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1  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-01-28 18:46:41
Was the BF4 in a live game? If so thats incredibly impressive.
2  Game Development / Newbie & Debugging Questions / Re: Access violation with glDrawArrays on: 2015-01-28 18:04:28
Yo I just have a general question with this. Do you guys use VBOS or do you use other methods, if so how do you use your VBOs , do you group them into similar object types where you can predict the movement simplifying and lowering buffer modification or do you have one very large vbo for the entire screen. Maybe some convoluted offscreen FBO that generates a texture which you then write to the main FBO. *Lcass runs before he becomes any-more giddy about graphics :0
3  Game Development / Newbie & Debugging Questions / Re: Experienced game developers opinions needed! on: 2015-01-28 18:00:58
Fortran Assembly Program Master 6.9? I see no problem...
Brilliant m80 , have a medal.
4  Game Development / Newbie & Debugging Questions / Re: Android Rendering platform Chunk tiles. on: 2015-01-28 18:00:04
Firstly , you are performing 32 (I think) Multiplications per tile! most of the operations are exactly the same! Create a variable and store the result in that and use the variable , much more efficient you should see a moderate improvement from that alone. If you have a map where there are a lot of widely seperated tiles , do not store them in a 2d array with each coordinate instead have each tile store its coordinate and the array just stores tiles consecutively. If you fix your first method just to see how that performs it would seem to work better. I would just give it a go. If you get any success with that please tell me , also show us Tile.rener() if possible and chunk.render_tile().

Hope this helps
5  Game Development / Newbie & Debugging Questions / Re: Experienced game developers opinions needed! on: 2015-01-27 18:42:11
I would also consider changing your name , fapmaster69 is well...
6  Games Center / WIP games, tools & toy projects / Re: SOLIS on: 2015-01-27 17:23:47
Huge thanks to LiquidNitrogen for updating the sprites!
7  Discussions / General Discussions / Re: Schemes to teach the masses to code on: 2015-01-27 17:08:59
Well this thread exploded, some of the things you have said of course are very true , for instance teaching basics of plumbing and electronics those should be implemented in school. The issue with teaching programming is that it relys on other skills , writing requires imagination  and a pen , programming (decently) requires a moderate understanding or algebra, interest, imagination and some fairly good logic. The age where most of these qualify is about 12 - 16 after that it becomes difficult as either some of it is forgotten or stress from outside activities and before that the understanding of algebra and computers is fairly low. The schemes im talking about are the ones pushing kids (6 - 7) into programming.
8  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-01-27 17:01:34
Daym , thanks ray it's been a long time since ive actually seen an image scroll down my screen Cheesy
9  Discussions / General Discussions / Schemes to teach the masses to code on: 2015-01-25 21:39:57
I dont know about this one , I think that mainly it's a bad thing there are already a lot of people who have tried coding and hop into it unable to actually write anything efficient. I find a lot of people get taught how to code in scratch and other things then the second they go into real programming they appear to use the same techniques which are well horrible.

What do you guys think about teaching most of the young generation to code , to me if you want to code then you will put the time and effort in , if you don't enjoy it then why would you put much effort into it. That's why we do what we do.
10  Games Center / WIP games, tools & toy projects / Re: SOLIS on: 2015-01-25 19:20:05
Gyroscopes have been added, these allow you to rotate a stable ship in directions without worrying about inertia (well fu physics) , joy!

Anyway , i've been feeling absolutely s**t over the weekend so no a lot has been done , however I am working on ship collision ill probably code it in and give it a few tests then leave it until later maybe implement resources I dont know yet but hey!
11  Game Development / Newbie & Debugging Questions / Re: Camera bug on: 2015-01-23 17:51:01
try calling gl_clear();
12  Discussions / Miscellaneous Topics / Re: C++ file reading issue on: 2015-01-21 19:48:37
Ugh rewrote it , turns out filestream.eof() needs to be checked before and after otherwise the value is not changed.
13  Discussions / Miscellaneous Topics / C++ file reading issue[solved] on: 2015-01-21 18:31:29
So for my homework I have to write some C++ code, it reads from a file lets you modify data and right to file. However the output results seem weird , if I write a single piece of data store it then read it I get back 3 results , 2 in the first group and 1 in the second.
#include "fileh.h"
using namespace std;//create the variables used in the program
fstream filestream;
student_info temp_data;//even though its temporary its used a lot , more efficient than using multiple local declerations
void write_to_class(student_info data, int classnum){//create a function that writes to the main class data
   if (classnum == 1){//check the class numbers
      class1.push_back(data);//if the number is the one selected
   else if (classnum == 2){
   else if (classnum == 3){
   else{//if all values dont work then call this
      cout << "Invalid class number!" << endl;
bool write_to_file(){//function that writes data to a saved binary file
   int classcurrent = 1;//variable for detecting class during iteration
   vector<student_info>::iterator start;//create two iterators for the start and end positions of the class lists
   vector<student_info>::iterator end;
   while (classcurrent < 3){
      if (classcurrent == 1){//by using selection within a while loop makes the code cleaner , it also means there is less repetition with the code"class1.bin", ios::out | ios::binary | ios::trunc);//open the file for writing in a binary format trunc means all prior
         //data is deleted
         start = class1.begin();//set the iterators for the positions within the vector we are reading from
         end = class1.end();
      else if (classcurrent == 2){//repeat for other classes"class2.bin", ios::out | ios::binary | ios::trunc);
         start = class2.begin();
         end = class2.end();
      else{"class3.bin", ios::out | ios::binary | ios::trunc);
         start = class3.begin();
         end = class3.end();

      if (filestream.is_open()){//check to see if there is no error with the file
         for (vector<student_info>::iterator position = start; position != end; position++){
            temp_data = *position;
            filestream.write((char *)(&temp_data), sizeof(student_info));

         return false;//if there is immediately cancel the operation and notify the calling function with a boolean
      filestream.close();//close the filestream to save the operaions
      classcurrent += 1;//increase the current class to modify how the selection occurs
   return true;//if nothing bad has occured then tell the calling function its completed
bool read_from_file(){//this function reads from a file and notifys the calling function the status afterward
   int classcurrent = 1;//same as the write function
   while (classcurrent <3){
      if (classcurrent == 1){
"class1.bin", ios::in | ios::binary);//open the file for reading in binary

      else if (classcurrent == 2){"class2.bin", ios::in | ios::binary);

      else{"class3.bin", ios::in | ios::binary);
      if (filestream.is_open()){//check if the file has been successfully opened

         while (true){
            if (filestream.eof() == 1){//if the end of the file has been read then there is no point continuing reading the data
               classcurrent += 1;

   *)(&temp_data), sizeof(student_info));//if there is still stuff to read then read the data
            write_to_class(temp_data, classcurrent);//copy this data into the main class data
         return false;
         //this allows for returning an error to the user if anything failed during this operation.
      filestream.close();//close the filestream to save what happened

   return true;

Help would be greatly appreciated.
14  Games Center / WIP games, tools & toy projects / Re: SOLIS on: 2015-01-20 19:51:51
Another ship design with corner tiles , I just need to implement correct tile removal and direction comparison maybe rotate the selected sprite but the editor is almost entirely complete.
15  Discussions / Miscellaneous Topics / Re: windows 8.1 freezing on: 2015-01-19 20:43:59
It appears to only do it with eclipse kepler open , so I guess ill test it without see if anything similar happens and if not then I will try to reinstall it.
16  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-01-18 19:53:46
Tada: COM and COT calculations are now drawn .
17  Discussions / Miscellaneous Topics / Re: windows 8.1 freezing on: 2015-01-18 18:30:47
Same reasons
18  Discussions / Miscellaneous Topics / windows 8.1 freezing on: 2015-01-18 16:56:10
So this is really weird behaviour , I am using windows 8.1 updated about 2 months ago to avoid of course some annoying issue such as harddisk 100% usage with windows 8. Now whats happening is say I have eclipse open , if I don't do anything with eclipse for 10 mintues and leave my computer then come back to it. If I try to move the mouse or performs some action the program im using will appear to be okay initially then after about 30 seconds the entire window will freeze up , then windows explorer will freeze up and then most other things will freeze.

Anyone got any solutions.
19  Games Center / WIP games, tools & toy projects / Re: SOLIS on: 2015-01-18 15:25:15
So after a bit of work ive managed to implement corner tiles , it looks very cool.
Click to Play
20  Java Game APIs & Engines / OpenGL Development / Re: Fill Ellipse from a fragment shader on: 2015-01-18 13:20:46
Generating it will be a lot faster if you use a lot of vertices. The issue you have here is you are performing thousands of expensive operations in your fragment stage when it could simply be just a color set. If you just have 1000 non overlapping vertices that have been generated outside of the shader will be much more efficient.
21  Games Center / WIP games, tools & toy projects / Re: Bit Siege - 2D Competitive Multiplayer PvP Game. (Patch v1.3.1 out now!) on: 2015-01-17 15:46:42
Why would the fps increase cpu usage? unless its not hardware accelerated.
22  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-01-16 17:09:07
Bought a breadboard and a 16 pin Integrated Circuit.

EDIT: After some research, I found out It's just an IC Socket. It holds the actual IC.
You mean you bought a bread board and a 16 pin ic mount.
23  Game Development / Game Mechanics / Re: Player cannot look straight up or down on: 2015-01-13 21:20:04
Wikipedia on quaternions " quaternions form a four-dimensional associative normed division algebra over the real numbers, and therefore also a domain."
I already want to cry Sad
24  Games Center / Showcase / Re: Gunslugs 2 on Steam on: 2015-01-13 20:40:32
To fix the tearing why not perform a forced adjustment on the values, probably due to floating point inaccuracies.
25  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-01-12 22:02:57
I have been working on implementing multiple ships and their relative handlers , I have also being implementing sub tiles which are like corner tiles or airlocks , they can reside on top of other specific tiles.
I must say I am proud of my tile selection code , it scans the 2d map of tiles for tiles with >0 values , if none are found then it generates a spawn and sets that tile value as curr_ship which is = 1 , from this it then "infects" other horizontal and vertical tiles until it hits space at that point the infection is stopped , by doing this all tiles nearby are "infected" and it also stops multiple check calls and instead only checks those tiles of which need checking. After this is then checks the map again seeing if any tiles are still 0 value , if so it checks the tiles and adds them , if one is modified it scans again to see if any are left if they are then it iterates again. If at this point none are modified then a new ship is generated and it iterates over those tiles.
26  Game Development / Newbie & Debugging Questions / Re: Chunk rendering on: 2015-01-11 21:55:46
Mixture of the two , create a temporary buffer and modify parts of that buffer as required then use buffer_sub_Data to bind to that buffer each time , you are not rebuilding the buffer you are instead editing it. Oh an only call buffersubdata when you modify the data , just use a boolean flag for this.
27  Game Development / Newbie & Debugging Questions / Re: 2D Circle Texture Rotation? on: 2015-01-11 20:14:13
Here is a function I use:
public Vertex2d rotate(Vertex2d target,Vertex2d rotation_point,float angle){
      float cos = (float)Math.cos(angle);
      float sin = (float)Math.sin(angle);
      float nx = target.x - rotation_point.x;
      float ny = target.y - rotation_point.y;
      return new Vertex2d(((nx * cos) - (ny * sin)) + rotation_point.x,((nx * sin) + (ny * cos))+ rotation_point.y);

I would suggest that firstly you rotate the actual draw coordinates by that and then rotate each image by the rotation about the centre point of the texture. It's been a very long time since I have used .drawImage so im not too familiar but im pretty sure there is a Graphics2d.rotate function
28  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-01-11 15:07:42
I didnt notice a trivial mistake in my code , 3 hours later I was ready to throw it against a wall then suddenly a null pointer pops up whats that im calling a specific function not the object I want to  Angry
29  Games Center / WIP games, tools & toy projects / Re: SOLIS on: 2015-01-09 19:58:33
Wep all the things you have said are basically my nitpick aswell IT feels too clean there is no flash. But the reason for that is I've been implementing tile interactions not tiles and I am planning to have a wider variety of tiles which will be really good. The image with the buttons is actually incredibly out dated I've entirely removed that and instead I'm going to use textures for the buttons not text , it looks nicer and takes up a lot less space.
Feedback is always useful so thanks for it , I am pretty terrible when it comes to sprinting but I don't feel I'm at a stage where asking someone to make some sprites would be useful as only two tiles are implemented.
30  Java Game APIs & Engines / Engines, Libraries and Tools / Re: [Slick2D] Why the F is it so slow? on: 2015-01-09 19:53:15
I don't know much about slick but I'm pretty sure it's more efficient when you batch the renders
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