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1  Games Center / WIP games, tools & toy projects / Re: exploration rpg on: 2018-04-10 14:41:00
I'm having trouble conceptualizing where I want to take this. I feel like I'm trying to build a lego structure without having a model to go off of, and I've never been good at doing that. I have ideas I want to incorporate; e.g. challenging encounters rather than mindless grinds, fast paced combat and mobility, gear-centric and crafting-based progression. Ambiance-wise, I'm aiming for sci-fi, deserted/unknown planet, with a little of gloom and danger. I've tried looking and images and a bunch of mmorpg & rpg videos and such. At the same time, my graphical ability is severely limited.

If anyone has suggestions on how they've been able to form a concrete-ify vague visions & ideas, please do share.

Similarly, if anyone has ideas on how to do progression in a randomly generated world. Typical rpg's just have zone's/areas with their own difficulty, but given this is a randomly generated world, I'm not sure how to do this. I know some games have different worlds generated per difficulty level, which the player progresses through; but I was considering having 1 infinite world, like minecraft.

For now, I've created a new model, and plan to use it to create the first monster with mechanics (this one would be immune from ranged attacks, but also has an aoe melee attack, so the player would need to repeatedly approach and dodge). I'm hoping most hostile monsters will end up with some sort of mechanic.

2  Game Development / Newbie & Debugging Questions / Re: A Star Pathfinding Diagonals Issues - LibGDX on: 2018-03-05 16:39:46
4 notes that may be helpful
1, u say
Quote
Each node has up to 4 neighbors, therefore no diagonal movement is possible
, but right below the comment, u define the diagonal connections. and obviously, diagonals are possible per your screenshots. maybe this is just a leftover comment u forgot to deltee
2, u define 3 diagonals (-1, 1), (1, -1), and (1, 1), but u forget the (-1, -1).
3, i'm not sure how ur using ur estimate so there may be error there as well; but this is a common problem that occurs when you don't add proper cost to moving diagonal (e.g., should cost sqrt(2) more than moving vertical/horizontal does). If diagonal movements don't cost as much as they should, then the character may prefer to move in zig-zags even when straight connecting paths exist. Maybe your estimate should be something like
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    float sqrt2 = (float) Math.sqrt(2);
    int dx = Math.abs(endNode.x - node.x);
    int dy = Math.abs(endNode.y - node.y);
    int maxD = Math.max(dx, dy);
    int minD = Math.min(dx, dy);
    return sqrt2 * minD + (maxD - minD);

3  Games Center / WIP games, tools & toy projects / Re: Billboard Sprite World on: 2018-03-05 16:10:41
It looks awesome! Did you make the textures yourself?
4  Games Center / WIP games, tools & toy projects / Re: exploration rpg on: 2018-03-05 15:54:45
added a new mech model

Click to Play


Click to Play


as for converting to .txt format, i've decided not to; there's too much utility that helper functions can provide and not really any benefit to using an external format if i'm not using some other modeling tool to create the models.
positioning model segments looks like the below. I try to do as much of the positioning relative to other segments as possible, so it's really easy to modify.

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        head.topOf(body).backAlign(body.back());
        tail.backOf(head).translate(0, 0, -1);
        legL.bottomOf(body).rightAlign(body.left()).backAlign(body.back()).translate(0, 0, 1);
        legR.bottomOf(body).leftAlign(body.right()).backAlign(body.back()).translate(0, 0, 1);
        footL.bottomOf(legL).backAlign(tail.back());
        footR.bottomOf(legR).backAlign(tail.back());
        armL.topOf(body).rightAlign(body.left());
        armR.topOf(body).leftAlign(body.right());
        handL.bottomOf(armL).backAlign(armL.back());
        handR.bottomOf(armR).backAlign(armR.back());
5  Games Center / WIP games, tools & toy projects / Re: exploration rpg on: 2018-02-28 16:36:35
bug model and animation. i'm proud and ashamed at the same time Smiley, it's my best model yet, yet it's horrible Smiley
(model inspiration credit http://forum.iridiumbased.com/threads/texture-progress.373/)

Click to Play


my next step is to make these models read from a .txt file. Currently, creating the bug model is done with code that looks like

http://pastebin.java-gaming.org/924794c515816

This is what kind of format i'm considering. If anyone has experience with this and has suggestions so i don't look back at this 1 month later and regret using this format, please share Smiley The main downside i thinking this will have is that if i leave it as code, I can add helper methods such as head.translateFrontOf(body), eyeL.translateLeftOf(head).shiftForward(1) and such, whereas with .txt files I don't imagine similar utility.

http://pastebin.java-gaming.org/2479c51585611
6  Games Center / WIP games, tools & toy projects / Re: exploration rpg on: 2018-02-27 15:59:36
i'm not an artist Sad but i've implemented support for different models (and animation though the only animation currently is the head moving up and down for the green quadruped.




7  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Rigging/Animation tool for FK Forward Kinematics and IK Inverse Kinematics on: 2018-02-13 16:19:32
I like you're idea of exporting the data so it's usable in any language/engine, which means it can have use regardless of, as you noted, java's popularity in game dev. I'm not sure JSON would be best though; maybe just plain space/new-line/comma delineated text, as this would avoid requiring a JSON parser, and would be more in tune with how .obj files are structured.

Quote
I want to know if it is worth it for me to continue working on the tool even when java isn't really used for games.
...
Please note that this tool was made simply for personal use and as a personal challenge. I am aware of the fact that there are similar tools out there.

You seem to already have an answer to your question (with which I agree). Your tool may never be used in an actual game. Might not even be used by yourself. But that goes for most games and experiments, both on this site and elsewhere; most will be played by / seen by few people. If your doing it as a challenge or learning experience, then continue as long as it remains interesting, challenging, and educational.

Nice job btw Smiley
8  Game Development / Newbie & Debugging Questions / Re: Libgdx, Box2D, Box2dLight on: 2018-02-06 17:10:54
My hypothesis of the issue, you're doing
arm.setTransform(new Vector2(arm.getPosition().x, arm.getPosition().y), newAngle);
and you're ALSO doing
light.setDirection(newAngle);
My interpretation of Orange451's suggestion, and assumptions of the box2d api, would suggest you shouldn't be flipping (adding PI) to both the arm and the light, as that would just put the light back where it started. Try flipping only the light, not the arm. That is, revert line 9 to use angle
arm.setTransform(new Vector2(arm.getPosition().x, arm.getPosition().y), newAngle);

Other notes,

does vec2.set(vec2.x, vec2.y); do anything? I'm not familiar with box2d, but assuming I understand correctly, that code seems redundant.

float angle = (float) Math.atan2(arm.getWorldCenter().y - worldCoords.y, arm.getWorldCenter().x - worldCoords.x);
can be replaced by
float angle = (float) Math.atan2(vec2.y, vec2.x);
in order to make it both more efficient, and more importantly, easier to read.

You have some formatting issues. It's a good idea to format your spacing and such before posting online. After all, you're asking other people to offer their time and experience, the least you could do is make it easier for them to understand your problem. Most IDE's have a keyboard shortcut to auto-format.
9  Games Center / WIP games, tools & toy projects / Re: exploration rpg on: 2018-02-03 18:11:54
Given there are no textures, and cubes have a bunch of sharp 90deg edges, I've implemented a simple antialiasing solution
Anti-alias off:

Anti-alias on:
10  Games Center / WIP games, tools & toy projects / exploration rpg on: 2018-02-02 21:18:14
Here's a gif of an early wip project.

Click to Play


project emphasis on:
1) fast-paced mobility,
2) using crafted rather than random-drop item & gear,
3) crafting involves choices, rather than a linear progression of X is better than Y in all aspects,

All feedback greatly appreciated
11  Game Development / Newbie & Debugging Questions / Re: Comments & feedback on this health-bars? on: 2018-02-01 16:29:12
Here I don't change the distance between bars, but instead making the border consume space inwards rather than outwards.


Here I just put greater distance between the bars
12  Game Development / Newbie & Debugging Questions / Re: [Libgdx] Particle Effect Pool on: 2018-01-27 17:28:50
Everyone makes coding mistakes, regardless of experience.
Sometimes, it's faster to fix with someone else looking at it with fresh pair of eyes. Sometimes, it's faster to fix with someone else with more experience in that area.
But given your'e saying this is the entirety of your program minus some input trigger, then it may very well be in your best interest to struggle and take these obstacles as an opportunity to challenge and improve your debugging and problem-thinking skills.
It's one thing to ask for help on a piece of code you've been unable to figure out after hours of struggling, it's another to default to asking for help the minute you encounter behavior you can't explain immediately.

Take a look at this very relevant post, https://softwareengineering.stackexchange.com/a/10751
Quote
The mindset and attitude to debugging is perhaps the most important part, because it determines how effectively you'll fix the error, and what you'll learn from it — if anything.

Classics on software development like The Pragmatic Programmer and Code Complete basically argue for the same approach: every error is an opportunity to learn, almost always about yourself (because only beginners blame the compiler/computer first).

So treat it as a mystery which will be interesting to crack. And cracking that mystery should be done systematically, by expressing our assumptions (to ourselves, or to others) and then testing our assumptions, one-by-one if need be — using every tool at our disposal, especially debuggers and automated test frameworks. Then after the mystery is solved, you can do even better by looking through all your code for similar errors you may have made; and write an automated test to ensure the error will not happen unknowingly again.
13  Game Development / Newbie & Debugging Questions / Re: Comments & feedback on this health-bars? on: 2018-01-26 15:58:10
Oh my bad, i read ur first post as referring to the divider lines rather than the surrounding border  Smiley

black
Click to Play


thick external border
Click to Play


thick internal and external border
Click to Play
14  Game Development / Newbie & Debugging Questions / Re: Comments & feedback on this health-bars? on: 2018-01-26 15:22:41
This one's black with 50% alpha. pixel width, i'm not sure, as i'm providing coordinates in the [-1,1] space so that they scale with window size. Each line is 0.2% width of the screen
Click to Play
15  Game Development / Newbie & Debugging Questions / Re: Comments & feedback on this health-bars? on: 2018-01-25 15:47:02
Yes that sounds like a good idea. Though I'm not sure if my implementation turned out that nicely.

White

Click to Play


Same color as background of each bar (i think this is my favorite?)

Click to Play


Black

Click to Play


Halfway between white and bar's fill color

Click to Play
16  Game Development / Newbie & Debugging Questions / Re: Comments & feedback on this health-bars? on: 2018-01-24 18:22:07
i've never thought of it like that, that's very helpful. Currently, there's no special change at any boundary. Even when shield reaches 0, there's no change in mechanics; shield and life just regenerate differently (e.g. life regens slower, shield regens faster but only if you haven't taken recent damage), and scale differently from stats / gear.
17  Game Development / Newbie & Debugging Questions / Re: Comments & feedback on this health-bars? on: 2018-01-24 16:56:48
This is maybe my favorite? idk, is it? no one knows the truth Shocked

the rectangle chunks individually set color, the rightmost one becomes blacker and blacker as you take damage, until u've taken 1/num-rects of your health as damage, then the next one begins to darken. This seems kind of digital like?

Click to Play


side note, it seems the size tags don't work: [size=5pt]why isn't this font size 5?[/size]
18  Game Development / Newbie & Debugging Questions / Re: Comments & feedback on this health-bars? on: 2018-01-24 16:19:07
Yes, the left is health & shield, the right are stamina and secondary stamina.
Yes, in the gifs, the range of values doesn't change, just the percent changes. But in the game, as your character progresses, you could increase maximum health and such and then the rectangle chunks would change size. (in the below gifs, i've included a preview with 3 rects and a preview with 5 rects to show what i mean)

I've stuck with both ur advices and kept the white border. Here are 2 more attempts.

For this one, I had the life bar chunks stick to the right edge, rather than the left as previously.

Click to Play


And for this one, i've put the darker rects to the right and the lighter rects to the left.

Click to Play


To be honest, i don't like any of the one's i've tried out so far Smiley

I want to avoid adding 3d affect to the bars. The short gifys don't show it, but the game is meant to be set in wild planets, like James Cameron's Avatar kind of planet, but maybe more barren. So your character is in some sort of suit, and the ui should feel "digital / electric / battery-like"?
19  Game Development / Newbie & Debugging Questions / Re: Comments & feedback on this health-bars? on: 2018-01-23 16:48:33
The background color changes. I made everything else black for those gify & screenshot to make it obvious what I was asking about, but in reality, the bars will be overlaid on top of the 3d rendered scene. Still though, I think ur right, the left-most points are "too" black.
Good idea. I avoided a border at first because I feared making the UI too obnoxious, but i definitely should try before deciding.

Here is what the background actually might look like

Click to Play


Here i adjust the darkest shade to be ~.25f rather than ~.02

Click to Play


Here it has a white border



And here it has a black border



Overall, the bordered one's "pop out" too much, but would like others' opinions.
20  Game Development / Newbie & Debugging Questions / Comments & feedback on this health-bars? on: 2018-01-23 16:11:26
I'm working on a sandbox rpg kind of game. Still very early in development process to show much, I'll create a post under WIP once it's a bit more developed.

At the moment, I am working on the health bar (and other ui-bar-components). I don't want a plane 1-color bar that shrinks as health decreases, because that wouldn't visually indicate total health, just % health of maximum health. I know other games have vertical lines divide the health bar; as maximum health increases, the number of these lines increases, and the distance between them decreases. For example, Dota does this (

I wanted to try out something similar, and ended up with the below example. I'm not sure if it's any good or just hard to read, and need some feedback Smiley

Click to Play


21  Game Development / Newbie & Debugging Questions / Re: [Libgdx] Using progress bar as health bar on: 2018-01-12 16:17:00
I assume you have a colors vbo for your health bar. Then all you have to do is:

1) Give progressBar a private method field float[] color and a setter for that color field.

2) Call the setter when human health changes.

3) When you call healthBar.draw or whatever u call each frame to get it on screen, copy the float array to a float buffer (don't create a new buffer each time, reuse the same one), and then do what you usually do when drawing updated vertex information
e.g.
glBindBuffer(GL_ARRAY_BUFFER, colorsVboId);
glBufferData(GL_ARRAY_BUFFER, colorsBuffer, GL_STATIC_DRAW);

Side note, if the health color is something that doesn't change often, and was something that you used a lot (say on enemy's as well), then it may be worth having a dirty flag, set to true every time color changes, and then you'd only need to update the VBO if the flag were true.

Alternatively, you could do the vbo update in step 2, rather than on frame refresh. I personally wouldn't like mixing "game logic" and "draw logic" into the same method though, especially if u were to later attempt to have separate threads for them.

Another side note, maybe just me, but I wouldn't name the healthBar class ProgressBar, as health doesn't "progress" (it moves in both directions usually). Maybe Bar?
22  Java Game APIs & Engines / OpenGL Development / Re: UI-Overlay on 3D scene on: 2018-01-03 18:28:57
Thank you all. For now, I'll go with swapping shader programs for simplicity. If this becomes the bottle neck or gains a significant impact on performance, I'll try out the other options. Though based of eject's reply, it seems this shouldn't ever really be the bottleneck.
23  Java Game APIs & Engines / OpenGL Development / Re: GLSL error in fragment shader on: 2018-01-02 20:15:20
line 16: toLightVector is a vec4, so normalize(toLightVector) is also going to return vec4, but you're assigning it a vec3.
24  Java Game APIs & Engines / OpenGL Development / UI-Overlay on 3D scene on: 2018-01-01 22:00:34
I'm wondering what would be the preferred way to draw a 2d ui overlay on top of a 3d game. Some ideas I've seen online or am considering are:
1) draw the 3d frame, set projection/view uniform matrices to Identity, draw UI
2) draw 3d frame, set some uniform boolean value that tell shaders to skip the matrix transformations, draw ui, reset the boolean
3) draw 3d frame, switch to another shaderProgram, draw UI, switch back to 3d shaderProgram.

I'm not sure how expensive switching shader programs (3), but https://www.opengl.org/discussion_boards/showthread.php/173818-Best-way-to-handle-multiple-shaders suggests it shouldn't be a problem. Likewise, not sure how expensive checking a uniform boolean value for every single vertex (2) would be?
25  Game Development / Performance Tuning / Re: What is the fastest way of setting screen pixels? on: 2017-12-30 18:05:24
Quote
OpenGL, it's basically doing exactly the same thing as what I'd like to build myself

OpenGL can do what you're trying to do; e.g., given some world representation, convert them to screen pixels. But it's really up to u how u decide to use openGl. You could totally give openGl a 1d or 2d array of pixel colors, and have openGl draw them on screen.

I've built some projects that did the conversion from 3D world representation to 2D screen uniform-color quads/triangles, and then let openGl take care of those (because it's faster than Java2D). So it's really up to u how much of you're logic you want to do "reinvent" and how much you want to use openGl to do.

Side note, openGl doesn't really "do things for you", it's a library/framework that provides you with the tools that make it easier and simpler to do yourself. You're still multiplying model matrices with your vertexes and such. I wouldn't call it an "engine."
26  Java Game APIs & Engines / OpenGL Development / parenthesis in shaders for multiplication order & 1 giant draw call optimal? on: 2017-12-28 20:38:00
I'm trying to understand opengl a little better, and have come across 2 short questions. I'm using lwjgl, if it's relevant.

1. When writing glsl shaders, should I put parenthesis? I've read matrix*matrix multiplication is slower than matrix*vector multiplication, e.g.
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(matrix1 * matrix2) * vector1

is slower than
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matrix1 * (matrix2 * vector1)

Specifically, my vertex shader has this line, where projection, view, and model are mat4's, and position is a vec3:
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gl_Position = projection * view * model * vec4(position, 1.0);

and I'm not sure if I should let glsl decide how it wants to do this, or if I should put parenthesis to ensure optimization of multiplication order.

2. I'm using glDrawElementsInstanced to draw a bunch of cubes (~3,000,000). I've divided a world into chunks, with the cubes evenly distributed between the chunks. Each chunk has it's own VAO and does a draw call. For optimization, I thought if I were to aggregate the cubes from all chunks into 1 VAO and reduce to 1 draw call, then maybe I would have performance increase.
I setup an example with 4 chunks and cubes evenly distributed between the chunks (so ~750,000 cubes per chunk). But performance either decreased by ~1fps or didn't change when I use an aggregated VAO and 1 draw call as opposed to 4. I'm assuming 4 draw calls and VAO's simply don't have enough overhead to be measurable, and I'll try with more.
- update: I've tried with more chunks. For this setup, I had ~2,100,000 cubes evenly distributed over 1024 chunks. Having 1024 VAO's and draw calls, gave ~30 fps. Having 1 aggregate VAO and 1 draw call gave ~29 fps.
Similarly, ~4,100,000 cubes distributed over 2000 chunks gave 15fps with and without the aggregated VAO.
Are there downsides with draw calls of too many instances?
Are there any downside with a couple thousand draw calls per frame?
All these tests were done with static cubes. Are there any downsides that would become more apparent with dynamic cubes?
27  Games Center / WIP games, tools & toy projects / Re: Generated Graph optimized A* Pathfinding on: 2017-12-23 19:53:30
Another update
http://www.java-gaming.org/user-generated-content/members/244457/monster-12-23-17-3.jar (see top post for most up to date jar)

I've redone the movement collision algorithm. It no longer makes you slow down if you're sliding against a wall. Turning tight corners while being chased by the monster will be a little bit less scary.
Plus improved the house generator to require a minimum number of connected rooms (set to 70). We should no longer experience the bug with just 1 or a small number of rooms being generated, and the monster, human, and exit are spawned very close by. So if anyone still experiences this bug, let me know.

All feedback greatly appreciated. Smiley
That being said, I feel like this project is coming to an end soonish; as other than making it prettier (I'm not much of an artist), and doing small fixes & improvements I don't really know where to take it. Thank you all for your feedback and helpful comments, I had fun building the project, if there are any features or ideas you would like to see before I move to my next project, let me know Smiley.
28  Games Center / WIP games, tools & toy projects / Re: Generated Graph optimized A* Pathfinding on: 2017-12-22 17:18:53
Another update Smiley

http://www.java-gaming.org/user-generated-content/members/244457/monster-12-22-17-2.jar (most up to date jar in top post)

1. Added hints; these are purple floor tiles that protrude from the exit horizontally, vertically, and diagonally every 3 tiles. They help the human find the exit more deterministically.
2. added particle system and monster "footprint" trail indicating where the monster has been recently.
3. monster speed decreased from 50% to 20% faster than human
4. camera is more zoomed out by default (z increased from 20 to 25), allowing you to see more of the map. Feel free to try adjusting this ("-" and "=" zoom out and in) and let me know what feels optimal
5. fixed bug where corridors with dead ends were being generated
6. Adjusted monster sniff error. Monster is less inaccurate at determining human's location at farther distances. It's a linear scale, with a minimum error of 5 units that increases at about .3 units of error per 1 unit of distance.
7. Stamina and Running. Stuck in a hallway with the monster right behind you? Have no fear, just press "." for a short burst of movement speed (100% increased movement speed) to get away!

Click to Play
29  Games Center / WIP games, tools & toy projects / Re: Generated Graph optimized A* Pathfinding on: 2017-12-20 21:43:01
Updated, http://www.java-gaming.org/user-generated-content/members/244457/monster-12-20-17.jar (see top post for most updated jar).

In this update,
I've changed monster behavior. It no longer can determine the human's exact location when nearby unless it has line of sight. 1) if it has line of sight of the human, it directly chases the human. 2) else, if it's "sniff" cooldown is ready, it sniffs which gives it an approximate location of the human (accuracy vary's depending on distance) and updates it's movement to go to that approximate location
And the human now get's a blinking direction indicator when the monster is nearby. Blink frequency is relative to distance, and direction points towards monster. Lastly, human detection distance has been increased.

Hopefully these set of changes help address the almost-guaranteed "game over" on encountering the monster, as well as make encounters with the monster more frequent.

All feedback greatly appreciated Smiley
30  Games Center / WIP games, tools & toy projects / Re: Generated Graph optimized A* Pathfinding on: 2017-12-19 16:22:36
So i've updated the project to address some of the simpler / easier-to-fix concerns brought up. (http://www.java-gaming.org/user-generated-content/members/244457/monster-12-19-17.jar - see top post for updated jar)
specifically,
1) distance required between monster / exit and human to trigger game over has been decreased (from 2 to .5 units);
2) Pressing "enter" key restarts the game. At game over, text is displayed to remind the player they can press Enter.
3) Map generation can no longer generate isolated room-groups. Only group of connected rooms will be kept. This should fix unreachable exits / monsters.

The fix for slower speed when "sliding" on a wall, isn't as straightforward as I thought it would be, since the intersection finding logic solves for x movement, then y movement separately. It has no way to come back to the x-logic after it realized it's sliding on a wall in the y-direction in order to increase the x-movement. So the solution would require rewriting the movement intersection logic, which I will do, but just not in this update.

Next i will address the bigger game-design concerns, e.g., fix "repetitive & mindless wandering and hope u encounter exit before u encounter monster and feel like you're helpless in determining whether u win or lose." I've got some ideas on how i'll try to improve this, but before i'll list them below to get some opinions:

Encountering the monster shouldn't be a rare occurrence that ends in losing; it should be a probable, experience that repeatedly breaks up the monotone of searching for the room, and must therefore also be "resolvable" without defeat. First, to make it more likely to happen, the monster will not wander aimlessly when it is far from the human, but instead "sniff" the general direction of the human and move towards the general vicinity. Second, to make the encounter resolvable/conquerable, the monster will be only slightly faster than the human. In addition, the monster will not be able to chase the human's exact location even without line of sight. Instead, the monster takes "sniffs" on a ~5 or ~10 second cool-down, which provide it with the approximate location of the human (more accurate with smaller distances), and follows the last sniff location. Only when the monster has line of sight of the human (or his light), will the monster chase the exact location of the human. This gives control to the human on escaping the encounter by juking and such. In addition, the human's light can be toggled off, making it harder to navigate, but also less likely for the monster to gain line of sight of the human's light. Lastly, the monster leaves a fading "footprint" trail, to allow the human to have control on avoiding encounters.

These are just initial thoughts. In essence, I'm just trying to avoid the "inevitably" of defeat following the monster/human encounter, as well as make escaping and avoiding an active task rather than luck-based.
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