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1  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-10-04 06:38:58
Fixed a bug in my animation system today. Makes transitions between animations much smoother.

Click to Play


Sweet!  Is that software or GPU skinning?
2  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-10-04 06:37:29
What I did... actually over the weekend... was I've finally decided to bite the bullet and figure out coding a modern OpenGL application. I knew the pre v2 OGL pretty well and I figured it was time to take the plunge.  It's been fun.  Using "3D Game Development with LWJGL" GitBook as a guide.

How incredible that this book is freely available. I notice that it doesn't have a listed author, strange. Open source is incredible.
I'd like to ask the author about their experiences using GitBook.
If Wikipedia were not invented yet and someone thought of making it, I wonder if they would use Git rather than develop its current system again from scratch.
In my limited experience, Git appears very efficient, fully undo-able and fine for even small updates on very large projects.

The author is Antonio Hern├índez Bejarano.  That detail hard to find from the front page but it is there.  There's also a discussions link on the front page which you could presumably contact the author through.  That link is on this page: https://www.gitbook.com/book/lwjglgamedev/3d-game-development-with-lwjgl/details

I agree about the book being incredible - Antonio has written a LOT of stuff, patiently building on basic ideas and always having something that renders at each step.  Coming from an OGL v1-2 level, I've found it very easy to follow.  I assume it would be good a complete newb also as it's very incremental - no big leaps.  AND the code is all available on Git also.
3  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-10-03 03:12:52
What I did... actually over the weekend... was I've finally decided to bite the bullet and figure out coding a modern OpenGL application. I knew the pre v2 OGL pretty well and I figured it was time to take the plunge.  It's been fun.  Using "3D Game Development with LWJGL" GitBook as a guide.
4  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-10-03 02:56:51
This semester I have a class on scientific philosophy, which I scoffed at in the beginning. I had to turn in my first homework today, on some simple paradoxes. We also had to read a small paper on Karl Popper's theory of science as falsification, and frankly I'm a bit blown away by it. It puts words and a logical definition on something I've felt in the back of my head about a lot of things when reading and hearing stuff online and IRL. It basically deals with what separates real science and psuedo science and is a fantastic read IMO.

There's a lot of people who scoff at Philosophy without ever understanding it at all.  I had an AI lecturer who raged against Philosophy and then went on to present his theory of AI which was just so much *really bad* philosophy.
5  Discussions / Miscellaneous Topics / Re: Hello gang! Hope all is well! - Missing JGO on: 2016-08-09 03:36:27
Hey Chris!  Long time no see!
6  Discussions / General Discussions / Re: Virtual Reality on: 2016-07-10 09:59:40
Yeah, I have high hopes for AR... eventually.  But the Hololens stuff seems underwhelming.
7  Discussions / General Discussions / Re: Virtual Reality on: 2016-07-01 04:47:06
Off-topic: How much game development experience did you have before working at Rocketwerkz and how did you get the job?

I had work at another start up in Dunedin called Clocktower Games, who renamed themselves Aero.  They had a series of games called Casebook1 & 2.  There were more planned, but in the way of start-ups, we ran out of cash (we outsourced some work to a third party who were so incompetent and so slow that they drained all our cash).   I also worked at a company called Virtual Spectator who were doing OpenGL based 3D visualisation for sports events (in my case, the World Rally Champs).  And I also did some educational games (Java applets) in a contract for the NZ department of education.

I had personally given up on ever working in games again. Honestly, Clocktower closing down was a real body blow for me and I had decided to just let it go (I have a family and a mortgage!)  However, when I discovered that Dean Hall was opening up a studio in Dunedin I figured that I would hate myself if I didn't apply.  Luckily for me, Dean was looking for someone with a bit of software engineering experience to help add I guess an "old head" while he was busy working in London.  So, how I got the job: I sent them an email, CV and just talked about how games were my passion.  I feel very lucky.  This is still hard work, but if I compare hard work to make a web site for wankers vs hard work to make games with cool people, it's a no brainer, right? =)

I'd love to do more gamedev in Java, I just don't want to have to make all the middlewear you can get off the shelf for C++ or C# (that said, I hate Unity!)

8  Discussions / General Discussions / Re: Virtual Reality on: 2016-06-30 10:02:36
Speaking about VR, we released our first VR game on the Vive recently: Out of Ammo: http://store.steampowered.com/app/451840/

It's been pretty well received.

I've heard a lot about this game recently. Looks awesome!
What were the coolest things about developing in VR?
Hardest challenges?
What engine/other tech did you guys use?

Full disclosure: I wrote none of Out of Ammo personally.  I did work on some very very early experimental setup work with the Vive VR but I don't even think any of that stuff is in OoA.

It uses Unreal Engine 4, written completely using Blueprints. 

IMO the hardest challenges are that many things just don't work in VR - player motion chief of all.  There are also a tonne of technical restrictions: you have to get 90fps to avoid noticeable dropped frames/stuttering as you turn your head.  Also since just doing VR takes so much work, there's not a lot of the nice features we have in modern games that you can use - post processing is prohibitive.  Which I think is why most VR games don't look all that flash - it's really only seeing them in VR that makes them come to life.

We tried a bunch of experiments with different game concepts before we settled on Out of Ammo - lots of things we thought might work proved to be less fun that we'd imagined.  It's kinda like being in a technical wild west - you just don't know what's going to be successful and what will not.


9  Discussions / General Discussions / Re: Virtual Reality on: 2016-06-24 03:24:43
Speaking about VR, we released our first VR game on the Vive recently: Out of Ammo: http://store.steampowered.com/app/451840/

It's been pretty well received.

I agree with the previously expressed idea that the PSVR may well be a major impact - it's cheaper and the Sony VR lineup looks pretty high quality. 
10  Games Center / WIP games, tools & toy projects / Re: Questica -- Another Gosh Darn Pixel Game on: 2016-06-15 07:23:59
Oh my oh my, this is really good stuff.  This is the first time I've read this thread and I'm mightily impressed.  Love how you've breathed new life into an older technique.  It's really lovely.
11  Discussions / General Discussions / Re: Virtual Reality on: 2016-04-04 02:33:46
We have a Vive at work which we've prototyped a few different games with.  I think it's true to say that first person is the most reasonable POV for VR but I don't think there are going to be a lot of FPSs.  One of the major issues is that people don't think you should move the camera and without motion, a modern FPS isn't possible.  I think you will find a few strategy games with the God-view and a few first person games where you interact with a environment rather than enemies.  But the thing that REALLY bothers me is this idea of not moving the camera.  If people can't get over that, I doubt how varied VR experiences are going to be.  No variety == no market.

Off-topic: You do professional game dev in NZ? Where do you work?

On-topic: There are confirmed to be ~60 games utilising roomscale at launch for the Vive.
https://www.reddit.com/r/Vive/comments/4brd45/list_of_roomscale_games/

For those not in the know, roomscale is the ability to move throughout the game world by moving through the real world, and is being heavily pushed by Valve through the HTC Vive.

I work at Rocketwerkz in Dunedin.

The Roomscale feature is cool - I think it's a major reason why Vive VR has less of a problem making players nauseous.
12  Discussions / General Discussions / Re: Virtual Reality on: 2016-03-24 11:41:28
We have a Vive at work which we've prototyped a few different games with.  I think it's true to say that first person is the most reasonable POV for VR but I don't think there are going to be a lot of FPSs.  One of the major issues is that people don't think you should move the camera and without motion, a modern FPS isn't possible.  I think you will find a few strategy games with the God-view and a few first person games where you interact with a environment rather than enemies.  But the thing that REALLY bothers me is this idea of not moving the camera.  If people can't get over that, I doubt how varied VR experiences are going to be.  No variety == no market.
13  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-03-04 11:16:24
Meet up with some local indie devs here in NZ. We have quite a big group here. The game meeting was over 250 people. There is also a indie dev space partially funded by the government. So that is cool.



WHich city?  Meetups here in Dunners are reasonably small
14  Java Game APIs & Engines / OpenGL Development / Netbeans GLSL editing mode? on: 2015-12-14 09:51:24
Is there a GLSL editing mode for modern NetBeans (v8+)?
15  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-12-13 23:58:14
I just got home from a couple of days camping at the beach.
It was really great. A bit sunburnt, salty, and sandy but fun nonetheless.
I probably won't have time to do Ludum Dare because I was there but it worth it.

(for confused populants of the North Hemisphere, its summer here in New Zealand)


Hey! Fellow NZr here!  Just saying Hi from Dunners
16  Game Development / Newbie & Debugging Questions / Re: New to the Java scene and looking to begin developing games on: 2015-10-12 08:35:46
I know Swing pretty well.  Are there any advantages to picking up JavaFX for someone who knows Swing inside and out?
17  Games Center / Showcase / Re: You. Me. Heaven. on: 2015-10-06 07:05:05
Nice art style.  A small thing re: your video - your friend "queue" not "cue".  The latter is something you use to whack billiard balls with.
18  Game Development / Performance Tuning / Re: Sharing data between threads on: 2015-10-03 11:30:46
I am doing the thread's work in a contiguous hunk of rows already.  I tried increasing the image size and as you said, that increased the improvement from threading.

Thanks for your advice!

19  Game Development / Performance Tuning / Re: Sharing data between threads on: 2015-10-03 11:05:27
Sooo.... does that mean the best thing to do is to have each thread having a local buffer for their own portion of the work and copy that to the render thread when complete?
20  Game Development / Performance Tuning / Sharing data between threads on: 2015-10-03 10:54:50
Hiya.  Just for fun I was wanting to see what speed difference would come from doing Conway's game of Life multi threaded vs single threaded.  I'm using a naive implementation where I keep a front and back buffer and swap between these as I process. I didn't want to implement any clever hashing or dead space detection since I'm interested in seeing the difference threading makes, not in implementing the fastest algorithm.

The results I got were these:

Single threaded: 28 million cells/sec
Multithreaded (4 cores): 40 million cells/sec

So that's about a 30% increase.  Now, I've never seen huge speed increases by multithreading and I think my CPU is pretty shit for multithreading (intel Q6700) so I wasn't too surprised but there was one thing I was wondering about which I couldn't find any definitive information about.  The approach I'm taking is to get each thread to render 1/4 of the data.  What I was wondering is whether there is any penalty getting each thread to write into the same array?  I had assumed that as each thread writes to a different area in the array then that should not suffer any kind of slow down due to the threaded access.  Is that correct?

Thanks!
21  Java Game APIs & Engines / Java 2D / Exception on drawing Path2D on: 2015-03-20 22:01:42
Hi All

I wonder if anyone can help me with an exception I'm getting using Path2D.  I'm generating a line for a river like so:

    
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        float px=0;
        float py = dimM/2;        
               
        Fbm fbm = new Fbm(2.0f, 1.5f, 8f);
        float s = 0.0005f;
        float offset = rnd.nextFloat() * 999f;
       
        river = new Path2D.Double();      
        river.moveTo(px,py);  
       
        for(int i=0; i<dimM; i++){
            px = (float)i;
            py += fbm.fBm(offset + px*s, py*s) * 5;
            river.lineTo(px,py);    
        }


and rendering with:

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 public void paint(Graphics g1){
            Graphics2D g = (Graphics2D) g1;
            g.setColor(Color.BLUE);            
            g.draw(river);
}


The exception I'm getting is:

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Exception in thread "AWT-EventQueue-0" java.lang.ArrayIndexOutOfBoundsException: 2280
   at java.awt.geom.AffineTransform.transform(AffineTransform.java:3405)
   at java.awt.geom.Path2D$Double$TxIterator.currentSegment(Path2D.java:1686)
   at sun.dc.DuctusRenderingEngine.getAATileGenerator(DuctusRenderingEngine.java:442)
   at sun.java2d.pipe.AAShapePipe.renderPath(AAShapePipe.java:152)
   at sun.java2d.pipe.AAShapePipe.draw(AAShapePipe.java:64)
   at sun.java2d.pipe.PixelToParallelogramConverter.draw(PixelToParallelogramConverter.java:148)
   at sun.java2d.pipe.PixelToParallelogramConverter.draw(PixelToParallelogramConverter.java:148)
   at sun.java2d.SunGraphics2D.draw(SunGraphics2D.java:2461)
   at city.City$CityPanel.paint(City.java:163)

        etc....
22  Discussions / General Discussions / Re: Why are people jerks? on: 2014-09-27 07:48:30
Yuppers.  They are bog standard literary criticism applied to games. About as controversial as breathing.

The reaction to them was childish, stupid, boorish, ill-educated and entirely predictable.  The problem is that literary criticism is usually consumed by academics who are interested in discussing themes in art. In this case, a bunch of people who are too stupid to understand it watched the series (or more likely got a half-baked opinion second hand from someone else who actually watched one) and figured that their sandpit was being pissed in by a big nasty bully.  Which is... indescribably wrong and muddle-headed.

As for Cas: man I loved your tirade.  Reading it, I was getting pissed off part way through, but I got your point in the end and it certainly did make for a perception shift as your point about the worth of individual customers sank in.  

You were way more provocative than Sarkeesian so I hope you've not had your family threatened, bomb threats et al?

There have been some people that have overreacted a bit. But to be honest, mentioning academics discussions and the sarkeesian videos in one sentence is a bit of a joke to me. While the topic surely would be interesting, those videos are innaccurate and very narrow sighted. Anita manages to show up the things she deems wrong but basically leaves out things that don't fit into her world view.

Seriously, have you watched some of the videos? In hitman, the goal is to murder innocent sexualized women, drag them around and put them in a box. The dragging mechanics have been implemented solely to satisfy mans need to overpower women.


Yes I have watched all of the videos.  I thought they were thought provoking.  I note that the developer behind Saints Row - which was covered in the videos - said that the criticism was warranted and they're taking that into account for future games.
23  Discussions / General Discussions / Re: Why are people jerks? on: 2014-09-24 02:59:13
Yuppers.  They are bog standard literary criticism applied to games. About as controversial as breathing.

The reaction to them was childish, stupid, boorish, ill-educated and entirely predictable.  The problem is that literary criticism is usually consumed by academics who are interested in discussing themes in art. In this case, a bunch of people who are too stupid to understand it watched the series (or more likely got a half-baked opinion second hand from someone else who actually watched one) and figured that their sandpit was being pissed in by a big nasty bully.  Which is... indescribably wrong and muddle-headed.

As for Cas: man I loved your tirade.  Reading it, I was getting pissed off part way through, but I got your point in the end and it certainly did make for a perception shift as your point about the worth of individual customers sank in. 

You were way more provocative than Sarkeesian so I hope you've not had your family threatened, bomb threats et al?
24  Discussions / Miscellaneous Topics / Re: What other programming languages do you use & why? on: 2014-09-05 03:47:09
Hmmmm....

Personally I like to using Java and BluePrint (Unreal Engine 4)
For work I have to use Javascript, C#, VB, SQL, HTML

I know a load of other languages but don't get to use them all that much these days: BASIC (various), assembler (various), C, C++, D, Pascal, Delphi, Lisp, Clojure, Shell script (various), Python

IMO you should know the major different paradigms: imperative programming, object oriented programming and functional programming. Most other language differences are syntactic sugar.

That said, C++ is objectively poorly designed.  Powerful, but messy.
25  Discussions / Miscellaneous Topics / Re: Is our Universe Simulatable? on: 2014-05-13 03:50:00
I think the chief problem you guys are having with this thread is that you are using terms without defining them.  For example, 'universe' - do you mean everything that there is, or something else?  This is important.  If you mean the former, then there is no 'getting out of the universe' to simulate 'this' universe.  The whole idea of a meta universe doesn't work on that basis.  If you mean something else: then what?  A many-worlds interpretation of quantum mechanics?  If so, that's infinitely branching so in principle impossible to simulate every branch though perhaps possible to simulate one path.

26  Discussions / General Discussions / Re: Blender Character Animation formats on: 2014-04-17 00:29:41
Ahh!  I didn't know the collada export did animation.  I'll give that a go then.  I did see some comments about the Collada format being a bit non prescriptive to be useful but I guess I only need to worry about the files that Blender exports rather than every possible Collada file :o)

Thanks very much for the feedback
27  Discussions / General Discussions / Blender Character Animation formats on: 2014-04-11 04:04:32
I have some character animation in Blender that I'd like to use in code but I can't find a good format to export to.  Has anyone got experience exporting animated meshes from Blender 2.69?  What approach would you recommend?

I'm happy to write an exporter and I'm also considering getting the FBX SDK to write a C++ based FBX -> my own format converter.
28  Discussions / Community & Volunteer Projects / Re: Clocktower Games looking for Java Programmers (Profit Share Project Only) on: 2013-11-09 09:25:13
Just FYI: the "Clock Tower" games were a well known Japanese horror game series and "Clocktower Games" is a New Zealand indy game developer (now called Aero).  Your chosen name won't Google well and potentially might have legal issues.
29  Discussions / General Discussions / Re: Your feeling on discovering that your game is uncannily similar to another game? on: 2013-08-29 02:47:07
Yeah, totally.  I've seen people run down Minecraft because zomg! Dwarf Fortress is teh 4we5ome!  Yeah, DF is great, Minecraft is actually playable by normal human beings.  That doesn't mean DF sucks, nor MC - they're both cool. 
30  Discussions / General Discussions / Re: Java on PS4 Initiative on: 2013-08-06 10:46:17
*SIGH* Hey everyone.... Grin Been to this dance twice before....hoping 3rd times the charm!

Heh.  Deja vu all over again, huh?  Well hopefully this time will be different - the stated attitude towards indies and the fact that Minecraft is one of the biggest indies games out there might work in our favour this time.

Anyway, Hi Chrism!!!  How the hell have you been?
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