games Center / WIP games, tools & toy projects / Re: Xcylin: A sci-fi open world voxel game. on: 2013-06-24 08:44:38
Now I also added some plants to the surface to make it appear more vivid:



Next up: some fruits for the trees that the player can loot.
27  Games Center / WIP games, tools & toy projects / Re: Xcylin: A sci-fi open world voxel game. on: 2013-06-16 23:40:37
This game looks pretty cool!  I'd be happy to be a tester if you need one.   Grin

I'm planning to do some alpha testing soon (in a few weeks). I will post details here when everything is ready for that - just need to add some more basic things into the game like crafting and maybe some dungeons Wink
28  Games Center / WIP games, tools & toy projects / Re: Xcylin: A sci-fi open world voxel game. on: 2013-06-15 12:05:46
I'm currently working on the terrain shaping. That involves planting trees and forming each sector (32x32x128 blocks) further.

I started with some random tree generation:





Still having some work to do as the block data structure seems to be slow in some cases - maybe a synchronization problem. When a sector is shaped the laser is suddenly not that effective anymore Wink
29  Games Center / WIP games, tools & toy projects / Re: Heroes of Umbra (2D Sidescrolling RPG) on: 2013-06-15 11:56:19
Wow - the artwork looks really perfect! Keep up the good work!
30  Games Center / WIP games, tools & toy projects / Re: Looking At Grass on: 2013-06-04 13:55:54
Here is a new video, showing my weather code - I can generate lots of different cloud effects from one cloud image:

http://youtu.be/3GoODZAg7f4

Nice perlin noise clouds! And a good choice of engine Wink
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Pippogeek (40 views)
2014-09-24 16:13:29

Pippogeek (31 views)
2014-09-24 16:12:22

Pippogeek (21 views)
2014-09-24 16:12:06

Grunnt (47 views)
2014-09-23 14:38:19

radar3301 (29 views)
2014-09-21 23:33:17

BurntPizza (65 views)
2014-09-21 02:42:18

BurntPizza (37 views)
2014-09-21 01:30:30

moogie (43 views)
2014-09-21 00:26:15

UprightPath (53 views)
2014-09-20 20:14:06

BurntPizza (55 views)
2014-09-19 03:14:18
List of Learning Resources
by Longor1996
2014-08-16 10:40:00

List of Learning Resources
by SilverTiger
2014-08-05 19:33:27

Resources for WIP games
by CogWheelz
2014-08-01 16:20:17

Resources for WIP games
by CogWheelz
2014-08-01 16:19:50

List of Learning Resources
by SilverTiger
2014-07-31 16:29:50

List of Learning Resources
by SilverTiger
2014-07-31 16:26:06

List of Learning Resources
by SilverTiger
2014-07-31 11:54:12

HotSpot Options
by dleskov
2014-07-08 01:59:08
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