Hi !
Featured games (90)
games approved by the League of Dukes
Games in Showcase (753)
Games in Android Showcase (228)
games submitted by our members
Games in WIP (842)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
   Home   Help   Search   Login   Register   
  Show Posts
Pages: [1]
1  Game Development / Game Mechanics / Re: Binary storage for a voxel world on: 2014-06-11 19:38:14
I'm not so sure I want to use that approach. That would prohibit me from modifying the terrain generator later on, which I don't want to do.
2  Game Development / Game Mechanics / Re: Binary storage for a voxel world on: 2014-06-11 19:11:45
I have an idea of what I'm doing; I just wanted to see if I could be doing anything better before implementing my plan. I've chosen to take the path of binary because a world in the game could contain potentially millions of blocks, and if I were to store their data in plain text, each save file would occupy a relatively huge amount of space on the hard drive (probably several dozen to several hundred megabytes). Whereas, with binary, the file can be compressed down to potentially a few megabytes.
3  Game Development / Game Mechanics / Binary storage for a voxel world on: 2014-06-11 19:00:29
I've been developing a Terraria-based game for a while now as a hobby, and I'm just getting back into world saving and loading (I tried to create system for it before, but failed miserably). Anyway, I've written up a specification for how the data should be stored, and I wanted to get some feedback before I actually write the code for it. Hopefully it's understandable, and not too boring. Thanks!
4  Game Development / Shared Code / Cross-Platform LWJGL/Slick Launcher on: 2013-11-20 22:19:30
This is a rather simple JFrame program that I coded to make a game I've been making (and practically abandoning at this point) more accessible. Basically, it downloads the LWJGL and Slick libraries as well as the game binary from internally configured URLs to the application data directory (though it may be configured with the -dir flag) and then launches the game. It also checks for updates by reading a version file from an internally defined URL, comparing it to a local copy, and prompting the user to update if they don't match. It's simple, but it does the job.

Additionally, all non-generic variables are defined as global constants for easy configuration.

- Make the launcher more aesthetically pleasing
- Allow user to ignore specific update permanently
- Display errors in the JFrame window itself

5  Game Development / Newbie & Debugging Questions / How to create a new LWJGL context on: 2013-09-21 23:31:22
I'd like to add some code to my program which will push a VBO to the graphics card in a separate thread from the one responsible for drawing, but I can't for the life of me figure out how to create a new LWJGL context in the new thread. I know it's a nooby question, but can anyone shed light on the situation?
6  Game Development / Newbie & Debugging Questions / Updating VBOs on: 2013-09-03 00:01:24
I've been playing around with VBOs a lot today (mostly because a game I'm working on necessitates it), and while I have a basic idea of how glBufferSubData() and glMapBuffer() work, I'm not quite sure of how to implement them. My game is essentially a Terraria clone, and the primary VBO contains data about the blocks in the world. The world is divided into "chunks" which are 16x128 blocks large. When the player modifies a block in a chunk, that chunk is updated. Up until now, I've been doing this by storing each chunk's vertex data to its own array in a HashMap and updating each array as needed. This also means I have to splice them together into a single array, which causes a minor lag spike. But, I digress. I'd be set to go with the two aforementioned methods, except that some blocks are sometimes null. When a player places a block in a chunk, its number of vertices increases. Therefore, it wouldn't suffice to simply replace the existing data for the chunk in the VBO, as it would cause the game to crash due to a lack of allocated memory for the vertices. My first thought as to preventing this would be to allocate enough memory for 16 times 128 times four vertices (the number of vertices which would exist in a chunk if every block were filled in). But, I'm not entirely sure as to how to accomplish this. Would anyone mind pointing me in the right direction? Smiley
7  Games Center / WIP games, tools & toy projects / Re: Melancors Cave on: 2013-07-31 09:29:05
Don't get discouraged, man. Some things take longer to get down than others, and you'll find that you'll become quicker at getting things done as you gain experience and become more familiar with the language.
8  Games Center / WIP games, tools & toy projects / Re: Farming game on: 2013-07-31 09:26:00
I wish I could make a cool GUI like that, but I seem to have limited myself to a rather unappealing, boxy setup with monochrome elements. I'm not the greatest at visual design, which makes me question why I became interested in game development in the first place. Anyway, the game definitely looks really cool. I'm tempted to try to make a port, just for fun.
9  Games Center / Archived Projects / Re: MineFlat (Terraria Port) on: 2013-07-31 09:22:26
The latest build of the launcher, not the game, includes the change for Linux. Just grab a different build and it should work.
10  Games Center / Archived Projects / Re: MineFlat (Terraria Port) on: 2013-07-31 08:49:45
Well, um, that's certainly new. Would I be correct in assuming from the screenshot that you're running Linux? If so, try downloading the second-newest build. The latest one includes an untested (I've only got a PC Tongue) change involving only Linux.
11  Games Center / Archived Projects / Re: MineFlat (Terraria Port) on: 2013-07-28 18:46:28
Alright, I just pushed a new commit adding that code, so Jenkins should be building it right about now. As for the launcher code, you basically just need to add "-launcher" to the end of the game's repo.
12  Games Center / Archived Projects / Re: MineFlat (Terraria Port) on: 2013-07-28 18:29:58
Ehm... I'm not quite sure what you mean by that. The funny thing is, only the last couple of builds have caused the launcher to do this. If you drop an earlier build into the data folder, it works absolutely fine.
13  Games Center / Archived Projects / Re: MineFlat (Terraria Port) on: 2013-07-28 18:27:33
I'm running my site on a computer in my basement, so it tends to be a bit unresponsive at times. Jenkins uses a reverse proxy, and so that can sometimes cause it to hang. If it doesn't load, try
14  Games Center / Archived Projects / Re: MineFlat (Terraria Port) on: 2013-07-28 18:26:29
I had that issue a bit ago, and someone on SO told me to get 7u17. I did, but it still worked after switching back to 7u25. I've found that it only does this when you open the launcher through Windows Explorer (or the OSX/Linux equivalent), and it starts fine when the launcher is opened via command or shortcut.
15  Games Center / Archived Projects / Re: MineFlat (Terraria Port) on: 2013-07-28 15:51:15
Sorry, I was actually just trying to figure out how to upload one when you posted that. (Can you tell I'm new to the site?)
16  Games Center / Archived Projects / MineFlat (Terraria Port) on: 2013-07-28 15:47:14

I few months ago, I decided I'd try my hand at LWJGL. I started with a 3D game, and quickly found that I was in far over my head. Shortly after my failed attempt at a game, I decided to create a port of Terraria called MineFlat. It's not even close to a playable game yet, but I'd just like to get a bit of feedback on what I've done so far. I've created a terrain generator, a basic player physics system, and a lighting system (most of these systems are completely broken on the negative side of the x-axis; this is the reason for the wooden wall at x=1). Like I said, it's not much, but I'd just like to know what I should improve.
Link to the launcher is here, link to the game's Jenkins task is here, and link to the game's source is here.
17  Game Development / Shared Code / Re: LWJGL Standalone Launcher on: 2013-06-05 20:25:29
Alright, thanks for the feedback. I'll fix the mistake you pointed out, and perhaps add a global that sets whether the launcher compares version files or dates. I'll also be sure to check out your thread as soon as I get the chance.
18  Game Development / Shared Code / LWJGL Standalone Launcher on: 2013-06-05 19:16:19
I recently (3 months ago  Roll Eyes) created a standalone launcher for one of my LWJGL games, and I wanted to share it with the newer members of the community so that they wouldn't need to create their own. This launcher automatically downloads LWJGL and (usually) Slick from the official site (as of writing this, the URL points to my own webserver, as Slick's is down), along with of course the main JAR of the game. It then places them in a specified folder in the application data directory (this works on Windows, Linux, and OS X) under the subdirectory "bin". When it comes time to launch the game, it automatically passes on command line arguments and launches the game.

The launcher also contains an auto-updater, which retrieves a version file from an online host and compares it to a local copy. This version file contains two keys followed by ": " and the value, named "stage" and "version". The stage should contain a String such as "Alpha", "Beta", or "Release", while the version should contain a String representing the complete version number (e.g. 2.9.0). If both the version and stage of the two version files do not match, the launcher will ask the user if they would like to update, after which it will retrieve the new JAR and version file.

Another feature, though minor, of the launcher is that it displays the progress of each download in the form of downloaded/total kb, percentage completed, and a visual status bar.

Currently, configurable global variables include all URLs, the subdirectory containing the "jar" folder in the LWJGL ZIP the game's name (used in the GUI), the folder to be created in the application data directory, and the main JAR's name.

The source code for the launcher may be found here (note that configurables are not set to generic values, and are instead set up for one of my own games), and if you wish to see an example of the compiled launcher, you may click here.
Pages: [1]
ivj94 (583 views)
2018-03-24 14:47:39

ivj94 (47 views)
2018-03-24 14:46:31

ivj94 (374 views)
2018-03-24 14:43:53

Solater (61 views)
2018-03-17 05:04:08

nelsongames (108 views)
2018-03-05 17:56:34

Gornova (150 views)
2018-03-02 22:15:33

buddyBro (693 views)
2018-02-28 16:59:18

buddyBro (91 views)
2018-02-28 16:45:17

xxMrPHDxx (493 views)
2017-12-31 17:17:51

xxMrPHDxx (730 views)
2017-12-31 17:15:51
Java Gaming Resources
by philfrei
2017-12-05 19:38:37

Java Gaming Resources
by philfrei
2017-12-05 19:37:39

Java Gaming Resources
by philfrei
2017-12-05 19:36:10

Java Gaming Resources
by philfrei
2017-12-05 19:33:10

List of Learning Resources
by elect
2017-03-13 14:05:44

List of Learning Resources
by elect
2017-03-13 14:04:45

SF/X Libraries
by philfrei
2017-03-02 08:45:19

SF/X Libraries
by philfrei
2017-03-02 08:44:05 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‑
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!