Java-Gaming.org Hi !
Featured games (84)
games approved by the League of Dukes
Games in Showcase (555)
Games in Android Showcase (150)
games submitted by our members
Games in WIP (602)
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] 2 3 ... 27
1  Discussions / Miscellaneous Topics / Re: When things go too far on: 2015-02-27 19:51:40
Yer I didnt put my meaning very well in this , it was supposed to be how I came onto thinking about games going to far not a religious arguement  Undecided
2  Discussions / Miscellaneous Topics / When things go too far on: 2015-02-27 17:13:09
So today we have been learning about islam , actually a very interesting religion and its teachings are nothing like that of the current situations that isis or sharia law would make you believe. The ideology behind it is peace , equalism and modesty which actually make perfect sense. This got me thinking about games for some odd reason , when do you think a game goes too far? I mean this in any aspect such as either too many sequels **COUGH** Call of Duty **COUGH** the game play becomes abhorrent and despicable or that the actual systems behind the game are so pathetically thought through and design that they aggrevate the player and just generally suck ie all of EA DLC systems or free to play systems.

Naturally I got home and started sifting through some of these , DLC crimes are an utterly huge number mainly committed by EA along with games such as fifa or COD (new game every year and with fifa you "can" buy new characters). But then something caught my eye , specifically a post quite oddly made on a comedic mockery of the Britain first movement , Britan furst. They posted a link to an article that suggested the Eu were attempting to make buildings "sharia built"? what ever that means , as usual I went to google and searched for sharia law and it's really really unfortunate that this is the tainted view we have of an actually peaceful religion.here. This topic does jump about a bit , anyway I guess im trying to start a discussion on when anything in general just goes too far , away from the truth and away from what it originally was . Call of Duty originally a fairly fun WW2 fps game with some modesty is now a tattered wreck of bugs crappy reskined weapons and ugly ugly maps that they keep calling inovative (dare I mention apple?). Lets see where this goes.
3  Discussions / Miscellaneous Topics / Re: Drawing a Minimap on: 2015-02-25 22:08:49
Why not temporarily store the data you have from your map rendering spritebatch and just shrink it instead of making a new camera. Or come up with some convoluted algorithm that determines which tiles will even be visible as pixels of course that means iterating through either 118000 tiles or performing width*height in pixels of the minimap converting each pixel into a world coordinate based upon the current position of the player and then specifically selecting the data from those tiles and binding it to a new sprite batcher which you then render on top of the current view . *BREATHES*
4  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-02-24 17:15:46
Vegitated and pondered the mysteries of life and er other stuff I would rather not....
5  Discussions / Miscellaneous Topics / Re: Make the simplest code unreadable on: 2015-02-24 17:15:00
Ow.
My brain ! why would you do that
6  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-02-23 18:54:03
Ahh what pieces do you play? Personally I enjoy chopin and romatic period music.
7  Game Development / Newbie & Debugging Questions / Re: shader not working on my machine on: 2015-02-23 17:02:33
The fragment shader currently does not implement that , hold on ill send you an update.
8  Game Development / Newbie & Debugging Questions / Re: I'm trying to make a shotgun and this is happening on: 2015-02-22 16:29:33
We need a lot more code than that , we need to see how the bullets move and use the numbers you inputted.
9  Game Development / Newbie & Debugging Questions / Re: shader not working on my machine on: 2015-02-21 21:06:34
Why you are doing uniform transform matrix math manually per vertex? Build up one mat4 at cpu containing all transformations and concanate that with view projection.
There is a method that functions like that , this is for testing. The error message says != is not supported
10  Discussions / General Discussions / Re: Motivation on: 2015-02-21 15:50:28
Implementing a new feature ! -Motivating
Realising what else you have to do to implement said feature -Demotivating!
Finally adding that new feature! -Motivating
Discovering a horrendous bug that you cannot solve -Demotivating..
11  Games Center / WIP games, tools & toy projects / Re: Tower Conquest on: 2015-02-21 15:34:40
Very good for a java2d game , the sprites look amazing and the inventory seems clear. The issue I have with it is that it's fairly obvious noise is used as the background for the areas. I like the skeletal movement.
12  Game Development / Newbie & Debugging Questions / Re: bounds.contains() problem on: 2015-02-21 15:04:16
cannot resolve method occurs when you either dont have a method named that or the method is defined as
1  
private
not
1  
public
13  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-02-21 13:40:38
Finished the coding for Minigame , finally got most of the documentation done god is that painful.
14  Game Development / Newbie & Debugging Questions / Re: Glu perspective 3d rendering issue on: 2015-02-20 23:34:28
Absolutely excellent , have a medal . However I managed to fix it , it was simply an ordering problem , I put the viewport after all the identity stuff so it wasn't doing anything.
15  Game Development / Newbie & Debugging Questions / Re: Glu perspective 3d rendering issue on: 2015-02-20 22:51:50
I think the projection matrix is just 0 meaning that nothing is occuring to it.
Could you give an example of how I would setup a manual projectionmatrix?
16  Game Development / Newbie & Debugging Questions / Re: Glu perspective 3d rendering issue on: 2015-02-20 22:25:03
yer the gl viewport is what I added just then after doing that.
This works
1  
2  
vec4 mvv = gl_ModelViewMatrix * vec4(vertex, 1.0);
gl_Position =  mvv;

this doesnt.
1  
2  
vec4 mvv = gl_ModelViewMatrix * vec4(vertex, 1.0);
gl_Position = gl_ProjectionMatrix * mvv;
17  Game Development / Newbie & Debugging Questions / Glu perspective 3d rendering issue on: 2015-02-20 21:47:37
I am fairly new to using these , I usually either do it hands on or work in 2d .Currently the issue appears to arrise with gl_ModelViewProjectionMatrix * position , without gl_Model.... it renders a triangle on the screen however with it it doesnt render.
Here is the current initialisation.
1  
2  
3  
4  
5  
6  
7  
8  
9  
10  
11  
12  
13  
14  
try {

         Display.setDisplayMode(new DisplayMode(800, 600));
         Display.sync(60);
         Display.create();
      } catch (LWJGLException e) {
         // TODO Auto-generated catch block
         e.printStackTrace();
      }
      glMatrixMode(GL_PROJECTION);
      glLoadIdentity();
      gluPerspective(45.0f, 800.0f / 600.0f, 1.0f, 500.0f);
      glMatrixMode(GL_MODELVIEW);
      glLoadIdentity();

and my attempt at the shader
1  
2  
3  
4  
5  
6  
7  
attribute vec3 vertex;
attribute vec2 texturecoordinate;
uniform vec3 rotation;
uniform vec3 rotation_centre;
void main(){
   gl_Position = gl_ModelViewProjectionMatrix * vec4(vertex,1);
}

I am currently using a VBO , I am not too sure if there is anything extra that I will need to add to that for it to work , if so or if the code for that is needed just ask.
18  Games Center / WIP games, tools & toy projects / Re: College Saga // BETA on: 2015-02-20 17:41:14
You cannot patent the word sage , you can copyright the name "College saga" however.
19  Discussions / General Discussions / Re: Does Java have 'pointers on: 2015-02-20 15:29:26
A wild stranger has appeared!
20  Discussions / General Discussions / Re: Does Java have 'pointers on: 2015-02-20 12:42:17
Im not sure if you would consider the dot operator a pointer because unlike Object foo = bar , foo.bar(); which only modifies foo not bar , with the . operator if you were to do bar.bar()? I dont know.
21  Games Center / Featured Games / Re: [Slick2d] Retro-Pixel Castles > Now on Steam! < on: 2015-02-20 10:44:41
Entirely new path finding system? I swear you built this entire game around your original path finding system?
22  Games Center / Featured Games / Re: [Slick2d] Retro-Pixel Castles > Now on Steam! < on: 2015-02-19 21:08:37
Bug located: A crash occurs when the path is blocked for some people , say for instance I build a fence that isolates the village centre from the rest of the map , the game will crash immediately.
23  Games Center / WIP games, tools & toy projects / Re: The Island on: 2015-02-19 20:18:19
Tad more info please , and the image doesnt work.
24  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-02-19 11:30:08
finally got around to making sprites rotate on the GUI , makes building a lot easier.
Click to Play
25  Discussions / General Discussions / Re: Too complicated? on: 2015-02-18 19:41:46
should a player be able to interact with the pipe/flow-system (aka blow it up) ? .. would that affect electric sub-systems ? .. would the fuel spill all over the place able to ignite ? that would be fun in pvp! Smiley
Im not meaning like that , of course that will be in there , what I mean is having components that simulate the circuit correctly ie each device has specific voltages that must be met etc.
26  Discussions / General Discussions / Re: Too complicated? on: 2015-02-18 14:31:22
Im not asking if it would work as in the code would work , what I mean is would it be an enjoyable playing experience.
27  Java Game APIs & Engines / OpenGL Development / Re: [Solved] Rendering text in lwjgl without slick on: 2015-02-18 12:20:18
Its not rendering each VBO at a time , its generating a pair of float buffers that can be bound or extended to a vbo.

PS
Yer the code is a bit messy
28  Java Game APIs & Engines / OpenGL Development / Re: [Solved] Rendering text in lwjgl without slick on: 2015-02-18 11:16:10
Yer looking at all of that makes my eyes water , mine is an extremely crude but effective system that generates each letter from a bitmap onto a vbo.
1  
2  
3  
4  
5  
6  
7  
8  
9  
10  
11  
12  
13  
14  
15  
16  
17  
18  
19  
20  
21  
22  
23  
24  
25  
26  
27  
28  
29  
30  
31  
32  
33  
34  
35  
36  
37  
38  
39  
40  
41  
42  
43  
public class TextGenerator {
   private String alphabet = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789. ";
   private spritesheet alphabetsprite;
   private Core core;
   public TextGenerator(Core core){
      this.core = core;
      alphabetsprite = new spritesheet("textures/font1.png");
   }
   public Progressive_buffer[] generate_text(String text , Vertex2d position,int size){
   
      if(text == null || text.length() == 0 || position == null){
         return null;
      }
      Progressive_buffer[] drawdata = new Progressive_buffer[2];
      drawdata[0] = new Progressive_buffer(null,false);
      drawdata[1] = new Progressive_buffer(null,true);
      for(int i = 0; i < text.length();i++){
         char charat = text.charAt(i);
         int code = alphabet.indexOf(charat);
         if(code == -1){
            continue;
         }
         
         Progressive_buffer[] tempdata = core.G.rectangle((int)(position.x + (i * size)) ,(int)(position.y),size,(int)(size * 1.5), alphabetsprite.getcoords(code * 6, 0, (code+1)*6, 8));
         
         
         drawdata[0].extend(tempdata[0]);
         drawdata[1].extend(tempdata[1]);
   
     
     
      }
     
     
      return drawdata;
   }
   public Texture gettexture(){
      return alphabetsprite.gettexture();
   }
   public spritesheet getsprite(){
      return alphabetsprite;
   }
}

literally iterates over a string and then converts the product into a vbo. Don't know much about its performance but I haven't had any issues with it. It only works with fonts that have the same width though , bit of a downside could probably implement that.
29  Discussions / General Discussions / Re: Too complicated? on: 2015-02-18 11:12:43
Maybe have it as an option in the eventual thing but ofr now it might just b easier to not implement it.
30  Discussions / General Discussions / Too complicated? on: 2015-02-18 00:35:25
For my current game , SOLIS , I am implementing a cable and fuel pipe network system into the game , I have the ability and idea to implement correct equations for this entire thing along with (somewhat) correct circuit simulation , however I dont know if something that complex would work in a game. What do you think , by this I mean that the entire system would operate under correct laws with different circuit setups acting differently.
Pages: [1] 2 3 ... 27
 
BurntPizza (44 views)
2015-02-27 06:09:35

BurntPizza (33 views)
2015-02-27 05:56:17

Riven (27 views)
2015-02-27 02:34:15

Riven (31 views)
2015-02-27 01:47:26

Riven (32 views)
2015-02-27 01:46:04

BurntPizza (28 views)
2015-02-27 00:52:04

BurntPizza (30 views)
2015-02-27 00:50:29

Riven (49 views)
2015-02-26 23:38:45

Riven (24 views)
2015-02-26 23:37:24

BurntPizza (42 views)
2015-02-26 21:13:04
How to: JGO Wiki
by Mac70
2015-02-17 20:56:16

2D Dynamic Lighting
by ThePixelPony
2015-01-01 20:25:42

How do I start Java Game Development?
by gouessej
2014-12-27 19:41:21

Resources for WIP games
by kpars
2014-12-18 10:26:14

Understanding relations between setOrigin, setScale and setPosition in libGdx
by mbabuskov
2014-10-09 22:35:00

Definite guide to supporting multiple device resolutions on Android (2014)
by mbabuskov
2014-10-02 22:36:02

List of Learning Resources
by Longor1996
2014-08-16 10:40:00

List of Learning Resources
by SilverTiger
2014-08-05 19:33:27
java-gaming.org 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‑gaming.org
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!