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1  Discussions / Miscellaneous Topics / Re: 3D square city on: 2016-03-16 22:00:08
yeah my goal is actually to programm a little 3d game. One that with good performance, one that doesn't make my laptop warm while running. Is this even possible? Somehow I think I should use the gpu that takes the polygon drawing for me...
Is it right that in this program (3d city) only the cpu is working when drawing the polygons on the bufferedImage? I have no clue…
2  Discussions / Miscellaneous Topics / Re: 3D square city on: 2016-03-14 07:36:59
totalTime = 1000
frames = 10
totalTime/frames = 100

now I increase the polygon size, after another 10 frames the values are (now each frame costing 200ms):
totalTime = 3000
frames = 20
totalTime/frames = 150

But actually the additional 10 frames would each have a time of 200, not 150
3  Discussions / Miscellaneous Topics / Re: 3D square city on: 2016-03-14 00:10:58
Yes you are simply calculating the average.
But if I would do it like that, I would have to reset the variables totalTime and frames every time when I change the polygon size. That is not a lot of effort, I know, but I always try to keep the things as simple as possible.

Look at this case:

        int averageTime = 0;
        int currentTime = 10;
        for (int i = 80; i >= 0; i--) {
            averageTime = (9 * averageTime + 1000 * currentTime) / 10;
            System.out.println((80 - i) + ": " + (averageTime / 1000) + "." + (averageTime - averageTime / 1000 * 1000));

Here the averageTime goes closer and closer to currentTime.
No need to change anything when increasing the polygon size (thus the currentTime).

Edit: The decimal place of println is wrong in some cases, but that's irrelevant...
4  Discussions / Miscellaneous Topics / Re: 3D square city on: 2016-03-13 21:08:56

I changed the timing a bit, I hope it is better now.


You are right. I now changed the code to:
meanTime = (9 * meanTime + 1000 * (System.currentTimeMillis() - time)) / 10;
g2.drawString("Drawing time: " + (meanTime / 1000) + "ms", fH - xImage, 3 * fH / 2 - yImage);

I want have the average time of the last drawings. I prevent the rounding inacurracy by multilying and in the following dividing by 1000...
I hope it is now better and shows more plausible numbers?

I get something like 58 ms per 50 000 polygons…
But remember: Some of the 50 000 polygons will not be drawn because the don't show their frontside.

Edit: By the way, thanks for the medal! (@VaTTeRGeR)
5  Discussions / Miscellaneous Topics / 3D square city on: 2016-03-13 15:18:29
Hi everybody, I programmed for the first time a little 3d application.

I just draw the stuff on a bufferedImage and show it on a JPanel…
I use polygons of 4 coordninates.
My result for drawing time is 1ms per 1000 polygons… 58 ms per 50 000 polygons.

What I implemented so far:
-drawing 3d-objects
-sorting the objects so that the objects are going to be drawn in the correct order
-calculating shadow
-hiding polygons which are not showing their front

If you are interested, download the jar file:
(you can directly execute the jar file when downloaded)

(replace jar with zip, unzip, open)


Yes I know that there is very little drawing bug, but it's barely visible…
What's your drawing time??
6  Games Center / WIP games, tools & toy projects / Re: War of Conquest on: 2016-02-26 12:14:07
Hey, I feel very comfortable with your comments Smiley

It's a good point to provide a description of how to play this game. Probably I will show a short description in this topic, and an other, larger one in the game file.

In addition, good practice is trying to beat an easy computer, maybe with a team member.
7  Games Center / WIP games, tools & toy projects / War of Conquest on: 2016-02-25 22:57:11

I developed a strategy game, named "war of conquest".

Some infos:

-strategic, territorial game
-economic aspects
-single + multiplayer
-up to 8 players per game
-simple, "plain" game
-game size: 158K
-hobby project
-almost no gpu power required! You won't notice that your laptops fan/ventilator is rising

Download the jar file, replace ".jar" with ".zip", unzip it, open the resulting file, then launch the jar file!
(Java 7 or higher required)

Now when you have had a look, feel free to comment the game!

Some pictures:

Blue and Brown are expanding:

This is how the gui looks like:

The game menu looks like this (you can adapt the font size):

Short introduction

1.0 Short description

Conquer territory, develop your economy, defend your domain.

2.0 Single Action

When you select the single action, the action takes place only once and immediately. Take care to have more than 0 gold.
If expense is 100%, then all of your gold is taken for this action. The button expansion determines how many squares should be affected by the action.

3.0 Chain actions

If selected, this action occurs every cycle (for example every 10 s). It has the same effect like the single action, the automatization is the only difference.

All automated actions take place shorty after a new cycle start (then when you receive gold). The order button determines which chain action should be done first, which second etc.

So if the expense of the first chain action is 100%, all following chain orders won't have enough gold to be executed.

Gold = 1000
expense of chain attack = 50%, order = A
expense of chain defend = 50%, order = B
-> first, attack will be executed -> you lost 500 gold
-> then, defend will be executed -> you lose 250 gold
-> after chain actions occured, you have 250 gold.

4.0 Economy

How can you increase your economy? Go to "Economy" and select "single" or "chain". Now 66% of your last income will be invested in your economy! That means, that every square you possesses will produce 3 additional gold. Go to "Menu" and select the first button to visualize the economy on your map. Red is low, Green and Blue is high. Click on some squares to show how developed they are!

5.0 navigation, controls

Per mouse wheel you are able to zoom in or out. By pressing on a square, informations will be shown on the bottom left corner.
Dragging the mouse will help to navigate on the map.

6.0 squares

Why are some of the squares darker than others? A darker square stands for a stronger square. Darker squares are harder to conquer. You can make your squares stronger by selecting "Defense". If a square is 10 units strong, there are 20 attack units needed to conquer it. So note: sometimes defending is better than expanding because it's cheaper.

8  Games Center / WIP games, tools & toy projects / Re: Crowd of Force on: 2014-04-18 00:28:07
I added some futures. The campaign has been extended and it's possible to open a short game description in the game.
9  Games Center / WIP games, tools & toy projects / Re: Crowd of Force on: 2013-12-22 15:17:22
Thanks for the medal CommanderKeith.

You said good points that I want to work out.

I have heard that linux users have problems to start the game. I hope it's better now (I removed all setOpacity methods).
10  Games Center / WIP games, tools & toy projects / Re: Crowd of Force on: 2013-12-20 21:12:34
Thanks. Perhaps I will soon build a new game...
11  Games Center / WIP games, tools & toy projects / Re: Crowd of Force on: 2013-12-19 03:59:52
Ok now I improved all the things you said.
Thanks for all comments.
12  Games Center / WIP games, tools & toy projects / Re: Crowd of Force on: 2013-12-14 19:30:24
Yes. Now I wrote some hints on my website how to play it.
If you want to develop something, you see there a number.
Then you just have to calculate 2^number=costs.
Example: 2^8=256.
In the beginning it's hard to know these costs, but it's easy to find a strategy.
13  Games Center / WIP games, tools & toy projects / Crowd of Force on: 2013-12-11 17:37:20
Hello people.

In this game you can play a short campaign including five levels. Each level gets stronger, but the first two ones should be easy to win for novices.

You can also download the source file and if you want, you can improve the well described computer classes.

Download the game here:

14  Discussions / Miscellaneous Topics / Re: tree algorithm on: 2013-10-12 16:37:44
Ok. Thank you Smiley
15  Discussions / Miscellaneous Topics / Re: tree algorithm on: 2013-10-12 09:42:36
I just use g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
16  Discussions / Miscellaneous Topics / tree algorithm on: 2013-10-11 19:47:46
I want to present my new tree algorithm. Actually I programmed it for a little game.

Here you can have a look:
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List of Learning Resources
by elect
2016-09-09 09:47:55

List of Learning Resources
by elect
2016-09-08 09:47:20

List of Learning Resources
by elect
2016-09-08 09:46:51

List of Learning Resources
by elect
2016-09-08 09:46:27

List of Learning Resources
by elect
2016-09-08 09:45:41

List of Learning Resources
by elect
2016-09-08 08:39:20

List of Learning Resources
by elect
2016-09-08 08:38:19

Rendering resources
by Roquen
2016-08-08 05:55:21 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‑
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