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1  Games Center / WIP games, tools & toy projects / Re: Ot - 3D voxel engine on: 2017-02-26 02:12:11
I've added 2 more components. Helium component which applies an up force, and a blade/wing component which demonstrates sub-cube geometry. Next steps to make a ship editor so they can be built and customized without writing lines of code.

I've also added a link to the github repo,

<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>
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2  Games Center / WIP games, tools & toy projects / Re: Ot - 3D voxel engine on: 2017-02-11 12:34:42
Here's a quick update of the new rotor components added. The ship is now modular, i.e. depending on how it's made up of hull and rotor components, it will have different mass, angular inertia, and acceleration. Next steps, adding a 3rd component (blades / wings) and then adding non-cubic shapes. Here's 2 different ship configurations:
<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>
<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>
3  Games Center / WIP games, tools & toy projects / Re: Ot - 3D voxel engine on: 2017-02-04 00:08:54
Sure, using jogl or lwjgl would make it faster, but it doesn't really affect the code at all. Maybe later I'll just swap out Java2d for one of those.

I've completed controls; here's a quick video demonstration. Next step is to make the ship modular, as in built from different pieces such as hull, thruster, helium, etc.

<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>
4  Games Center / WIP games, tools & toy projects / Re: Ot - 3D voxel engine on: 2017-01-18 16:44:33
Yep, no zbuffer. Just a small update, trailing camera done. Next step, allowing user to control the ship.

<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>
5  Games Center / WIP games, tools & toy projects / Re: Ot - 3D voxel engine on: 2017-01-15 19:00:21
Added ships, i.e. moving cluster of blocks. There's graphical bug with some surfaces being drawn on top of other surfaces when they shouldn't be, but I hope to fix that soon.

<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>
6  Games Center / WIP games, tools & toy projects / Re: Ot - 3D voxel engine on: 2017-01-10 14:37:16
Shouldn't it be painfully slower? I'm impressed that you can do that heheh

For a  simple use case like this (i.e. no textures, hard shadows, gloss, reflections, etc) the most computationally heavy part with traditional rendering tends to be determining draw order (via z buffering for example). And one of the main trade offs of voxel rendering is that ordering becomes really computationally cheap at the cost of dramatically increasing the number of polygons you have to deal with. But that's where all these optimization algorithms come in, they all try to minimize the number of "qualified" polygons we have to consider. As for the actual drawing pixels on screen, I'm not sure whether graphics2d instructions still eventually get converted to graphics card instructions or whether they are completed by the CPU, but I do know for my previous rendering project, switching to jogl was only a 10 or so fps gain.
7  Games Center / WIP games, tools & toy projects / Re: Ot - 3D voxel engine on: 2017-01-10 04:36:07
Yep pretty much. I'm calculating the screen location, color/shade, order of all the shapes needed to be drawn and just telling some graphics2D instance to drawPolygon / drawString.

I've been working on all the optimization algorithms lately, so haven't had much to show. But I'm pretty much done for now with optimizations, and added support for rotated cubes just to have something new to show.

If anyone's interested, here's an generic overview of the optimization steps I take. Feel free to add suggestions.
1) determine max draw distance (the distance after which even the brightest 1x1x1 object would be too dark / small to be noticeable anyways)
2) determine the coordinates of the minimum-bounding-axis-aligned-rectangular-prism encompassing the camera field of view.
3) iterate through these coordinates (left -> center, then right -> center, then center, so we don't have to worry about draw-order or zbuffering)
4) for each non-empty coordinate, check if it is within the camera field of view via a simple dot product and distance check (since the minimum bounding rectangular prism is larger than the fov, and since this check is very low-cost)
5) get the surfaces of that coordinate that have normals facing the camera (again via dot product)
6) convert the surface coordinates to screen coordinates. As a final check, make sure at least one of the surface's screen x,y coordinates are within [-.5, .5] and if so, draw it

On top of this, in order to support vast areas, with potentially low-density, the world is divided into chunks, so that chunks aren't initialized unless they contain at least one surface, and they are skipped over in the drawing algorithm if empty.

The only additional major optimization plan I have, I plan not to update (remove & add) surfaces as they move, unless they are in view. Instead, I'll "expire" the surface's old location via some counter, and add "trigger-points" bounding clusters of surfaces which move together so that the actual surfaces are added to the world only if the trigger points are visible.

Here's a new 30-sec screen-capture.

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8  Games Center / WIP games, tools & toy projects / Re: Ot - 3D voxel engine on: 2017-01-04 05:25:46
Thank you all very much for the encouragement! Yes, the fps is pretty low at the moment, but note that I had not finished implementing all the optimization strategies I'd planned, plus that's a lot more objects on screen than will actually be required. I'm finishing up the final optimization algorithms at the moment and I expect 10-15 fps with that density, map size, and draw distance. I'll upload another video once I've completed the optimizations, maybe with a more toned down density.
9  Games Center / WIP games, tools & toy projects / Re: Ot - 3D voxel engine on: 2017-01-01 21:20:38
Thank you both. The video should be public now.
Here's another demo showing it in a much larger map
<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>
10  Games Center / WIP games, tools & toy projects / Ot - 3D voxel engine on: 2016-12-31 19:39:51

Back in 2013, I posted of a 3d engine I had been working on but had to stop due to schoolwork. Well, this Christmas, I began a total fresh remake of the engine; this time focusing on optimizations for extremely vast terrains (rather than dense environments like my previous engine had focused on). My plans are to eventually make it support some kind of pirates battles in the sky game where you create your ships with blocks (kind of like robocraft), though I'm still considering some other ideas as well - if anyone wants to make suggestions, please go ahead Smiley

For drawing, it uses Java.Graphics2D and BufferedImage.

Here's a quick demo 1 week in.

(if anyone can help if there's an easy way to shrink the embedded image, thank you)
zip: - outdated
<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>

11  Games Center / WIP games, tools & toy projects / Re: Flight, Mobility Emphasis Platformer WIP on: 2015-02-28 03:59:18
update, the geometry doesn't have to be axis-aligned anymore (and the head rotates).

and how the second guy fro the above concept arts looks at the moment:
12  Games Center / WIP games, tools & toy projects / Re: Flight, Mobility Emphasis Platformer WIP on: 2015-02-27 00:42:23
thanks for letting me know, i switched to imgur, hopefully i did it correctly this time.

as an update, here is some idea of how i'm thinking some monsters may look, but feel free to criticize or post alternates (preferably composed of cubes, though the cubes can be rotated/stretched)

also, i've used both jogl and lwjgl very lightly but didn't really notice any performance/ease-of-use difference (though i remember having trouble with displaying text in one of them, and one handling keyboard/mouse input different than java's regular listeners). i don't think i need a detailed comparison of the two, as there are many even on these forums, but any suggests for a project with such simple graphics? Alternately, At the moment, i'm using graphics2d to draw/fill polygons, should i just stick with that?
13  Games Center / WIP games, tools & toy projects / Flight, Mobility Emphasis Platformer WIP on: 2015-02-26 12:06:42
<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>

3 or 4 days into my new project, a mobility-emphasis combat platformer.

The current vision is a asymmetrical multiplayer mobility-emphasis combat platformer, where a team of flying ninjas combat a smaller team of giants or monsters.
Somewhat inspired by aot tribute.

I don't know how much further I'll be going into the project since I have midterms coming up.

But please let me know what you think about the art style and everything so far.

feel free to try it out (zipped jar file):
Plus, you can directly modify the map in ms paint or any other png editor. Of course, feel free to share your own maps.

Music composed by me, Mozart just stole it. I call it Sonate KV 331.

I'm out of cereal and am starving, please leave Feedback.

Also, I am interested in CS related research or internship for the coming summer, if anyone happens to be a recruiting college students.
14  Games Center / Showcase / Re: my 3d engine on: 2015-02-26 12:03:22
And as a general update, i worked more on the project every once in a while. the current version has been inspired a bit by avatar the last airbender, and simple earth bending concepts, basically imagine throwing boulders and raising walls in front of you. but i haven't looked at it for over a year, so ...
15  Games Center / Showcase / Re: my 3d engine on: 2015-02-26 12:00:42
Sorry for the extremely late reply, but maybe you'll find it useful nonetheless. my face selection algorithm throws a ray from the camera towards the 3d position the cursor corresponds to and increments the ray (by min(dx, dy, dz) where dx and dy are the distance you have to travel until you reach the next x,y,or z coordinate) until it reaches a coordinate that's not empty.
16  Games Center / Showcase / Re: my 3d engine on: 2013-09-11 02:21:51
ha ha, hearing feedback feels so nice. Thanks for the comments.

Anyways, to reply to both isteinvids and wesley.laferriere, the reason I didn't put this in WIP is because my school just started, so I doubt I'll be working on it for a long time. So unfortunately, I won't be able to add physics anytime soon. But I am curious what you (weasley) had in mind? springs and dynamic cloth and electronics and optics and such would be way over my head. as for simple gravity and collision detection, it does exist, but only for blocks that have it enables (kind of like sand/gravel in minecraft). so if you use the 1st tool to throw blocks, it does have air-friction and gravity. if you use the 3rd tool (the exploding block one), the blocks that fly away after the explosion also have air-friction and gravity, but the physics is disabled once their velocity falls below a certain threshold (It should have checked acceleration too to avoid blocks that get stuck in midair, but I'll fix that next update).

i did not use external libraries, but if you were to decompile and look at the source code, you'll see there is an incomplete hardware accelerated version that uses libgdx.
17  Games Center / Showcase / Re: my 3d engine on: 2013-09-09 01:11:35
hmmm. the sound file is a .wav, i don't know if for some reason that might be a problem on some computers. just to be clear, the version with sound just says "Conxeline" as opposed to "Conxeline_with_sound." I'm no expert in making sound, i just put it together in half an hour and didn't really study it. here's the music class in its entirety: , i've highlighted the methods actually used. I won't have access to another computer to test until December.

I'm not sure about the graphics card, i'm using Graphics2D calls on a BufferedImage (drawPolygon to draw everything on a BufferedImage not visible to user; drawImage to transfer from the BufferedImage to the screen; and fillRect to erase the BufferedImage). So I'm assuming this is software rendering. Especially since I have an experimental version using LWJGL that runs at a much faster fps, so I assume that if Java2D was using the gpu, it too would be running at a higher fps. Maybe actually turning on screen pixels is being done by intel's gpu v nvidia's gpu depending on how you run it?
18  Games Center / Showcase / Re: my 3d engine on: 2013-09-08 23:14:32
yes, i have an integrated intel gpu and a nvidia gpu. thanks!
19  Games Center / Showcase / my 3d engine on: 2013-09-07 19:14:17

I've been working on a Java software rendering engine with dynamic lighting and interactable world. I think I've come pretty far from where I began with absolutely no idea on 3d rendering techniques. So This is what I've come up with:

<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>

if you view it in Youtube, the description includes a table of skip-to links and a link showing it with cubes+pyramids.

no sound :

Also, I'm really perplexed about a bug(?) :  It runs fine from eclipse, it runs fine with command prompt java -jar Conxeline.jar, but double clicking the jar makes its frames drop to 15. If anyone might be able to help explain this, I'll be grateful. I included a .bat file that runs the java -jar Conxeline.jar for convenience, but you can type it in manually in command prompt if you prefer to avoid .bat files.

If anyone is interested in creating awesome maps to explore, let me know, there is a very clunky/rudimentary/buggy map editor that I could fix up and upload.

I would really appreciate any feedback,
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