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1  Games Center / WIP games, tools & toy projects / Re: Moon Lite on: 2014-07-18 20:16:49
I might implement a tile based lighting system with different Light Sources but I never did that before so if i add it, it won't be in the demo and early versions Smiley
2  Games Center / WIP games, tools & toy projects / Re: Moon Lite on: 2014-07-18 16:31:56
More different skills but the rest yes. trying to put more different variations in (player and monster side)
3  Games Center / WIP games, tools & toy projects / Re: Moon Lite on: 2014-07-18 16:22:52
Might contact you If something is not working very well Smiley

Well the difference to Magicite is that it's all on one map where you have to dig your way down, the Skills come with the character and not like you can choose free. And that you can destroy Blocks and place them (You could build a house but it's more likely that you build some small rooms under the earth where you are safe and can craft something) the cities aren't regularly there, they are completly randomly placed in the big world. Other differences are that you can put Attributes where ever you want, they aren't randomly placed. So basically there's a huge difference between the different classes coming with their Skillsets, in Magicite it's just small differences
4  Games Center / WIP games, tools & toy projects / Re: Moon Lite on: 2014-07-18 15:42:30
Well I use KryoNet, just know the basics about it but it's enough to get an entity system working for server and client working so that's all i need? :x
5  Games Center / WIP games, tools & toy projects / Re: Moon Lite on: 2014-07-18 14:31:49
It's planned to be server/client where everybody can host a server cause it's not for massive multiplayer, i guess it will be best with 1 to 5 players but i won't make a limit there. I might set up a server that works similar to minecraft realms where you can host your server fast an easy but I'll do that later and just maybe
6  Games Center / WIP games, tools & toy projects / Re: Jumproom on: 2014-07-18 13:37:09
Sometimes crashes my Galaxy s4 on start or when i reopen it after minimizing it Smiley Besides that the game is really funny and challenging, Nice art, nice Level design and some are really hard
7  Games Center / WIP games, tools & toy projects / Re: Moon Lite on: 2014-07-18 13:33:11
RPG-elements such as Quests, Leveling, Stats and Skills are planned Smiley

And well it looks a lot like Magicite but that's just the Character because I really loved that one Lips Sealed but they aren't completly taken from there, I draw them myself and try to make more different characters than they have.

There will be one Main Quest and some little Side Quests given by Villagers (Under Ground Villages are Planned) The Main Quest will most likely have to do something with traveling to the Bottom of the World and defeat a Unique Monster there. And Side quests are for example: Defeat Amount of Monsters, Collect Amount of Items, Reach some Level, Rescue somebody etc.

There's Basically 7 Attributes:
Health - Clear what it does Cheesy
Attack - Melee Attacks Damage
Dextertity - Ranged Attacks Damage
Intelligence - Magic Attacks Damage
Armor - Defence against Melee Attacks
Evade - Defence against Ranged Attacks
Resist - Defence against Magic Attacks

And for each Level the Character gets 2 Attribute Points he can set on whatever he wants Cheesy
8  Games Center / WIP games, tools & toy projects / Re: Moon Lite on: 2014-07-18 01:04:28
I'm using just LWJGL with some Util classes i worte myself, so basically my own Engine Smiley

And well the difference to Terraria is that it's more focussed on combat with skills for the different characters and less on building something.
There will be a playable Demo once i get the Multiplayer Stuff up using KryoNet. that's what I will do next Smiley
9  Games Center / WIP games, tools & toy projects / Moon Lite on: 2014-07-18 00:20:47


Hey, this is a game I am currently developing, it's a 2D survival game with much Fighting Action and many different Characters to play Smiley


Features:
Multiplayer (0%)
Inventory/Item System (0%)
Chunk System (10%)
Fighting System (0%)
Place/Break Blocks (0%)
Crafting System (0%)
Skill System (0%)
Collision Detection (100%)
Smooth Movement (100%)
Smooth Animation (100%)
Fitting Textures (100%)

Additional:
8/20 Characters drawn
0/20 Characters Completed with Skills
13/13 Materials drawn with Items
0/13 Materials as Ores Implemented

There will be one Character unlocked at first and the rest will be unlocked through achievments. (For example Defeat the Boss, accomplish 10 Sidequests, Kill a Dragon etc.)


Youtube Channel: Seiya02

Latest Video:
<a href="http://www.youtube.com/v/n7W_ZtV-7Nc?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/n7W_ZtV-7Nc?version=3&amp;hl=en_US&amp;start=</a>

There will be one Main Quest and some little Side Quests given by Villagers (Under Ground Villages are Planned) The Main Quest will most likely have to do something with traveling to the Bottom of the World and defeat a Unique Monster there. And Side quests are for example: Defeat Amount of Monsters, Collect Amount of Items, Reach some Level, Rescue somebody etc.

There's Basically 7 Attributes:
Health - Clear what it does Cheesy
Attack - Melee Attacks Damage
Dextertity - Ranged Attacks Damage
Intelligence - Magic Attacks Damage
Armor - Defence against Melee Attacks
Evade - Defence against Ranged Attacks
Resist - Defence against Magic Attacks

And for each Level the Character gets 2 Attribute Points he can set on whatever he wants

Each Character has a Unique Skill set of 3 different Skills and a passive, and on every third Level he gets a Skill point to learn or improve one of the Skills. Some Characters have Skillsets that only work if you play with one specific weapon, for example when the character shoots a fire arrow on the next attack he has to be fighting with a bow, it won't work otherwise Smiley In this case you could still play melee and just switch to the bow for the skill to set the enemy on fire and then switch back to your sword because you have more Attribute points set for Attack Smiley
10  Games Center / WIP games, tools & toy projects / Re: Jumproom on: 2014-07-14 13:39:15
Besides crashing my Galaxy S4 the game seems good Smiley nice Art and well, I'll come to the gameplay when i get my phone to work again Lips Sealed
11  Game Development / Game Play & Game Design / Re: 2D Tiled Randomly Generated on: 2014-07-03 22:47:47
I just drew myself the missing tiles so it's fine now Smiley and improved the way it detects "wrong tiles"
12  Games Center / WIP games, tools & toy projects / Re: WIP Publication Reel on: 2014-07-02 10:06:21
Island Survival (Will definitly be Multiplayer) for now it's just the generation but it will have some farming aspects etc. too Smiley and well a simple House randomly put somewhere on the island Cheesy

very large images so there's not much detail in the small images here, if you want to take a closer look on them just save them to your pc Smiley



13  Game Development / Game Play & Game Design / 2D Tiled Randomly Generated on: 2014-06-26 15:44:58
Okay, so i want to make some game where it randomly generates an island, the noise functions and island masks are all good but i have the following problem: if i want to do this with tiles, i don't have the tiles for some specific positions :/

example:


And this is the tiles i have:



I know that I could simply draw the missing tiles, but I would prefer to have the code change the map so that it doesn't need those tiles.

What i mean is like the following: (Tiles = X and O)

Case 1:

XXX     
XOX
XXX
gets changed to
XXX
XXX
XXX

Case 2:

OOXXOO
OOOOOO
OOXXOO
gets changed to
OOXXOO
OOXXOO
OOXXOO

Because these Tiles aren't supported but I have no idea how this would work for the case in the picture so that i don't need to draw additional tiles :/

Code fixing the other 2 Issues and an attempt to count the ones that are still there:
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      boolean done = false;
      int looped = 0;
      while (!done) {
         Start.errors = 0;
         looped++;
         done = true;
         // REDO
        for (int x = 0; x < w; x++) {
            for (int y = 0; y < h; y++) {
               // Check null
              if (!exist(x - 1, y) || !exist(x + 1, y)
                     || !exist(x, y - 1) || !exist(x, y + 1)) {
                  // Do nothing
              } else {
                  int amount = 0;
                  type t = null;
                  if (tiles[(x - 1) + y * w] == tiles[x + y * w]) {
                     amount++;
                  } else {
                     t = tiles[(x - 1) + y * w];
                  }
                  if (tiles[(x + 1) + y * w] == tiles[x + y * w]) {
                     amount++;
                  } else {
                     t = tiles[(x + 1) + y * w];
                  }
                  if (tiles[x + (y - 1) * w] == tiles[x + y * w]) {
                     amount++;
                  } else {
                     t = tiles[x + (y - 1) * w];
                  }
                  if (tiles[x + (y + 1) * w] == tiles[x + y * w]) {
                     amount++;
                  } else {
                     t = tiles[x + (y + 1) * w];
                  }
                  if (amount <= 1) {
                     // Change
                    tiles[x + y * w] = t;
                     done = false;
                  }
               }

            }
         }
         // Lines
        for (int x = 0; x < w; x++) {
            for (int y = 0; y < h; y++) {
               // Check null
              if (!exist(x - 1, y) || !exist(x + 1, y)
                     || !exist(x, y - 1) || !exist(x, y + 1)) {
                  // Do nothing
              } else {
                  int amount = 0;
                  type t = null;
                  if (tiles[(x - 1) + y * w] == tiles[x + y * w]) {
                     amount++;
                  } else {
                     t = tiles[(x - 1) + y * w];
                  }
                  if (tiles[(x + 1) + y * w] == tiles[x + y * w]) {
                     amount++;
                  } else {
                     t = tiles[(x + 1) + y * w];
                  }
                  if (tiles[x + (y - 1) * w] == tiles[x + y * w]) {
                     amount++;
                  } else {
                     t = tiles[x + (y - 1) * w];
                  }
                  if (tiles[x + (y + 1) * w] == tiles[x + y * w]) {
                     amount++;
                  } else {
                     t = tiles[x + (y + 1) * w];
                  }
                  if (amount == 2) {
                     if (tiles[x + (y - 1) * w] == tiles[x + (y + 1) * w]) {
                        if (tiles[x + (y - 1) * w] == tiles[x + y * w]) {
                           tiles[x + (y - 1) * w] = t;
                           tiles[x + (y + 1) * w] = t;
                        } else {

                        }
                        tiles[x + y * w] = t;
                        done = false;
                     }
                  }
               }

            }
         }
         // Edge to edge
        for (int x = 0; x < w; x++) {
            for (int y = 0; y < h; y++) {
               // Check null
              if (!exist(x - 1, y) || !exist(x + 1, y)
                     || !exist(x, y - 1) || !exist(x, y + 1)) {
                  // Do nothing
              } else {
                  int amount = 0;
                  if (tiles[(x - 1) + (y - 1) * w] == tiles[x + y * w]) {
                     amount++;
                  }
                  if (tiles[(x + 1) + (y - 1) * w] == tiles[x + y * w]) {
                     amount++;
                  }
                  if (tiles[(x - 1) + (y + 1) * w] == tiles[x + y * w]) {
                     amount++;
                  }
                  if (tiles[(x + 1) + (y + 1) * w] == tiles[x + y * w]) {
                     amount++;
                  }
                  if (amount == 2) {
                     if (tiles[(x + 1) + (y + 1) * w] == tiles[(x - 1)
                           + (y - 1) * w]) {
                        Start.errors++;
                        if (done) {
                           tiles[x + y * w] = type.ERROR;
                        }
                     }
                  }
               }

            }
         }

         if (looped >= 10) {
            Start.errors = -1;
            continue;
         }
      }
14  Game Development / Artificial Intelligence / Re: AI Challenge: '2048' on: 2014-06-24 23:26:44
i wanna join this Post Cheesy



-took long but i guess it isn't the same with undo button  Emo
15  Game Development / Game Play & Game Design / Re: 3D VoxelArt Character on: 2014-06-23 00:50:19
Just testing out more stuff:
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if(dis < light[i].range){
   col = vec4(1.0,0.0,0.0,1.0);
}

crashing the code, while
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if(dis < light[i].range){
}
col = vec4(1.0,0.0,0.0,1.0);


It doesn't even give me an exception, just stops whole programm and throws an err.log file (Can upload if anyone is interested)
I don't get it how GLSL works ... -_-
16  Game Development / Game Play & Game Design / Re: 3D VoxelArt Character on: 2014-06-20 22:55:27
Okay, lpos[0] is 0,1,0 in this case:
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gl_FragColor = vec4(lpos[0],1.0);

--> whole model is green (that's what i expected)
But:
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int c = 0;
gl_FragColor = vec4(lpos[c],1.0);

--> whole model is black (so values are 0,0,0 Huh when they should be 0,1,0)

But it's both the same thing actually no?
17  Game Development / Game Play & Game Design / Re: 3D VoxelArt Character on: 2014-06-20 22:49:40
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      float distance = length(lpos[i]-pos.xyz);


If i change that line to:
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      float distance = length(lpos[0]-pos.xyz);


it works fine for that one light but i can't have multiple lights like this :/ and why is there even a difference, the for loop starts with 0 and stops after that  Huh
18  Game Development / Game Play & Game Design / Re: 3D VoxelArt Character on: 2014-06-20 22:47:26
that coloured it green (So it sends the right data in)
19  Game Development / Game Play & Game Design / Re: 3D VoxelArt Character on: 2014-06-20 22:24:37
Here that's what shows up (white light) it's the same if i place it in 0,0,0 or 0,1000000,0:

20  Game Development / Game Play & Game Design / Re: 3D VoxelArt Character on: 2014-06-20 22:20:26
well. that's what's supposed to happen (for testing if i can set the position) but the light source is allways on the same place, if i set it to 0,0,0 or to 0,1000000,0 :/ the light still appears at the point 0,0,0 even if it shouldn't affect anything at all cause the y value is too big
21  Game Development / Game Play & Game Design / Re: 3D VoxelArt Character on: 2014-06-20 14:55:52
I'm so done, what did i do wrong? :/

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         setUniform("color[" + light + "]", col.x, col.y, col.z); // works
                                                     // totally
                                                     // fine

they both get called just after each other, and i checked, the Vector3f pos has values in it right before and after calling this line:
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         setUniform("lpos[" + light + "]", pos.x, pos.y, pos.z); // doesn't
                                                  // work at
                                                  // all


Current Vertex Shader:
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varying vec4 pos;
varying vec4 col;
void main()
{
   gl_TexCoord[0] = gl_MultiTexCoord0;
   pos = ftransform();
   gl_Position = ftransform();
   vec3 normal = normalize(gl_NormalMatrix * gl_Normal);
   vec4 mul = vec4(normal.z,normal.z,normal.z,1.0);
   col = gl_Color * mul;
}


Current Fragment Shader:
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uniform sampler2D tex;
// Lights
uniform vec3 lpos[100];
uniform vec3 color[100];
uniform float intense[100];
uniform int amount;
uniform float alpha[100];

varying vec4 pos;
varying vec4 col;

void main()
{  
   int i;
   vec4 finalcolor = texture2D(tex,gl_TexCoord[0].st)*col;
   for(i = 0; i < amount; i++){
      // distance
     float distance = length(lpos[i]-pos.xyz);
     
      if(distance < intense[i]){
         float falpha = 1.0-(distance/intense[i]);
         finalcolor.r = finalcolor.r + color[i].r * falpha * alpha[i];
         finalcolor.g = finalcolor.g + color[i].g * falpha * alpha[i];
         finalcolor.b = finalcolor.b + color[i].b * falpha * alpha[i];
      }
   }
   gl_FragColor = finalcolor;
}
22  Game Development / Game Play & Game Design / Re: 3D VoxelArt Character on: 2014-06-20 14:36:13
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      finalcolor.r=lpos[i].x;
      finalcolor.g=lpos[i].y;
      finalcolor.b=lpos[i].z;


Since this colors the whole model black i guess it doesn't change the lpos at all and it stays 0,0,0 (it should be 0,1000000,0)
23  Game Development / Game Play & Game Design / Re: 3D VoxelArt Character on: 2014-06-20 13:21:45
Okay, did that and also improved fragment shader:

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      // distance
     vec3 ppos = vec3(pos.x,pos.y,pos.z);
      float distance = length(lpos[i]-ppos);


to:

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      // distance
     float distance = length(lpos[i]-pos.xyz);


still i don't understand why
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lpos[i]
allways is 0,0,0
// had to put it in code tabs cause it writes italic there haha :p
24  Game Development / Game Play & Game Design / Re: 3D VoxelArt Character on: 2014-06-20 01:52:15
Can someone help me with the Point Light per pixel? :/

the only thing not working is placing the Light source. as you can see i set the position to a very high y amount so basically it shouldn't be visible at all but in the 3D room, the light comes from the Point(0|0|0)

Vertex Shader:
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varying vec4 pos;

void main()
{
   gl_TexCoord[0] = gl_MultiTexCoord0;
   
   pos = gl_Vertex;
   
   gl_Position = ftransform();
   
   vec3 normal = normalize(gl_NormalMatrix * gl_Normal);
   
   vec4 mul = vec4(normal.z,normal.z,normal.z,1.0);
   
   gl_FrontColor = gl_Color * mul;
}

Fragment Shader:
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uniform sampler2D tex;
// Lights
uniform vec3 lpos[100];
uniform vec3 color[100];
uniform float intense[100];
uniform int amount;
uniform float alpha[100];

varying vec4 pos;

void main()
{  
   int i;
   vec4 finalcolor = texture2D(tex,gl_TexCoord[0].st)*gl_Color;
   for(i = 0; i < amount; i++){
      // distance
     vec3 ppos = vec3(pos.x,pos.y,pos.z);
      float distance = length(lpos[i]-ppos);
     
      if(distance < intense[i]){
         float falpha = 1.0-(distance/intense[i]);
         finalcolor.r = finalcolor.r + color[i].r * falpha * alpha[i];
         finalcolor.g = finalcolor.g + color[i].g * falpha * alpha[i];
         finalcolor.b = finalcolor.b + color[i].b * falpha * alpha[i];
      }
   }
   gl_FragColor = finalcolor;
}

Rendering:
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public void render() {
      cam.lookThrough();
      test.shader.addLight(new Vector3f(0, 1000000, 0),
            new Vector3f(1, 0, 0), 1f, 10);
      GL11.glColor4f(r, g, b, a);

      GL11.glBegin(GL11.GL_LINES);
      GL11.glVertex3f(-10f, 0, 0);
      GL11.glVertex3f(10f, 0, 0);
      GL11.glVertex3f(0, 0, -10f);
      GL11.glVertex3f(0, 0, 10f);
      GL11.glEnd();
      model.draw();
   }

Shader init:
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package util.shader;

import java.io.BufferedReader;
import java.io.FileInputStream;
import java.io.InputStreamReader;

import org.lwjgl.opengl.ARBFragmentShader;
import org.lwjgl.opengl.ARBShaderObjects;
import org.lwjgl.opengl.ARBVertexShader;
import org.lwjgl.opengl.GL20;
import org.lwjgl.util.vector.Vector3f;

public class Shader {
   public int program, vert, frag;

   public Shader(String path) throws Exception {
      // Load Vertex Shader
     vert = 0;
      vert = ARBShaderObjects
            .glCreateShaderObjectARB(ARBVertexShader.GL_VERTEX_SHADER_ARB);
      ARBShaderObjects.glShaderSourceARB(vert, readFileAsString(path
            + ".vert"));
      ARBShaderObjects.glCompileShaderARB(vert);
      if (GL20.glGetShaderi(vert, GL20.GL_COMPILE_STATUS) == 0) {
         System.err.println(GL20.glGetShaderInfoLog(vert, 1024));
         System.exit(1);
      }
      // Load Fragment Shader
     frag = 0;
      frag = ARBShaderObjects
            .glCreateShaderObjectARB(ARBFragmentShader.GL_FRAGMENT_SHADER_ARB);
      ARBShaderObjects.glShaderSourceARB(frag, readFileAsString(path
            + ".frag"));
      ARBShaderObjects.glCompileShaderARB(frag);
      if (GL20.glGetShaderi(frag, GL20.GL_COMPILE_STATUS) == 0) {
         System.err.println(GL20.glGetShaderInfoLog(frag, 1024));
         System.exit(1);
      }
      // Load Shader Program
     program = 0;
      program = ARBShaderObjects.glCreateProgramObjectARB();
      ARBShaderObjects.glAttachObjectARB(program, vert);
      ARBShaderObjects.glAttachObjectARB(program, frag);
      ARBShaderObjects.glLinkProgramARB(program);
      if (GL20.glGetProgrami(program, GL20.GL_LINK_STATUS) == 0) {
         System.err.println(GL20.glGetProgramInfoLog(program, 1024));
         System.exit(1);
      }
      ARBShaderObjects.glValidateProgramARB(program);
      if (GL20.glGetProgrami(program, GL20.GL_VALIDATE_STATUS) == 0) {
         System.err.println(GL20.glGetProgramInfoLog(program, 1024));
         System.exit(1);
      }
   }

   public void activate() {
      ARBShaderObjects.glUseProgramObjectARB(program);
      light = 0;
   }

   public void deactivate() {
      ARBShaderObjects.glUseProgramObjectARB(0);
   }

   public void destroy() {
      ARBShaderObjects.glDeleteObjectARB(frag);
      ARBShaderObjects.glDeleteObjectARB(vert);
      ARBShaderObjects.glDeleteObjectARB(program);
   }

   private String readFileAsString(String filename) throws Exception {
      StringBuilder source = new StringBuilder();

      FileInputStream in = new FileInputStream(filename);

      Exception exception = null;

      BufferedReader reader;
      try {
         reader = new BufferedReader(new InputStreamReader(in, "UTF-8"));

         Exception innerExc = null;
         try {
            String line;
            while ((line = reader.readLine()) != null)
               source.append(line).append('\n');
         } catch (Exception exc) {
            exception = exc;
         } finally {
            try {
               reader.close();
            } catch (Exception exc) {
               if (innerExc == null)
                  innerExc = exc;
               else
                  exc.printStackTrace();
            }
         }

         if (innerExc != null)
            throw innerExc;
      } catch (Exception exc) {
         exception = exc;
      } finally {
         try {
            in.close();
         } catch (Exception exc) {
            if (exception == null)
               exception = exc;
            else
               exc.printStackTrace();
         }

         if (exception != null)
            throw exception;
      }

      return source.toString();
   }

   // Tests
  public void setUniform(String uniform, float x, float y, float z) {
      int loc = GL20.glGetUniformLocation(program, uniform);
      GL20.glUniform3f(loc, x, y, z);
   }

   public void setUniform(String uniform, int x) {
      int loc = GL20.glGetUniformLocation(program, uniform);
      GL20.glUniform1i(loc, x);
   }

   public void setUniform(String uniform, float x) {
      int loc = GL20.glGetUniformLocation(program, uniform);
      GL20.glUniform1f(loc, x);
   }

   // Light? :/
  int light = 0;

   public void addLight(Vector3f pos, Vector3f col, float alpha, float intense) {
      if (light != 100) {
         setUniform("lpos[" + light + "]", pos.x, pos.y, pos.z);
         setUniform("color[" + light + "]", col.x, col.y, col.z);
         setUniform("intense[" + light + "]", intense);
         setUniform("alpha[" + light + "]", alpha);
         light++;
         setUniform("amount", light);
      }
   }
}
25  Game Development / Game Play & Game Design / Re: 3D VoxelArt Character on: 2014-06-17 01:45:40
Okay, I'll start with the Ambient Occlusion cause that's what i think will help me the most, next I'll go with per pixel lighting and the the specular component. That's all in the Fragment Shader isn't it? cause it doesn't apply to the whole face i guess
26  Game Development / Game Play & Game Design / Re: 3D VoxelArt Character on: 2014-06-16 23:09:11
 

Tryed the model i made myself out in the editor with their shaders and I think it looks way better, So for now i'll focus on making the actual game and make better Shaders for it later Smiley
27  Game Development / Game Play & Game Design / Re: 3D VoxelArt Character on: 2014-06-16 22:16:18
Well i don't want them to look good in the model editor, i want them to look good in the game (might as well switch to the modeleditor I got that image from cause it has much more functions) but in my game they look less good and that's what disappoints me, cause it does not look the way i want it to Smiley
28  Game Development / Game Play & Game Design / Re: 3D VoxelArt Character on: 2014-06-16 22:05:47
Oh okay, so it's just me thinking that all the Art (if 2D or 3D) i make is worse than everyone else's stuff?  Shocked
29  Game Development / Game Play & Game Design / Re: 3D VoxelArt Character on: 2014-06-16 21:52:51
Just reproduced the second Character and well ... it doesn't look that good in my program Clueless the hair looks very strange cause the faces that point in the same direction have exactly the same color, in the editor it's not as you can see in my post above, so it's deffinitly the shaders which make my models look less good  Lips Sealed any tutorial on how to improve that?
30  Game Development / Game Play & Game Design / Re: 3D VoxelArt Character on: 2014-06-16 21:49:58
What, really? i mean look at Cube Worlds Voxel models:

or this one over here which is just an example from a voxel editor i found online:


The one from cubeworld deffinitly needs more Power to render cause it has much more voxels in it, but the second one looks very good in my opinion and has arround the same amout of cubes my model has.
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