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1  Discussions / General Discussions / Re: Rayvolution's JGO Appreciation Thread (AKA: Free copies of Retro-Pixel Castles!) on: 2015-05-27 07:07:00
Congratulations on the success, now where's my free Steam key? Tongue
2  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-09-24 06:09:49
I discovered a new way to get OpenGL to throw a GL_INVALID_OPERATION exception: Don't bind a VAO before you call glBufferData.
3  Discussions / Miscellaneous Topics / Re: Unofficial Minecraft Convention dissapears with $500,000 on: 2014-08-14 09:08:06
Wow, first Yogsgate, now this. Hide yo paycheck, hide yo 401k, everybody be scammin' Minecraft fans...
4  Game Development / Newbie & Debugging Questions / Re: [LWJGL] Tile System: How to makes only certain tiles change on: 2014-04-30 01:57:59
Well first off, why is your list 'final'? That means you cannot change the object after it is created.

Actually, in Java at least, it means you can't change the value stored within that field.
5  Game Development / Game Play & Game Design / Re: Getting more serious about game DESIGN on: 2014-04-30 01:21:04
I suggest watching some Extra Credits; It's helped me figure out what not to do with my future game, at least.

Beyond that, I'm in the same boat as you, but my game engine/library/whatever isn't even that usable as of late.
6  Games Center / WIP games, tools & toy projects / Re: Caelum Engine on: 2014-04-19 21:22:38
Just a quick update: I've implemented material support, written my own JSON parser, broke up the launch process in order to comply with Android's activity lifecycle, and I will begin writing a series of tutorials soon.

Also, what should I work on next? I know I have a TODO list, but I'm going to re-prioritize it, simply because you can't have much of a game without sound, or physics, or even a little HUD telling you, "You're dying!"
7  Games Center / WIP games, tools & toy projects / Re: Caelum Engine on: 2014-03-29 04:17:20
-snip- Its disappointing to see replies that advise Elusive to not stay optimistic that his engine one day might be used by many developers.

It would be cool to see code examples or maybe a demo in the thread Smiley

Yeah, "Silly Hats Only" Syndrome seems to be somewhat rampant on the Internet, which is a bit of a "chicken and the egg" scenario when you stop and think about it.

I'll see what I can do for code examples, though they may have to come with a new launch system.

I had no intention of belittling your engine Elusive, it just almost seems like Mining over there knows you or something Tongue I mean no offense but we both know your engine isn't at all complete yet, the praise just seemed a little much...

Didn't think you were, and I do know him; He just likes to "help". Although, to be fair, sometimes he is genuinely helpful.

Engine without game/s that drives it development and test it functionality/usability/flexibility never hit the goal. Writing engines is fun and I even do that as living but I would never create yet another open source over general engine.

Well, once the core features are up and usable (Like some form of rendering, physics, sound, etc.), I'll probably start developing a game to do just that. For now though, IMHO, creating a game for this engine would only halt progress, unless it's rather small.
8  Games Center / WIP games, tools & toy projects / Re: Caelum Engine on: 2014-03-29 00:47:51
...I won't even bother asking about the above, but since I'm already here: Assets are somewhat finished. However, I will need to restructure how game entities are rendered before finalizing the materials system, so if you have a request in that regard, now is the time to ask.
9  Games Center / WIP games, tools & toy projects / Re: Caelum Engine on: 2014-03-26 10:23:08
Hey you have this code in

vbo = new VertexBufferObject(GLConst.GL_VERTEX_ARRAY, this.buf, GLConst.GL_STREAM_DRAW);

Should that use
instead of

Just a doubt.

Well, after looking at the relevant code, and OpenGL's docs, I question how on Earth that constant got there in the first place; I've already pushed a commit to fix it, and I thank you for bringing it to light.
10  Games Center / WIP games, tools & toy projects / Re: Caelum Engine on: 2014-03-26 03:31:06
Ok, that's what I meant by "pedagogical purposes" but don't expect tons of developers will use your engine especially if it provides no new feature and if it is less documented than existing engines, that's why I talked about LibGDX. When I started 3D in Java, I used a 3D engine written by an artist (d3caster) and as far as I know, his source code was under GPL and I was the only guy who used his engine for a public project. Even Ardor3D is used only by at most tens of developers.

I looked at your source code, I agree with most HeroesGraveDev's remarks and for the moment, there aren't a lot of comments.

Okay, but I'm going to stay optimistic nonetheless.

Do you develop a game side by side with the engine ?

I used to, to the point where it was in the game's repository for its first 3 months. Now I'm working on it until it's in a usable state, afterwards I'm going to do just that once again.
11  Games Center / WIP games, tools & toy projects / Re: Caelum Engine on: 2014-03-25 05:52:33
What's wrong with just including the JBullet libs and then wrapping them for whatever functionality you want to add?

Strictly from a "Making new Vectors to wrap around the different Vector classes libraries X and Y use" stance:

  • It'll waste memory, on something people already use pooling to help curb.
  • It'll probably mean more wrapping, or pooling (To keep the new Caelum Vectors consistent)
  • Or, just plain inconvenience on the part of the game programmer.

Now, again, some of this could be mitigated by using pooling, but not only would that be completely inappropriate for certain Caelum Vector features (Looking at you, IVectorListener), but it'll also be difficult to manage given Vector's type casting. EDIT: I took out that stupid type casting, but I'm still not pooling my vectors just yet.

Also, it seems that JBullet out of the box is somewhat reliant on LWJGL, which probably won't end well if you're using Android.
12  Games Center / WIP games, tools & toy projects / Re: Caelum Engine on: 2014-03-25 05:16:56
Secondly, don't duplicate functionality that already exists. Some of your classes could easily be replaced with already existing ones, even within the libraries which you're using, yet for some reason you're providing half-baked implementations. Sometimes it's nice to have simplicity of course, but if something exists that perfectly does your job, why go and make something that doesn't and use that instead?

The LWJGL package is just a game environment, and as such, is meant to be compartmentalized from the rest of the engine. Also, having my own Matrix and Vector classes enables me to implement features into them on a need-to basis, not to mention LWJGL's implementations can't be iterated through.

With those two in mind, the following is a bad idea:
Writing a JBullet port; Will mostly consist of refactoring it to use Caelum's math package

The reason why I'll have my port of JBullet use my math package, aside from including it in the above Vector features, is because I encountered a good deal of errors (~1200, IIRC) the last time I gave porting it a shot not that that long ago, and a fair amount of said errors were caused by a lack of a Vector3f class.

Finally, if you're expecting other people to use your code, stick to standards. Your
does not fulfill the requirements of the
interface. Note the following:
E remove(int index)

Removes the element at the specified position in this list (optional operation). Shifts any subsequent elements to the left (subtracts one from their indices). Returns the element that was removed from the list.
Replacing it with null is not removing.

Now, things like SimpleList have a flaky implementation, I won't bother denying it; It's just that I spend my time in some areas for some time, then move on; As a result, some things have been given a "bandage" implementation. I'll fix SimpleList in particular ASAP.

Other than those few things, this looks decent. I went into the code expecting some newbie making a library for things they don't even understand, but was surprised to find you for the most part know what you're doing. (No offense, but when someone says they're making a library that supports 'all types of game', that turns on warning bells)

None taken; I've spent a lot of time working on this engine, so it's good to know that I did it remotely correct.

With that said, thank you for taking the time to reply; It means a lot to me.
13  Games Center / WIP games, tools & toy projects / Re: Caelum Engine on: 2014-03-25 02:14:57

I don't see the interest of creating another engine alone except for pedagogical purposes. LibGDX already does what you claim your engine will do. Good luck.

In part, I did make this to learn more about what goes into programming a game; But personally, I don't really care that much for LibGDX.

Update: I'm going to put a to-do list in the OP; My current priorities include finishing the asset system, implementing lighting, and creating a JBullet wrapper/port, in that order.
14  Games Center / WIP games, tools & toy projects / Re: Caelum Engine on: 2014-03-24 07:58:52
Unity is a full blow commercial game engine with tons of features,
this is a 1 month hobby project. Emo

9 months, actually; I did a lot of mind changing. Tongue

But mine is open source, so there's that.
15  Games Center / WIP games, tools & toy projects / Re: Caelum Engine on: 2014-03-23 21:52:20
Will it have physics? If so, Box2D or custom?
Java2D or a opengl port? If openGL, which port?

Supporting all platforms and all game types is ambitious.

Yes, physics are a must for both 2d and 3d, and I might just use Box2d.

Java2d will be supported via a custom game environment, but natively, OpenGL all the way. Because the 3d portion of the engine uses it, I'll use the programmable pipeline. It's more difficult to work with, but it beats writing support for two different OpenGL versions.

Yes, yes it is.
16  Games Center / WIP games, tools & toy projects / Caelum Engine on: 2014-03-23 20:46:12
Thanks go to Spacebeans for the banner

The Caelum Engine is, in a nutshell, my attempt at making a game engine. Its goal is to support:

  • Any dimension (2D, 3D, both)
  • Most any internal architecture design
  • Any type of game (FPS, RTS, w/e)
  • On any platform (Android, PCs, others)

Currently it is a heavy WIP, and not yet usable for developing a game, but it'll get there.

Planned features include (For now):

  • Rendering (2D, 3D, with lighting)
  • Physics (2D, 3D, perhaps with Box2D and/or JBullet support)
  • Input (Mouse, keyboard, with room for more)
  • Sound
  • Networking
  • Pretty much anything else a game needs Tongue

My current To-do list currently consists of:

  • Properly integrating the asset system into the rest of the engine
  • Implementing proper model support
  • Writing a JBullet port; Will mostly consist of refactoring it to use Caelum's math package
  • Implementing lighting

You can find its GitHub repo right here
There is now an IRC channel: #caelumengine at EsperNet

Documentation, tutorials, etc. are coming soon, so feedback is important.
17  Discussions / General Discussions / Re: Ever forget how your own code works? on: 2014-03-12 09:11:39
Sometimes, if I abandoned the project a while ago, but I can usually relearn my code in a fairly short amount of time otherwise.
18  Discussions / Miscellaneous Topics / Re: Shader Fun With A Shaders N00B! on: 2013-11-30 06:06:27
Neat, although the second one should be toned down a little; Currently it's more like a FPS poison layover, or at least IMO it is.

EDIT: Nvm, I just noticed there's a dropdown box that seemingly controls the intensity factor, although I'm not sure what it's for exactly.
19  Game Development / Performance Tuning / Re: Loading all images at once, or as-needed on: 2013-11-01 20:03:13
Yeah, method 2 is definitely the way to go; However, you'll want to multithread asset loading, otherwise performance will tank in short bursts every time something new happens, which you definitely don't want.
20  Discussions / Miscellaneous Topics / Re: Java in GTA5 on: 2013-10-22 05:12:00
I too use "this." whenever possible (Except for constructors, not sure why). It makes my code bulkier, but I'm fine with it.

EDIT: Nevermind, stupid RequestPolicy hid the image.

Funny, but why make that method void? Huh Pretty much any Java expert (Or newbie, for that matter) would've corrected that.
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