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Games Center / Archived Projects / Re: MONSTRUMO !
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on: 2006-05-16 09:22:52
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I haven't been through this site in any depth for a while, but I noticed tonight your links in your sig for Monstrumo and MagicWoods are coming up 'forbidden' ... ?
Me too... I had registration problems, but they are solved now. But anyway, I wasn't active for some months now 
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3
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Discussions / General Discussions / Re: what's the meaning of n00b?
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on: 2006-02-03 16:42:11
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You all are reading WAY too much into it. I changed it to JGO n00b, ok?
Yeah, you are Ninja, it's easy for you  Just kidding. I think it is much better now. There are more important things in the world, but since earl mentioned it...
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Discussions / General Discussions / Re: what's the meaning of n00b?
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on: 2006-02-03 09:40:22
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so depressing...
I don't know if it is so depresing, but it is not correct entirely. A person is a newcomer to THIS forum, but he may have a better java knowledge then a person with 500 posts here. And when another, "real" noob read his posts, he maybe wont listen to him and wont respect his opinion - he could say, bah, he is just another noob... So, I suggest that it would be better to call them "a newcomers", "fresh to the forum" or something like that. 
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5
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Games Center / 4K Game Competition - 2006 / Re: 4karnoid (Fork-A-Noid)
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on: 2006-02-02 10:25:43
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This is nice arkanoid game.  Some constructive suggestions: I agree with oNYx about brick's colour and shading - a little too strong. Ball movement seems a little "choppy". And it would be great (maybe others won't agree) that you restrict mouse movement inside window only, its a bit confusing when you lost control of your "ship"...
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7
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Java Game APIs & Engines / JOGL Development / Re: Display lists or VBO?
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on: 2006-01-31 15:29:09
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I can't seem to get a definite answer on exactly when to use display list, when to use vertex arrays/VBOs.
You should use display lists for static data, while vertex arrays/VBOs for dynamic data. First off, can a VBO do everything a vertex array can do only faster?
Yes, I think that is true. Second, if I have static geometry will a display list give similar results to the fastest alternative?
I read and did my own measurements about display lists and can verify that sometimes they *are* the fastest method.
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8
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Java Game APIs & Engines / JOGL Development / Re: 3D game engine with JOGL
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on: 2006-01-31 09:43:44
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Well, I don't know how much knowledge do you have (maybe more then I  ), but my suggestion will be developing of Camera class first (and FPS movement if you are interested in it) which you can test then on some simple terrain. You can soon think on optimisations, like displaying only visible polys (frustum culling - connected with your Camera class). Then ask yourself do you want 3d engine for mostly outdoors or indoors. You will need to handle collisions. BPS trees or octrees are known methods for collisions and one is better then another in indoors/outdoors (im not sure which is for wich). When you have at least partially optimised engine, start to add 3d models in it. And then is gameplay, it *should* take the most time, but you will see how much energy will you have after all that you build before 
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10
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Java Game APIs & Engines / Tools Discussion / Re: is there any tool converting java code to target machine code?
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on: 2006-01-30 09:16:36
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Precompiling will bloat your code on the desktop and prevent it from being used on other platforms, and I can't see any advantage beyond improved startup time.
That is true. But, sometimes, someone wants to see your project and he want it to be "for Win platform". He just wants to double click on shortcut and that will start the game/program. Inthat cases, it is good to have launch4j or similar exe maker.
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13
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Games Center / Showcase / Re: 3DzzD Landscape engine WIP
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on: 2006-01-24 09:26:44
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Yes, everything going smooth and looking fine. You skydome is confusing me, it is not "classical" skydome - when I went to the edge of the world I saw non-smooth bottom line of skydome? And do you use one big texture for it or you composed the sky?
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17
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Games Center / Archived Projects / Re: MONSTRUMO !
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on: 2006-01-19 15:27:54
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I am too planning to add buildings and walls and such in my games and still don't know the best approach to do collisions with all those walls. My current tests are great for ellipsoid shapes only, im affraid.
Maybe this helps: Nice tutorial about ellipsoid-polygon collision detection: http://www.peroxide.dk/Yes, i am doing something similar, only ellipsoid - ellipsoid detection. Good literature, worth of reading, thanks. They also have a Masters Thesis on soft shadows if someone is interested...( http://www.peroxide.dk/papers/realtimesoftshadows.pdf)
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Discussions / Miscellaneous Topics / Re: hi, everybody!
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on: 2006-01-19 10:56:50
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not only a relaxing method but also a weapon to protect yourself especially if you live in a city such as Shenzhen Taijiquan is   So you had problems downloading exe? hm.. Maybe you were confused (because that page rapidsharing that hosts my exe is confusing). You have to wait 25 seconds (there is counter at the bottom) and then you could download it. Pretty unpractical, i know, but my homepage host could not accept files above 2 MB 
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Game Development / Newbie & Debugging Questions / Re: jogl installation: where put jogl.jar
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on: 2006-01-19 10:48:31
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np, earl. I was doing that with lwjgl, but principle should be the same. First tell me how do you make your .jar file and do you know how to provide your MANIFEST.MF file in it? I was doing that through Eclipse (export tool), how about you? If you know how to do that, then include jogl.jar jogl-natives-win32.jar in the same directory as yourfile.jar. If in MANIFEST.MF in yourfile.jar you wrote 1
| Class-Path:jogl.jar jogl-natives-win32.jar |
then java will search for those libraries after you execute java -jar yourfile.jar in the same directory where is yourfile.jar, and there they are. That is basically it!
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23
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Discussions / Miscellaneous Topics / Re: hi, everybody!
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on: 2006-01-19 10:00:56
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earl: there are some very beautifull pictures you give us. Next landscape in my upcoming RPG will be just like that one  ! f.l.x. oooh, chen style? I was practicing yang style for a while, but it was too soft for my character. So now i am at chen style. We programmers are sitting too much in our chairs, we MUST find time for some body movements...
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Discussions / General Discussions / Re: What makes a game a RPG ?
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on: 2006-01-19 09:55:41
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I think a possible solution to the branching problem is to create a program that creates quests. It also needs to create the consequences. It would be seeded with developer created content.
Very, very interesting idea. 
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26
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Games Center / Archived Projects / Re: MONSTRUMO !
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on: 2006-01-19 09:38:50
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I think you're describing a kind of Octree or Quadtree approach to culling the tree objects. Split map into pieces and discard all tree where a frustum test against a large piece shows it to be outside the frustum.
Yes, that is exactly where I am going to with my code. What I really meant was - how are you performing the actual collisions with the trees and such? Presumably you are not testing against all polygons in the model but load a 'collision map' for objects in the level?
Ah, actual collisions tests. if two particles passes all other tests (they are near, they are collidable etc), then I make calculations of theit plane (xz) distance and their vertical (y) distance. Knowing how big they are in x,y,z (some king of ellipsoid tests), it is not hard to do: 1 2 3 4
| if ((getPlaneDistanceFrom(p) < ((this.size.x + p.size.x))) && (getYDistanceFrom(p) < (this.size.y / 2 + p.size.y / 2))) { p.doCollision(this); this.doCollision(p); } |
i sthat what you are interested in? I am too planning to add buildings and walls and such in my games and still don't know the best approach to do collisions with all those walls. My current tests are great for ellipsoid shapes only, im affraid.
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Discussions / General Discussions / Re: What makes a game a RPG ?
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on: 2006-01-18 15:39:56
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It seems that we all more or less agree there is significant distinction between RPG and "action RPG"; to me, it is really important that my character can do what HE can do, so that my abilities have to be non-dependant on my reflexes etc... After all, that iswhat "playing a role" is about. That way you can play fast fighter chars even if you are painfully slow 
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Discussions / General Discussions / What makes a game a RPG ?
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on: 2006-01-18 13:14:40
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I'm curious to find out what do you think - What makes a game an RPG to you? For me it's about creating a sense of great story by playing a role with my character. If I can create a character and play the game through the eyes of that character, then it's an RPG. It has nothing to do with the setting, age, enviroment or the types of characters that are being played. Also, I like the possibility to do nothing if I like, just to take a nice walk through wilderness... I'm interested to hear what others think that really is definition of an RPG for them.
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Add your game by posting it in the WIP section,
or publish it in Showcase.
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