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1  Games Center / Cube World Projects / Re: [LibGDX] Project Tranquil on: 2015-07-19 00:31:57
Got some artifacts on when I run it on my linux machine, (nvidia 760 I think?)

Maybe it's from your unique shader packing? who knows.
2  Games Center / Cube World Projects / Re: [LibGDX] Project Tranquil on: 2015-07-19 00:17:30
I just now saw this! Super cool!

What did I do that inspired you? Kotlin Voxel?

Your memory optimizations are pretty amazing. I'm gonna have to look at github to see what you did.
3  Game Development / Newbie & Debugging Questions / Re: Libgdx 3D Optimize?? on: 2015-06-06 00:04:44
I have a decent amount of experience with 3D in libgdx.

Probably the biggest cause of your slow downs is the high number of ModelInstances (you said you are using ModelBatch so I assume all those objects are separate model instances)

You should try to merge them together as much as possible.  This is how I was able to get good performance in Kotlin Voxel and GDX-Proto
4  Games Center / WIP games, tools & toy projects / Tile Tactics: turn based fantasy tactical RPG on: 2015-02-24 03:16:18

I'm doing something different with the new game I'm developing, I'm releasing WIP builds as I go to Google Play for free.  This is contract to Superior Tactics, where I finished the whole game before releasing it in any form.  Mostly because I'm much less serious about this game and just want to develop it casually.

It's programming in 99% Kotlin, 1% Java, using libgdx with box2dlights and a little bit of Spine animations (for the sword slash and chain lightning effects)

That said, there's a VERY rough early access (free) build of it for android here:

And you can check out a desktop version here:
5  Java Game APIs & Engines / OpenGL Development / Re: [libgdx]Mesh.setVertices(short[] indices,offset, count) behavior on android on: 2015-02-16 18:22:16
I'm just speculating here, buy maybe you can use
to avoid resizing the backing buffer and just update the vertices you need to update.

Then when you render, use this method in the Mesh class:

   public void render (ShaderProgram shader, int primitiveType, int offset, int count) {
      render(shader, primitiveType, offset, count, autoBind);

and you should be able to only render the portion you are using.

I think I have played with this before, but didn't get it working and ended up just using setVertices, which worked for me since I didn't need to use it every frame anyways.
6  Game Development / Newbie & Debugging Questions / Re: Android Rendering platform Chunk tiles. on: 2015-01-27 22:59:54
You probaby need a more efficient data structure

also, what does the getTile method look like.

The best way to solve your problem is to use a profiler and see exactly where the CPU is being eating up.  For Android it is quite easy, use DDMS
7  Game Development / Newbie & Debugging Questions / Re: True sprite centering libgdx on: 2015-01-27 22:57:59
libgdx's Sprite class has a setCenter(x,y) method, just use that?
8  Games Center / Cube World Projects / Re: Voxel Engine written in Kotlin + libGDX on: 2015-01-10 06:11:38
Yes, it looks like this should be moved to Cube world projects, not sure how to do that.
9  Games Center / Cube World Projects / Voxel Engine written in Kotlin + libGDX on: 2015-01-09 02:45:14
Now that it's not cool anymore, I spent the last week writing a simple voxel engine.

The interesting thing about it is that it's written in Kotlin.

It makes use of libgdx and I've put it up on github:

10  Game Development / Newbie & Debugging Questions / Re: LibGDX interpolation on: 2014-12-30 13:24:11
Ok let me help you out. First lets talk about clamp.

there are many clamp methods, for different types. let's take the float example since it's the most common one.

   static public float clamp (float value, float min, float max) {
      if (value < min) return min;
      if (value > max) return max;
      return value;

value is the initial value, min is the lowest you want it to be, max is the highest you want it to be.
so let's say I am getting some float value that tends to be around 0f to 1.5f, but I don't want any values to go over 1.0f, then I will call

float myValue = ... /// tends to be in 0f to 1.5f range
float myClampedValue = MathUtils.clamp(myValue, 0f, 1.0f); // guaranteed to be between 0f and 1.0f

Now lets talk about Interpolation.  The interpolation methods work based on a provided alpha value.  an alpha value of 0f means that the interpolation is at the very beginning of its track, a value of 1.0f means it is at the very end. There are many different interpolation methods in libgdx and you can learn more about them from this video:
11  Game Development / Newbie & Debugging Questions / Re: Kryonet Libgdx Android? on: 2014-12-20 04:48:13
The open source project GDX-Proto uses kryonet on Android

net code here:

But I don't understand why you think you need Hamachi?
12  Game Development / Newbie & Debugging Questions / Re: LibGDX - How to rotate one point around another on: 2014-12-20 04:46:30
you can do something like this:

Vector2 baseArmPos = new Vector2(1f, 0f, 0f); // arm is offset 1 unit to the right of player
float armRotation = 45f; // determine this however you need to, we just define it here
Vector2 armPos = new Vector2(baseArmPos).setAngle(armRotation);
Vector2 finalArmPos = new Vector2(playerPos).add(armPos);
13  Games Center / WIP games, tools & toy projects / Tactical RPG on: 2014-11-07 08:30:59
I'm currently working on a 2D Tactical RPG for which I have no yet thought of a name.  It will be an Android/iOS game, possible with a PC version later.  This is my second game. I completed my first game, Superior Tactics (also a mobile game) back in February 2014.

I have quite a bit of progress so far in the development of the game.  Many mechanics are finished and graphics and important data structures are fleshed out.  Actual game content is pretty sparse so far, it just dumps you into a test level with test enemies/player units. However, there is already functioning AI in the game that does a pretty good job of deciding what to use when.

The game is programming in the JVM language Kotlin in combination with libgdx.  This means robovm is used for the iOS build.  I like libgdx quite a bit, and in fact I've made quite a few (not very impressive) contributions to it on github.  I'm also quite happy that the JVM now has other nice modern languages like Kotlin and Scala than can work with all the old Java libraries and ecosystems.

Here is the latest gameplay showing a full battle:

make sure to watch it at 720p@60fps if you are using Chrome!
14  Java Game APIs & Engines / Engines, Libraries and Tools / Re: [LibGDX] MeshBuilder "Too many vertices used" on: 2014-11-03 05:35:00
Split it up into nodes, which can be children of a root model
15  Java Game APIs & Engines / Engines, Libraries and Tools / Re: What engine/library shoud I use for 3D game development? on: 2014-10-29 14:17:56
Can you use libgdx but write your own shaders? 

You sure can.
16  Game Development / Newbie & Debugging Questions / Re: (LWJGL) A new aproach on: 2014-10-08 03:03:47
for 3d with libgdx you can take a look at GDX-Proto for some ideas
17  Game Development / Game Play & Game Design / Re: How do I make a moddable game in Java? on: 2014-09-20 14:09:00
why not use LuaJ and have complete control of what can be modded and what can't. Plus, Lua is a common modding language
18  Discussions / General Discussions / Re: Camera with Roll Pitch and Yaw on: 2014-08-28 12:11:24
you can take a look at the PerspectiveCamera class in the libgdx framework
19  Games Center / WIP games, tools & toy projects / Re: Oppugno on: 2014-08-28 10:47:03
looks neat. some problems on linux:

1. grass and weapon(?) sprites failed to loaded, replaced by a purple texture.
2. couldn't get any controls working except WASD and left-click
20  Games Center / WIP games, tools & toy projects / Re: FPS Engine on: 2014-08-06 12:03:38
A big announcement. I've open sourced the project on github!
21  Games Center / Archived Projects / Re: Introducing MERCury: A Simple 2D Game Library | -> Beta coming soon <- on: 2014-08-04 13:41:49
libgdx renders from the corner, but also has convenience methods for setCenterPosition(x, y);
22  Games Center / WIP games, tools & toy projects / Re: FPS Engine on: 2014-08-03 13:53:57
I'm releasing a new test that includes shoot + destroying monsters and networked multiplayer play!

I update the original post and added a new download link and instructions.
23  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-08-02 05:02:20
@jrenner Networking does not necessarily imply concurrency (use NIO). When working with Old IO, you should solely read/write on network threads, and stuff the logcal packets in queues, for the main loop to process.

I'm using KryoNet which is runs on its own threads by default.  And I am indeed sending all the logic to queues.
24  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-08-01 14:21:29
Yesterday and Today I implemented network code into my FPS Engine (you can see it in the WIP section here).
Network code is the whole shebang with Entity interpolation and client side prediction.  It really can be quite challenging. I had attempted it once before, laser year, on a different toy project, but never met with success. This time I persevered and it's really quite satisfying to see it in action.  It is, however, ridicuous how much program complexity increases just by adding real time networking.  Because it is multi-threaded by nature, you get hit by the double hammer of network issues and concurrency issues.
25  Games Center / WIP games, tools & toy projects / Re: [libGDX] Embersol Mercenaries - Online Shooter (Released!) on: 2014-08-01 00:30:23
I checked it out.  Had you released a beta before? I remember playing this before. Could just be my shoddy memory.

I think it's quite impressive.  I'm not real happy about the controls. But that's a touch screen issue and not really your fault.  I generally don't play action games on mobile because I am never happy with the controls.  Having said that, I thought you did a pretty good job with the controls.  I had a hard time aiming at some of the smaller ships, but it's probably supposed to be that way.

I found it pretty hard to dodge shots. Probably just because I'm bad at the game, but also I didn't quite figure out how dash works.

When firing the gun and also firing a missile, it can be hard to graphically tell the missile has been fired or not.

I was able to shoot at a destroyer from beyond its firing range all the way until it's death.

Looks like you have implemented IAP yet? I'm assuming something to buy more cores?

It looks like the game is multiplayer.  I assume it is a mix of bots + humans?
26  Game Development / Newbie & Debugging Questions / Re: (LibGDx)Drawing a sprite on to a Box2D body on: 2014-07-30 13:51:32
drawing the sprite is done the most basic way possible so I didn't include. Nothing to see there.
27  Games Center / WIP games, tools & toy projects / Re: FPS Engine on: 2014-07-30 02:33:36
new playable demo with some fake enemies, shooting, particle effects, fog, and better physics
28  Games Center / WIP games, tools & toy projects / Re: FPS Engine on: 2014-07-28 02:42:15
Here is a video of the engine being tested.  The framerate is only choppy due to recording.
29  Discussions / General Discussions / Re: Superior Tactics 2 Info on: 2014-07-28 02:25:05
I've released a big 2.0 Update for the Android version. It's on Google Play right now.
30  Discussions / General Discussions / Re: Netbeans + Gradle = Im annoyed. on: 2014-07-27 08:20:27
I've got my own gruff with IntelliJ + Gradle right now.  I use Java7 source language level, and everytime I open my gradle project it resets it to 6.0 and asks me to restart. I have to manually put it to 7 every time I start up. For the life of me I can't find the setting in the gradle that is doing this, and I've already change a bunch of 1.6s to 1.7s
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Java Gaming Resources
by philfrei
2017-12-05 19:38:37

Java Gaming Resources
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2017-12-05 19:37:39

Java Gaming Resources
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2017-12-05 19:36:10

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List of Learning Resources
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2017-03-13 14:05:44

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SF/X Libraries
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SF/X Libraries
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