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1  Game Development / Newbie & Debugging Questions / Re: How to get Yaw, Pitch, and Roll from a Matrix? on: 2011-05-24 08:24:02
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m.m00 = 0;
if(m.m00 != 0)...;else yaw = 0;

do you see?
2  Discussions / General Discussions / Re: New feature: highlighting posts of specific members on: 2011-05-20 09:45:13
Sweet, now I can hide all of CyanPrime's posts!

Yes, you are an angry, young man.
Oops, same for me 2 years ago  Wink

It would be nice to have a personal filter setting  Tongue

Today I enjoy his posts.
3  Game Development / Game Play & Game Design / Re: Player sprite just doesnt move smooth? on: 2011-05-06 18:27:49
If ten more persons come and claim they can animate a moving circle/rectangle without stuttering... I think I have to believe it. Why it is so complicated just to prove it and give a minimal example so that we all can learn from the rendering loop?
Doesn't seem to be that simple...
4  Game Development / Game Play & Game Design / Re: Player sprite just doesnt move smooth? on: 2011-05-06 17:45:45
So... you don't want to prove your awesome statements/skillz?  This would be a great opportunity to show off your AllBinary Platform.
5  Game Development / Game Play & Game Design / Re: Player sprite just doesnt move smooth? on: 2011-05-06 16:49:54
I made a simple test with processing (javascript)

http://www.krautsoft.com/html5/incubator/Moving/index.html
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void setup() {
   size(800,600);
   frameRate(60);
}

void draw() {
   background(150);
   int m=millis();
   int amount=50;
   for(int i=0;i<amount;i++){
   int n=m/(i+1);
   ellipse(n%width,height*i/amount,20,20);
   }
}


Please take that code (for free!!!) and make a butter smooth applet.  Grin
6  Game Development / Game Play & Game Design / Re: Player sprite just doesnt move smooth? on: 2011-05-06 16:14:40
You really need your libraries to write a 20 lines long applet which moves a filled circle?
Hm... sounds like an excuse
7  Game Development / Game Play & Game Design / Re: Player sprite just doesnt move smooth? on: 2011-05-06 10:04:18
I have 10 game that run smooth on Android, J2ME/BlackBerry, and J2SE.  It is not a bug.  It is the code and it is not a secret.

After a game is fully loaded the game play should be smooth. 

The issues are performance related usually to threading or long running code per frame or paint.  I promise.  I get clean steady 60 fps on 59 dollar phones.
So why don't you enlighten us all and provide a simple applet that renders a moving image or tilemap without hickups?
Btw, this is not about Android / J2ME/BlackBerry.
8  Java Game APIs & Engines / Java 2D / Re: "Stuttering" in windowed mode using Java2D on: 2011-03-24 20:08:18
Quote
Are you using separate threads for the game loop and redraw? If you are then the frame counter only checks the game loop when your redraw thread could be stuttering.
No, I don't. Of course not. And there is no performance problem, yielding 70% of the time.
9  Java Game APIs & Engines / Java 2D / Re: "Stuttering" in windowed mode using Java2D on: 2011-03-24 13:43:45
Hansdampf: Don't think it is tearing but I'm not sure, either way going to vote!
Beside the tearing (not my main complaint), sometimes I have occational stuttering for about 0.3 to 1 second. As if the screen gets only 10 updates per second. It is not the GC. Like when I run an Applet in a browser with OS X and Java 1.6: the frame counter says 60fps but obviously the visible area is updated with 5 fps.
10  Java Game APIs & Engines / Java 2D / Re: "Stuttering" in windowed mode using Java2D on: 2011-03-24 07:45:16
Could be related to this this topic:
http://www.java-gaming.org/topics/player-sprite-just-doesnt-move-smooth/22762/view/topicseen.html

Dont't forget to vote Smiley
11  Discussions / General Discussions / Re: separate_jvm for Applets on: 2011-03-20 15:00:20
Shame on me! now it works again.
Thanks a lot and sorry for wasting time!
12  Discussions / General Discussions / Re: separate_jvm for Applets on: 2011-03-20 13:37:37
as you can see:
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2011-03-20 13:32:31.0  PLAYERSTART 10.71 0.029 a used:91.01 max:296.25 cores:8 Windows 7
2011-03-20 13:32:22.0  PLAYERSTART 1.24 1.308 a used:17.87 max:296.25 cores:8 Windows 7

2 subsequent starts, the first value is the running time in seconds. After 10 seconds the user hit refresh.
First mem usage was 17.87, second time it was 91.01
edit: the second value is the startup time (0.029 seconds for the second start after page refresh)
13  Discussions / General Discussions / Re: separate_jvm for Applets on: 2011-03-20 13:18:50
But it does not work...
You can try the link in my sig. Sometimes a new VM starts, most times not.
One simple prove is that I keep a static counter which increases.
14  Discussions / General Discussions / separate_jvm for Applets on: 2011-03-20 12:08:23
EDIT: problem solved, my applet tag was broken. My fault! Java separate_jvm rocks!

Is there a trick to make it work?

Constructing the Applet tag with Javascript and inject some random arguments?
I don't want to care about static objects in my code, I want the browser to start a fresh VM when the user hits reload.

here is link that describes the problem better:
http://stackoverflow.com/questions/1461807/using-separate-jvm-to-start-applet-in-individual-jvms-not-always-working

how do you (if you care about Applets...) solve that problem?
How can I increment the -Xmx value by one per page refresh (If that should work...)?
15  Games Center / 4K Game Competition - 2011 / Re: How to fix crap applet frame rate on Mac on: 2011-03-01 21:17:03
Nice to hear! I spent a lot of time fiddling with the parameters. Finally I gave up because you can't force a normal Mac user to manually change Java settings. (It does not work in Applet tags!). Never touched a Mac since:)
16  Games Center / 4K Game Competition - 2011 / Re: How to fix crap applet frame rate on Mac on: 2011-03-01 21:05:13
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-Dapple.awt.graphics.UseQuartz=false
brought the performance on (mac && 1.5 java) of my last game back to normal.
17  Games Center / 4K Game Competition - 2011 / Re: Active rendering under Mac OS X on: 2011-02-15 19:18:15
Some months ago I spent a lot of hours to find the reason. Some simple things (I don't remember exacty which ones) in awt like drawImage/setColor took 100 times longer than on other operating systems.
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-Dapple.awt.graphics.UseQuartz=false

fixed it in 1.5, not sure about Java 6 (IIRC).
With webstart there were no problems. Stupid that you can't pass args in the applet tag on OS X

18  Game Development / Newbie & Debugging Questions / Re: compareTo(obj o) help - My implementation of it sucks :D on: 2011-01-26 19:47:31
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   public int compareTo(Entity o) {
      if (coordY == o.coordY)
         return priority - o.priority;
      return coordY - o.coordY;
   }

beware, this is just a guess and maybe stupid
19  Games Center / Featured Games / Re: Minecraft on: 2011-01-12 22:38:24

I missed the million Smiley
20  Discussions / General Discussions / Re: Why aren't I getting any feedback for phantasy blade anymore? on: 2010-11-13 12:13:16
one year ago I wrote
I will try your game if you remove that utterly annoying banner from your sig.
so thats my excuse for not giving feedback Smiley
21  Discussions / General Discussions / Re: Why aren't I getting any feedback for phantasy blade anymore? on: 2010-11-11 21:18:48
Seriously, the new puzzles are awesome. Dragging and pushing blocks and keys and stuff, but no one is trying it.

Now I want feedback on why I'm not getting any feedback. What can I do to increase feedback for phantasy blade.

Also, please don't merge this in the phantasy blade topic Sad

I just had a glimpse at your 50 latest posts - I could not spot a single 'valueable' post (posts that are interesting for others to read or giving help or...) 
Maybe think about increasing your own post quality (not quantity!) instead of whining.
22  Discussions / Miscellaneous Topics / Re: I shouldn't hae done that... on: 2010-11-04 22:42:56
Sooo... you posted something random in response to something that none of us have seen. 

Thanks.  Great use of my time.
I thought the same, 100% annoying. It is so ultra annoying that I googled 'I need people to do the commentary on a OoT LP' because I don't understand 1337 kid speak.
Here is an interesting (?) question Cyan got in another forum (gamefags or so).

>I'm confused. I thought the person playing did the commentary?
>Otherwise why bother when someone could just overdub an already recorded playthrough?

We are not alone and not the only ones confused.  Smiley  give me back my time!
23  Java Game APIs & Engines / Java 2D / Re: HTML 5 + GWT + g2d = fun for us Java lovers? on: 2010-11-04 10:51:04
Yay!
Looks promising indeed.
I changed the first demo to use 200 sprites -> ~ 3 fps. But I don't think performance is very important at this stage.
A service like 'compile 'n shrink' would be cool, where you paste some Java code and get the translated JS page... (and Exceptions).
24  Games Center / Archived Projects / Re: LWJGL Graphics Benchmark Test (WIP) on: 2010-10-28 15:31:00
1) 370
2) 800

Q6600@2.4 win7 
GForce8600gt  Smiley

suggestion: sysout.println the results (including the driver details)
25  Game Development / Game Play & Game Design / Re: Player sprite just doesnt move smooth? on: 2010-10-27 12:12:48
This bug should be in the top 25 now (it hast 43 votes, minimum is 42), let's vote it up to the top
26  Java Game APIs & Engines / Java Sound & OpenAL / Re: 3D Sound Engine on: 2010-08-22 11:05:18
Thanks a lot.  Smiley
But I think your download links don't point to the new files (except the docs) so I can't try the new features.
Is there another download link?

edit:  I tried the links from your homepage, SoundSystem.jar is from nov last year.  (unless I'm terribly stupid regarding downloading files)
27  Games Center / Featured Games / Re: Minecraft on: 2010-07-30 16:08:20
I said he is not far away from making 1M. You have to take todays numbers into account, not the numbers up to yesterday. Numbers will rise in future, not fall. He nearly trippled his sales over the last days, so it is more than likely that sales will rise.
If the sales double again (1557 sales last 24h) it scratches the 1M. And when the price will double (to 20 euros) and maybe in future the game will be available on Steam my statement is correct. Transaction fees are 10% I think. When you talk about how much someone earns it normally means before taxes, not after.
28  Games Center / Featured Games / Re: Minecraft on: 2010-07-30 15:17:49
Better start putting some of that treasure away for the future
I don't think he has to worry about money the next decades, he is not far away from making 1M per month (just double today's sales, and when multiplayer is working it is more likely to be 10x instead 2x)  Cheesy
29  Java Game APIs & Engines / Java Sound & OpenAL / Re: 3D Sound Engine on: 2010-07-30 12:05:29
I used LibraryJavaSound.class and adding
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ss.feedRawAudioData("gen", new byte[2]);
made it work.

Good point - I probably should add the ability to create a "normal source" from generated audio data (rather than streaming being the only way to deal with generated data).  This should be a pretty simple addition.  Is that what you are talking about, or did you have something else in mind?
Yes, exactly! That would be fantastic and I could ditch my own broken sound engine  Cheesy
30  Java Game APIs & Engines / Java Sound & OpenAL / Re: 3D Sound Engine on: 2010-07-30 09:08:53
One more happy user of your engine  Smiley

Could you tell me how I can use your engine with my procedurally generated sounds?
I went through the tutorial and had a look at the source code but I didn't get it working.

This is one of my tries:
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SoundSystem ss=new SoundSystem();
ss.rawDataStream(audioformat, false, "gen", 0,0,0,0,0);
ss.feedRawAudioData("gen",data);


It would be nice if I could handle generated sounds like sounds loaded from a file. Is that possible?
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