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1  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
2  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
3  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
4  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!

https://github.com/jrenner/gdx-proto/
5  Games Center / WIP games, tools & toy 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);
6  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.
7  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.
8  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.
9  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?
10  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.
11  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
12  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.

https://www.youtube.com/watch?v=JIAtmBhNlJU&feature=youtu.be
13  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.
14  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
15  Game Development / Newbie & Debugging Questions / Re: Libgdx Game Save Jar/Android on: 2014-07-27 01:06:00
 On desktop local files should be in the root directory, so the location from which you execute the jar is very important.
16  Game Development / Newbie & Debugging Questions / Re: Kryonet Size Of Packets on: 2014-07-26 13:41:33
Kryonet serializes class information.  I don't know if in the case of a Byte it just treats it as a byte for sending over the wire. But that could cause more size than you expect.
17  Games Center / WIP games, tools & toy projects / Re: FPS Engine on: 2014-07-25 02:18:07
I fixed my shader problems. shouldn't crash on mac or other linux distros anymore. Link is the same.
18  Game Development / Newbie & Debugging Questions / Re: how to do something at the end of a finger drag in libgdx/android? on: 2014-07-25 01:50:49
If you're new to input it doesn't occur to you right away (at least for me it didn't) but touchUp is called at the end of every touch, so you can use it as a hook for when a touch is finished.
19  Games Center / WIP games, tools & toy projects / Re: FPS Engine on: 2014-07-25 01:42:26
tkausl, the new 3D API, is actually not so new anymore.  It's just an abstraction layer on top of OpenGL to make things a little easier to develop with.  I actually don't have any experience with the old 3D API
20  Games Center / WIP games, tools & toy projects / Re: FPS Engine on: 2014-07-24 13:58:29
This is indeed the latest 3d api.  The ground and the big purple house is me trying to make objects progamatically out of boxes.  The other strange objects are imported fbx files I made from blender
21  Games Center / WIP games, tools & toy projects / GDX-Proto (FPS/3D Engine, libgdx) on: 2014-07-24 13:04:30


(this top was formerly title 'FPS Engine', I've since given the project a name and open sourced it on Github).

Github Repo: https://github.com/jrenner/gdx-proto/

GDX-Proto is a lightweight 3d engine for libgdx.

Some of its main features are:
1. fast collision detection using bullet physics library (but not simulating the world, for better performance and allowing manual collision resolution).
2. collision resolution in Java code, easily modified, or used as is.
2. full featured server/client networking with entity interpolation and client prediction (no prediction for projectiles yet). Local single-player play is also supported, of course.
3. simple entity system that handles velocity, position, rotation with easy to use API
4. support for Decals (billboard sprites) or 3d models
5. simple chat system over network
7. uses libgdx new 3D API


It's early days and the project is immature, but there is already a nice FPS demo jar that can be downloaded and run from the github repo bin directory.
22  Discussions / General Discussions / Re: What hosting do you use for your websites? on: 2014-07-20 05:40:10
I like to go the full VPS route myself.
23  Discussions / General Discussions / Re: Superior Tactics 2 Info on: 2014-07-18 06:04:46
Work is finishing up, and I'm getting ready to release the game relatively soon.

Here is the trailer: https://www.youtube.com/watch?v=yYs76t9thrE

I want to try to create a PC version of the game, this time around.
So I've decided to put it up on Greenlight: http://steamcommunity.com/sharedfiles/f ... =287690036

Android and iOS version are coming as well, of course.
24  Game Development / Newbie & Debugging Questions / Re: (LibGDx)Drawing a sprite on to a Box2D body on: 2014-07-18 00:53:34
Here is my real world method:

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public void alignSpriteWithBody() {
        float facing = MathUtils.radiansToDegrees * (body.getAngle());
        float w = sprite.getWidth();
        float h = sprite.getHeight();
        Vector3 bodyPos = body.getPosition();
        float x = bodyPos.x - w / 2;
        float y = bodyPos.y - h / 2;
   sprite.setOrigin(w / 2, h / 2);
        sprite.setPosition(x, y);
        sprite.setRotation(facing);
    }


looking at it now it could be improved upon, but it does the job well enough
25  Games Center / Featured Games / Re: Daedalus on: 2014-07-17 03:40:07
Just played this for the first time. Really nice game! the default mode gave me a bit of headache, so I switched to classic. But I think I play better in headache mode.
26  Game Development / Newbie & Debugging Questions / Re: Kryonet Optimization With #sendTCP() on: 2014-07-15 01:52:04
One of the debugging modes (either debug or trace, I don't remember) allows you to see how many bytes each send is
27  Game Development / Newbie & Debugging Questions / Re: Calculating normal vectors on: 2014-07-12 10:38:19
I have some working code for heightmap terrain normals, as seen in this video: https://www.youtube.com/watch?v=lt9kYDb9p78

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   private void calculateVertexNormals() {
      for (int z = 0; z < vertexInfos.length; z++) {
         for (int x = 0; x < vertexInfos[z].length; x++) {
            MeshPartBuilder.VertexInfo vert = vertexInfos[z][x];
            // calculate normals
           vert.setNor(calculateNormalForVertex(z, x));
         }
      }
   }


and:

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   /** Return vertex normal based on average of surrounding triangle face normals
              parameters z and x are heightmap coordinates*/

   private Vector3 calculateNormalForVertex(int z, int x) {
      tmp.set(0f, 0f, 0f);
      Triangle[] neighbors = getTrianglesNeighboringVertex(z, x);
      int triCount = 0;
      for (int i = 0; i < neighbors.length; i++) {
         Triangle tri = neighbors[i];
         if (tri != null) { // edge of the map will not have a full list of triangles
           triCount++;
            tmp.add(tri.faceNormal);
         }
      }
      tmp.scl(1f / triCount); // divide the total by the count to get the average
     return tmp;
   }


and here is how I get the neighbors:
also see this: http://stackoverflow.com/questions/6656358/calculating-normals-in-a-triangle-mesh

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        private Triangle[] neighborStorage = new Triangle[4];  // we are interested in 4 specific neighbors

   private Triangle[] getTrianglesNeighboringVertex(int baseZ, int baseX) {
      Triangle[] neighbors = neighborStorage;
      // base triangle index
     int x = baseX * 2;
      int z = baseZ;
      int maxZ = tris.length - 1;
      int maxX = tris[0].length - 1;
      int slot = 0;
      // bottom row
     for (int i = -1; i <= 0; i++) {
         x--;
         if (z < 0 || x < 0 || z > maxZ || x > maxX) {
            neighbors[slot++] = null;
         } else {
            neighbors[slot++] = tris[z][x];
         }
      }
      // top row
     z -= 1;
      for (int i = -1; i <= 0; i++) {
         x = baseX - i;
         if (z < 0 || x < 0 || z > maxZ || x > maxX) {
            neighbors[slot++] = null;
         } else {
            neighbors[slot++] = tris[z][x];
         }
      }
      return neighbors;
   }
28  Discussions / General Discussions / Re: What kinds of experiences does everyone here have with 3d in Java? on: 2014-07-12 01:27:34
I played around with some 3d stuff in libgdx a couple months ago:

https://www.youtube.com/watch?v=lt9kYDb9p78
29  Game Development / Newbie & Debugging Questions / Re: LibGDX point light forward, instead of to the sides on: 2014-07-09 10:14:18
https://code.google.com/p/box2dlights/source/browse/trunk/box2dLight/src/box2dLight/ConeLight.java?r=105
30  Discussions / General Discussions / Re: Superior Tactics 2 Info on: 2014-06-30 14:51:40
Thanks!
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