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1  Game Development / Newbie & Debugging Questions / Re: Tile by tile lighting - Shader/alpha values/lightmap? on: 2015-05-24 21:11:23
So I just got done on my first try of implementing lighting! Sadly it only works for the player right now as I designed it around shadows where the player isn't rather than where the light is but I will change this. This method follows what Chrislo, Archive and Weston said

I will also need to learn how to only render the tiles on the screen as I had 45 fps with an i5 and GTX 970 persecutioncomplex but this was rendering a 2000x1900 world or so

I have a video! Smiley what do you guys think? (sorry about my coding music Roll Eyes)
<a href="http://www.youtube.com/v/t0yXq7LCpaA?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/t0yXq7LCpaA?version=3&amp;hl=en_US&amp;start=</a>

Still you should be getting a few thousand fps with that. Something is definately wrong here , are you rendering the entire scene?
2  Game Development / Newbie & Debugging Questions / Re: Tile by tile lighting - Shader/alpha values/lightmap? on: 2015-05-24 12:35:33
Thats what I was thinking , libGDX . Doesn't it have a built in lighting system anyway? Sure you could tweak it.
3  Game Development / Newbie & Debugging Questions / Re: Libgdx 3D? on: 2015-05-24 12:35:03


I looked at your posts earlier , you have mentioned having troubles with 3d very frequently. The issue I have here is that when you started out less than a year ago you did'nt know where to start with a camera class , perfectly fine we were all beginners. But we didn't begin making magical games over night ,especially not 3d ones. Currently you should stick with 2D , the maths is simpler , your brain wont hurt as much and well it's just a lot faster to get a usable result from. When you have made a few 2D games , then start 3d because from what ive seen you cannot really understand it fully which is perfectly fine , but it also means that you need to be able to comprehend all the things you are doing in 2D first.
4  Game Development / Newbie & Debugging Questions / Re: Tile by tile lighting - Shader/alpha values/lightmap? on: 2015-05-24 11:52:19
Guess this depends on how you are doing it, are you using opengl? Could be simple to fit into a shader , just need some uniforms handed through.
5  Game Development / Newbie & Debugging Questions / Re: Image loading troubles on: 2015-05-21 09:51:50
Bit unreadable , put it into
1  
 
tabs
6  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-05-19 21:01:08
Implemented projectiles and weapon tiles. Been a long time since I have developed this.



Please ignore the laggy gif , this one is usually able to occur at about 100fps (limited to 100fps)

Click to Play
7  Game Development / Newbie & Debugging Questions / Re: Voxel Engine Best way to render? on: 2015-05-16 15:33:24
Use google , there are a lot of ways to do this. The easiest is ray casting and suprisingly its the fastest. Go research it, seriously not difficult stuff.
8  Discussions / Miscellaneous Topics / Re: Data protection act on: 2015-05-16 14:10:51
Its in the uk , im just unsure . Say for instance I went to my bank and I wanted to see this data , they said yes but then removed my ability to transfer money to other accounts would they be allowed to do that?
9  Game Development / Newbie & Debugging Questions / Re: Voxel Engine Best way to render? on: 2015-05-15 15:20:07
Ok well , to edit each individual part you will need to regenerate the mesh . This can be expensive so I wouldnt suggest just meshing the entire object , meshing an object down by a power of 10 would improve performance but also prevent terrible lag. If you know it wont be modified ( through certain conditions) then mesh at will.
10  Game Development / Newbie & Debugging Questions / Re: Voxel Engine Best way to render? on: 2015-05-15 14:14:48
Ok so it doesnt look like they are actually meshed , I can still see all the lines inbetween them. Also if you want to improve performance you will need to implement face culling , currently from your render code I can see that you render all voxels with every face. If you are using opengl I think its something like glEnable(GlFaceCulling). Been a few months since ive done any opengl work so if someone could clarify this for me that would be great. Also , how many vbos do you have , if you have one for each voxel you are going to lag like crazy even with only a couple.
11  Discussions / Miscellaneous Topics / Data protection act on: 2015-05-15 14:04:20
Quick question.
If I make a request for a copy of my personal data from an organisation. Are they then allowed to persecute me (for example restrict certain things about my access to their service) for making that request?
12  Game Development / Newbie & Debugging Questions / Re: Setting pixels make blur around pixel!!! on: 2015-05-05 20:07:37
UGH , this clearly shows you firstly dont understand how your own code works. Which means you either copied it or posted on stack overflow first. I really would try to figure out how logic works before you attempt anything like this. ESPECIALLY IF YOU ARE USING JAVA2D **grumbles off
13  Game Development / Newbie & Debugging Questions / Re: Getting started with game programming on: 2015-04-28 16:27:04
OH GOD NOT ANOTHER ONE!
You managed to find the forum through google ! Great work!
Now use your awesome powers of searching through the search bar at the top to find similar topics to what you are looking for before posting one. MAGIC many thousands of topics all saying exactly the same thing.
14  Discussions / General Discussions / Re: What do you think of Greenfoot? on: 2015-04-17 19:16:48
I personally despise greenfoot , whilst the concept is good the actual implementation is terrible , most of it isn't java , custom commands are common and actually getting it to do anything is almost as difficult as just teaching them the language seperately. For college? thats just silly.
15  Game Development / Newbie & Debugging Questions / Re: [LWJGL] Shaders, implementing? on: 2015-04-15 10:06:22
If setting a global variable use GLUniform1f 2f 3f etc , this requires the program ID (which you can retreieve). I assume your render function also incorporates the currently active shader (very nice actually , gives me ideas), just put the glUniform before this to pass the value , if you want to send an attribute then you can do the same thing. Retrieving the locations of the variables within the shader is easy aswell , use GlUniformlocation(). Requires a bytechar[] (name) and a Shader ID (frag shader Vertex shader NOT program id).

I hope this helps. I apologise for my horrendous spelling it's early for me , well during the holidays that is. If this wasn't too clear ill post an example just give the word.
16  Game Development / Newbie & Debugging Questions / Re: Create a "2D" game, with 3D characters on: 2015-04-14 14:07:32
Store 3d models
Process into 2d through a frame buffer and store these
Draw it ontop of the displayed frame buffer after everything else or at the desired layer
17  Games Center / Featured Games / Re: [Slick2d] Retro-Pixel Castles > Now on Steam! < on: 2015-04-14 11:47:02
On the latest update ive noticed a few things , firstly the crystal motivator has no image in the menu and it has the same description as the cullus gate. Everything else is great.
18  Game Development / Newbie & Debugging Questions / Re: [Solved] Setting a boolean once in a infinite loop? on: 2015-04-13 21:36:54
I use a similar system for things like key input , I dont want the person to spam in 50 letters just by tapping ,  a flag boolean is set when the key is pressed , if its true then do not call the handler function , call the function on the keypress then thats it. Then detect when the key is no longer pressed and reset this flag to false . Simples.
19  Game Development / Newbie & Debugging Questions / Re: Libgdx 3D voxel on: 2015-04-12 10:39:18
You make a lot of these topics , if you have basic experience the first thing you should know to do is setup the display and rendering methods. If you don't know where to start then you can't possibly know where to go once you finish with one feature. This editor would be way way too complex for just simple experience it has a lot of advanced features that you and even I couldnt replicate. Make something simple , build it into your code.
20  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-04-11 19:09:38
Damn , impressive . Biology really isnt my strong point.
21  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-04-11 09:45:03
Won a local science fair, 500$ College scholarship, and I'm going to finals Grin
What was the project?
22  Game Development / Game Play & Game Design / Re: 2D, 2.5D or 3D? Titan Soul on: 2015-04-10 20:29:56
Looks like 2.5D due to the way they rotate the sprite abruptly
23  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-04-08 15:59:07
Added a couple of monsters (cute?) and some background definition:

Click to Play


Cheers,

Kev
Love it .

Did we just loose an entire page?
24  Game Development / Newbie & Debugging Questions / Re: Game loop not accurate. How can I make a better one ? on: 2015-03-28 23:37:01
That just makes it more complicated.
You already have your delta calculated , just check to see if the delta >= 60/1000000000 , this is if you are using nano_time(); this will render at 60 - 58 FPS just modify the value at will.
25  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-03-28 18:18:35
Finally finished A* path finding. Here is a little test.
Click to Play
26  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-03-26 21:20:43
Java decided to create a pointer for some reason , I don't know why but this statement.
1  
last_position = handler.ship.correct_pos;

Last_position was constantly being updated even though it was only assigned once. Anyone able to explain?
27  Game Development / Newbie & Debugging Questions / Re: [libGDX] How to draw an outline around sprite when behind another image on: 2015-03-24 20:58:12
you could use a fairly hacky frag shader or just continually render an outline above the other layers.
28  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-03-22 11:03:00
...

What I currently have is a field-of-view cone for the enemies, and once they have seen the player once, the cone disappears and the enemies have a full field-of-view.. it seems to work a-ok.. but then again, it's not a game yet, more of a toy Smiley

I had more like chess in mind than Hotline Miami, but there will be blood!  Cool

REPLY 2000! You beat me by one reply damnit.
29  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-03-21 23:36:28
Just implemented a basic path object into my entity class that can move the entity in a direction , this will be implemented into A*. Great functionality as it allows for smooth movement.

Here is an example , please ignore the horrendous lag of the GIF , it is really a lot smoother than shown here.

Click to Play
30  Discussions / General Discussions / Re: Looking for some guys to make a 2D RPG on: 2015-03-21 00:06:51
If you havent programmed before do not ask others to , if you haven't got decent experience with developing games then do that first , if you have never worked in a partnership or team before go and do that first. Building this will be a challenge. I have not seen you mentioning payment , very few people will work in a project they don't have control of without getting paid to do it , especially if you have very little planning and the amount of programming or graphics or whatever is going into it. 

Please if you haven't done any of the above atleast do two or more , they are fairly easy to do , even if it is just building pong in LibGDX or a dungeon crawler in Opengl it shows you can complete a project on your own and have some decent abilities . Most of these threads die because the person who posted them has never worked with either of these things in their entire life and instead is intent on developing through Java2d.

If you have created your own game please share it , we love to see what forum members have created and we can always provide constructive and relevant feedback towards the development of your skills and of the ideas towards your games. It shows you can program , create some graphics , can implement and load external resources and that you don't depend on others for assistance in order to solve a problem.

I hope that didn't sound mean I am only trying to say what we always say on these threads however you appear to be willing to help and are open to criticism with little to no arrogance in your post (unlike most of the other topics similar to this).

Thanks.
Pages: [1] 2 3 ... 28
 
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