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1  Discussions / Miscellaneous Topics / Re: A rant on OpenGL's future on: 2014-08-11 15:13:34
f**k yeah Cool It's finally happening.
2  Java Game APIs & Engines / OpenGL Development / Re: Problems with Modern OpenGL lighting on: 2014-05-14 13:54:02
Looking good Nouht! Still up to 0x10c? Grin
3  Games Center / Contests / Re: Ludum Dare 29 (Beneath the Surface) on: 2014-04-28 07:05:08
@UprightPath I guess fixing bugs and re-uploading is not allowed (saw your comment)?
4  Games Center / Contests / Re: Ludum Dare 29 (Beneath the Surface) on: 2014-04-28 06:30:34
Here's mine: http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=34713

I wanted to put up a web version, but just gave up. I don't think GWT (I used LibGDX) liked my game. Even though, the competition was really fun. This is my first "real" game and I'm pretty satisfied with finally completing something bigger than tetris.
5  Games Center / Contests / Re: Ludum Dare 29 on: 2014-04-22 06:38:27
This will be my first Ludum Dare. I'm so pumped! Now I only need a simple web hosting service to upload my game once finished... Tongue What do you guys which upload libgdx/gwt-games usually use?
6  Game Development / Newbie & Debugging Questions / Re: [OpenGL] DrawArrays not working for me on: 2014-04-16 16:26:09
Seems like your problem lies in the fragment shader. Why do you multiply the color with the texture color if you're not binding a texture? Try setting the output color to a constant value and see if it helps. Wink
7  Game Development / Newbie & Debugging Questions / Re: How to transfer lighting code from vertex shader to fragment shader? on: 2014-03-18 18:06:08
If you pass the fragment shader the position from the vertex shader and then calculate the lightning in the fragment shader your problem should be solved. GLSL interpolates values from the vertex shader to the fragment shader. Haven't you ever wondered why you can pass the fragment shader a bunch of texture coordinates and it suddenly outputs the correct fragment for each pixel in the image?  Roll Eyes
8  Game Development / Newbie & Debugging Questions / Re: A problem with my Voxel Engine on: 2014-03-16 18:54:07
You're incrementing the y variable in both z-loops.
9  Game Development / Newbie & Debugging Questions / Re: [LWJGL] forcing openGL renderer to use the Core profile on: 2014-03-07 19:54:23
You can specify the version you want by using the ContextAttribs class when creating the Display:

1  
Display.create(new PixelFormat(), new ContextAttribs(3, 2).withProfileCore(true));
10  Discussions / General Discussions / Re: When should I stop reinventing the wheel? on: 2014-02-26 14:57:04
Thanks for the replies again guys. I'm currently playing with the included Box2D API in LibGDX. Everything so far in LibGDX makes perfect sense. I guess that's a good sign. Smiley
11  Discussions / Miscellaneous Topics / Re: PlanetsĀ³ - a 3D open-source voxel-based RPG on: 2014-02-25 21:02:20
Just wow, that looks like something I would play for a long time!  Shocked
12  Discussions / General Discussions / Re: When should I stop reinventing the wheel? on: 2014-02-25 20:42:00
Thanks for the replies. @pitbuller That's very true, I think I'll have to learn to admit that it's nothing wrong using others code.
13  Games Center / Showcase / Re: K.E.V - Finnished on: 2014-02-25 20:36:05
Awesome work man! I really liked the humor in it! Grin
14  Discussions / General Discussions / When should I stop reinventing the wheel? on: 2014-02-25 20:16:44
Hello fellows,

I've been studying OpenGL and game programming for about a year now. I've also on this time created a pretty decent game engine. As I want to participate in the next Ludum Dare (and deploy to the web) I decided to start on writing a GWT/WebGL backend for my engine. But now I'm thinking that I may just be reinventing the wheel a little too much. LibGDX has everything my engine has, and even more. The only thing that is holding me back from LibGDX is my ego (I really like writing my own code). Should I stop now and just use LibGDX and actually make some games?


Thanks in advance,

Simn
15  Games Center / WIP games, tools & toy projects / Re: CarCry (3D Kinda-Racing Game) on: 2014-02-25 20:00:34
It works beautifully. \o/ Nice work!
16  Games Center / WIP games, tools & toy projects / Re: CarCry (3D Kinda-Racing Game) on: 2014-02-25 18:11:41
It manages to load the natives, but a LWJGLException gets thrown: http://pastebin.com/Vr3K8D56

I had this problem when using some version of LWJGL (don't remember exactly) with the JRE 1.7 on OS X. If I remember right an update of the lwjgl.jar fixed it. Smiley
17  Games Center / WIP games, tools & toy projects / Re: CarCry (3D Kinda-Racing Game) on: 2014-02-24 21:15:26
I get a UnsatisfiedLinkError on OS X: http://pastebin.com/V4URmT4T

Out of your .jar it seems like you didn't include the OS X natives.
18  Games Center / Contests / Re: Ludum Dare - How do you guys deploy to the web? on: 2014-02-22 19:52:34
Yeah, I've tried Dart and made a simple WebGL framework with it. It's quite decent. But as I'm far more comfortable in Java, I think I'll stick with it for now.
19  Games Center / Contests / Ludum Dare - How do you guys deploy to the web? on: 2014-02-22 19:11:21
Hello fellows,

As I want to participate in the next Ludum Dare (it will be my first one), I decided to reflect on the opportunities I as a Java developer has in terms of deploying to the web. Out of the box, you've applets and webstarts. I've never had any luck with any of them (webstarts crash all the time and applets don't register the keyboard that well on OS X). So the only option left (as I see it) is to use GWT+OpenGLES/LibGDX.

Is that all, or is it something I don't see?
20  Discussions / Miscellaneous Topics / Re: Github Report Card Toy; What did you get? on: 2014-02-22 15:53:14
Quite cool, here's mine.
21  Discussions / General Discussions / Re: New feature: coding experience on: 2014-02-02 15:17:44
I'd prefer overall experience to be shown instead of Java experience. I had only 2 years of java experience of 5Ā½ years of general programming.

Nice feature BTW.

I also support this. Maybe both @Riven?
22  Game Development / Newbie & Debugging Questions / Re: Examples on: 2014-01-31 15:43:56
@Troubleshoots I'll have to partly disagree with you here. While I also think copy & paste learning is bad, it doesn't mean that these "youtubers" forces you to do it or that all of them have bad practices. All my programming knowledge comes from people like Derek, who describe what things are and do. I then, after the video/article, go through and see what I learned. Thereafter I play with the code to understand even more.

Reading and getting a grasp of information is always (in my terms) the first step to learn something new. The next step, as you say, is practicing and using that knowledge.
23  Game Development / Newbie & Debugging Questions / Re: Examples on: 2014-01-31 07:36:09
A little bit off topic, but if you haven't checked out Derek Banas yet, you should definitely do it, like right now. He's got an enormous library of high quality videos, and he teaches really well.
24  Games Center / Showcase / Re: Fetriz on: 2014-01-14 09:32:05
The frame rate is capped to 60 FPS, so I don't really understand why it's happening.  Undecided
25  Games Center / Showcase / Re: Fetriz on: 2014-01-13 11:24:01
Cool!

Could you specify a bit more what you mean?
26  Discussions / Miscellaneous Topics / Re: Welcome to 2014! on: 2014-01-01 18:51:42
I didn't do any programming before around May this year (was kinda lost in what I wanted to do).

What I achieved in 2013:

Learned (I would say fluent) Java.
Learned lots and lots about OpenGL.
Wrote my own game engine.
Learned GLSL.
Finished one game and made two prototypes using my engine.
Learned (to some extend) Dart and WebGL.
Started learning C++.
Learned a lot of 3D math.
Made some Minecraft plugins.
Learned how to use git.

What I hope to achieve in 2014:

Finish a medium sized game using my engine.
Participate in the 7DFPS challenge and at least one Ludum Dare.
27  Games Center / WIP games, tools & toy projects / Re: 3D Randomly Generated World on: 2013-12-30 21:21:08
I have support for 4.1 and minor.
28  Games Center / Cube World Projects / Re: [Experimental] Mass Voxel Render on: 2013-12-30 15:22:35
This is really impressive, nice work!
29  Games Center / WIP games, tools & toy projects / Re: 3D Randomly Generated World on: 2013-12-29 00:11:54
Hmm, that could be anything... Tongue

Try to make a small OpenGL application and see if it works, it's for sure a small problem somewhere.
30  Games Center / WIP games, tools & toy projects / Re: 3D Randomly Generated World on: 2013-12-28 23:23:28
Lol, just totally forget what I said. Tongue

When I do:
1  
java -jar /Users/simn/Downloads/3D\ World/3D\ World.jar

It starts the JVM from /Users because that's the current directory I'm inside.

When I do:
1  
cd /Users/simn/Downloads/3D\ World

And then do:
1  
 java -jar 3D\ World.jar

It starts the JVM from that directory and "user.dir" refers to that directory. Cheesy (I feel so stupid now).

I only get an error saying that the shader version 330 is not supported, did you forget to create the display with the core profile enabled?
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2014-08-16 10:40:00

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

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