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1  Java Game APIs & Engines / Java 2D / Re: 2d Vector art? on: 2014-02-21 11:16:14
true.. I kind of feel like that might just defeat the purpose of vector art Tongue
2  Java Game APIs & Engines / Java 2D / 2d Vector art? on: 2014-02-21 08:49:30
I am interested in working on a 2d vector game.

Does anyone know of a way to import illustrator graphics into a lwjgl?

I have found some options, but am not sure if they would work.

Also I found a package in the new dawn library called svg. could that work?

Thank you for any suggestions Smiley

EDIT: I thought I would mention that I can export my illustrator files in a SVG format.
3  Games Center / WIP games, tools & toy projects / Re: 3D Randomly Generated World on: 2014-01-09 18:36:44
Yeah, it appears I am having the same issues in mac too.. :/
4  Games Center / WIP games, tools & toy projects / Re: Isotröma (Tesseract 2) on: 2013-12-16 08:06:02
I just played your demo N_I_C_S, and it was great!!

I loved level 4 and 5 with the gun that messed with the terrain. As well as the gravity pads on the earlier levels. I did run into an exception it was throwing me though. It couldn't find the natives folder and I had to make a 'lwjgl' folder to put it in. Other then that it was smooth and fun to play.  Smiley

I'd love to see a level with that random terrain you have been messing with. Just set the player up in a room like that with the blow up gun and let them go to town.
5  Game Development / Game Mechanics / Re: OpenGL Low-poly Fluid? on: 2013-12-13 23:01:04
Rending fluid using per face normals instead of smoothed normals is trivial part of otherwise quite complex task.

That makes a lot of sense, I realize now that if anything calculating all those surface normals for flat shading could make it even more complicated. But wouldn't you say that the resolution (or how many particles are included) would have a huge impact? The difference between realistic looking water and this could potentially be a huge drop in number of particles involved when creating the mesh.

Fluid physics is something that is usually extremely expensive to compute. It's basically a particle simulation where the particles interact with each other (uh-oh). Rendering is then done by generating a mesh from these particles. It'll probably work for small bodies of water, but the code needed for it will be quite difficult to code and require shaders for rendering, at least if you want anything close to realistic water behavior. Your best bet is probably to look up papers on fluid dynamics and try to implement one of them.

Thank you for being honest about fluid physics memory usage. Might make for it not being a realistic element of the game...
Also, your explanation got me on the right track as to what is going on during fluid physics. I'll have to read more into the math behind fluid dynamics.

Also, I found this really in depth 17 part article on fluids in games so hopefully it will help some.
6  Game Development / Game Mechanics / Re: OpenGL Low-poly Fluid? on: 2013-12-13 11:42:34
After a great deal of search I have found almost all but nothing....

Until I ran into this project on github.

Here is a link to a video showcasing his work.

Granted his fluid simulation doesn't take on the flat shaded look like my example. But it does appear
to be somewhat low-poly in nature. I could not find any libraries that did something like this though, not even libraries in different languages.  Shocked

So the main question that still resides with me (other then that magic api I'm searching for  persecutioncomplex ) is could something like this realistically scale in a game? I suppose a way of getting around this would be to have fluid dynamics only in regions where the water is in contact with an object. Else resort to a more simple approach without the dynamic fluids..
7  Game Development / Game Mechanics / OpenGL Low-poly Fluid? on: 2013-12-13 06:58:50

I am working on a game where eventually I am going to want some low poly fluids.
I found this video on youtube that shows almost exactly what I am looking for.

Here is the video.

I have no idea where to start with creating something similar to this within OpenGL and LWJGL. I have
a feeling that using the jbullet library might help. The only thing I can think of is a soft body in jbullet, but I am not sure if it will give this effect. Do you know any particle of fluid dynamics libraries that could achieve something along these lines? Or any ideas?

8  Games Center / WIP games, tools & toy projects / Re: Astrofirm on: 2013-12-13 06:44:28
I like the way you generate your trees with the different heights, it's a really nice touch. Have you tried adjusting the green parts to match the tree heights as well? Also I like the more blue ever green colors in the last screen shot. Actually the last screen shot has awesome colors all around.  Smiley
9  Games Center / Cube World Projects / Re: LWJGL BlockWorld on: 2013-12-13 06:35:55
I have been lurking here for a couple of weeks reading on the progress you had made. Thank you for sharing all the source Vermeer!! I can't wait to look at it.  Smiley
10  Games Center / Cube World Projects / Re: Terminal - A space voxel game on: 2013-12-13 06:29:03
I like the way you manipulate the cubes in the last video. Rather then simply adding and deleting them, all the transforming faces.  Cheesy
11  Games Center / WIP games, tools & toy projects / Re: Gravity Spy (LD27) on: 2013-12-13 06:21:46
I love this simplistic vector style. Smiley
12  Games Center / WIP games, tools & toy projects / Re: Crash On Phobos //BETA on: 2013-12-13 06:17:59
I love the large lighting washes! And of course the big rastrized look is cool too....
13  Games Center / WIP games, tools & toy projects / Re: Diamond Square Terrain on: 2013-12-13 05:55:30
The last couple of replies that were talking about making a procedural planet out of this are really interesting!! I can't wait to see how that is coming if you plan on going in that direction.
14  Games Center / WIP games, tools & toy projects / Re: Isotröma (Tesseract 2) on: 2013-12-13 05:52:10
This is really impressive! I like all the different variations on the terrain look, which style are you going to eventually stick with?
15  Games Center / WIP games, tools & toy projects / Re: Amicitia - A Tale of a Knight and his Dog. on: 2013-12-13 05:47:31
I watched the video and I like the concept for the game, man's best friend! Nice start, I will be watching persecutioncomplex .
16  Games Center / WIP games, tools & toy projects / Re: The Fog - Survive! on: 2013-12-13 05:42:16
Looks like a cool project! Keep it going, I like the weather video. There seems to be to much contrast between the sky and ground on the most cloudy weather setting though.
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Java Gaming Resources
by philfrei
2017-12-05 19:38:37

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

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

Java Gaming Resources
by philfrei
2017-12-05 19:33:10

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

List of Learning Resources
by elect
2017-03-13 14:04:45

SF/X Libraries
by philfrei
2017-03-02 08:45:19

SF/X Libraries
by philfrei
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