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Game Development / Newbie & Debugging Questions / Re: Slick2D applet blank screen + no errors.
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on: 2013-05-13 01:32:37
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| public class Game extends BasicGame { public Game(String title) { super(title); } } |
When using Slick Applets, the class that extends the BasicGame class can't have parameter(s) in the constructor otherwise Slick is unable to make a new instance of it. Change 'public Game(String title)' to 'public Game()' and the above error should no longer happen.
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3
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Games Center / WIP games, tools & toy projects / Re: [WIP] Daedalus
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on: 2013-05-10 17:34:34
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Thanks, for sure I'm quite happy to have been persistant enough on this project to be able to at least try to be published on steam  Being published on steam would be really amazing, but seeing the votes after two days on greenlight I think it will be really hard ... Keep the updates coming, video's, cool effects, etc, this gives us something to tweet/post about the game and so keeps it in the public eye. Your last update was probably seen by a few thousand ppl on twitter.
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8
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Discussions / General Discussions / Re: Wee, LWJGL 2.9.0 looks to be out soonish!
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on: 2013-04-16 16:31:04
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Work on LWJGL 2.x is now mainly going to be stability fixes and just having it working well (so unlikely to get many new radical features). The 2.9 is mostly just bug fixes, new extensions, updates to OpenAL-Soft and moving the project over to GitHub. For new features, LWJGL 3.0 is where all the action is now, its a radical rethink/refocus of the API, will have many new features, be more lightweight, faster and fully documented. Its still very early days though and far from ready but work is underway. Snippet from the LWJGL forums below showing some progress from the current LWJGL3 WIP: The screenshot below shows one of the demos in the LWJGL 3.0 repo. It highlights one of the most important features in 3.0: multiple, resizable windows. Each window has its own OpenGL context. Both fractals are being rendered with OpenCL, the first on the GPU and the second on the CPU. 
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9
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Discussions / General Discussions / Re: Wee, LWJGL 2.9.0 looks to be out soonish!
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on: 2013-04-16 13:38:16
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Yup internally it going to be a big release as the the mac backend was completely rewritten but from a user point of view should be just be another release in the LWJGL 2.x series. Anyway no need to actually wait for the final release, just grab the nightly builds and start hacking away  As for tutorials have a look at this page.
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13
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Games Center / Featured Games / Re: Heroes of Loot
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on: 2013-04-02 15:05:35
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@kappa: you use no scoring points again?
The game is highly polished in pretty much all the area's in the scoring system, uses a rather stable framework/library (libgdx), didn't find anything worth criticising or think that adding a score out of 10 would assist much in helping improve the game. Besides users can always add their own comments and reviews (even a score).
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17
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Java Game APIs & Engines / Java 2D / Re: Fake 3d effect?
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on: 2013-03-13 21:46:56
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i have to understand...  A game like command and conquer tiberian sun is 2d or 3d? Tiberian Sun used voxels for its 3d, so the engine is a bit of a hybrid between 2d and 3d.
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20
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Games Center / WIP games, tools & toy projects / Re: Ancient Kemet - Egypt themed MMORPG
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on: 2013-03-12 16:14:51
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kappa beat me to the punch
 @heezel do avoid creating multiple threads for the same project/game, did notice you had some extra images in your second thread so copied those over to your original thread so you don't loose your replies. Anyway really cool looking project, just curious, you using one of the java game engines? or is it mostly written from scratch using something like an opengl binding?
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Discussions / General Discussions / Re: Java on PS4!
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on: 2013-02-25 15:28:32
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That DirectX thing looks like an in-house developed layer made by Paradox on top of LibGCM, not something that is part of the PS4 SDK. OpenGL on the other hand was part of the standard PS3 toolset (also built on top of LibGCM), so it seems very likely that OpenGL will be on PS4 too.
Nice, LibGCM seems like a pretty cool library, found a nice read here and here. The OpenGL support on PS3 is just a layer on top of LibGCM, however rumour has it that the PS4 has native OpenGL support. It'd be interesting to know which type of OpenGL (if any) is on PS4, whether its OpenGL ES2 or standard desktop OpenGL (like OpenGL 4.2). Its unlikely that OpenGL ES 2 will cut it for next-gen as there is heavy emphasis of use of things like compute shaders, geometry shaders, etc.
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Discussions / General Discussions / Re: Java on PS4!
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on: 2013-02-23 00:31:49
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Its definitely in Oracles interest to let Sony have access/licence to Java as Sony's cloud stuff (Gaikai, etc) will require a lot of servers, something I'm sure Oracle will be more than happy to provide. However Sony are already heavily invested in C# (see Playstation Mobile) so not sure what extra benefit they'd get from Java.
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Discussions / General Discussions / Re: Java on PS4!
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on: 2013-02-21 12:42:55
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Its already confirmed that C# ( source & mirror) and DirectX 11 will be on PS4. However not seen any concrete information yet that OpenGL or OpenGL ES will be on PS4. Technically OpenJDK looks very possible to port onto PS4, probably need to rewrite the OS specific bits though unless the PS4 OS is Linux or Windows NT Kernel (considering the DirectX). Another thing to keep in mind is that the Gaikai tech (was written in Java on some clients and was Java serverside) will be a big part of PS4, so for all we know they might already have some sort of JVM for it, in addition to the Blu-Ray JVM (Interestingly the Xbox Next will also have a Blu-Ray drive, so also a JVM?). Speaking of the Xbox Next, rumour has it that it'll use a modified version of Windows 8 and also be x86 based, so OpenJDK on there also shouldn't be impossible, although you'll probably have to have a binding to DirectX for it.
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Discussions / General Discussions / Re: Java 7.10 Plugin blocked on Mac
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on: 2013-01-14 01:08:46
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All unsigned applets, that is. I think only Very High causes it to trigger for all applets. Cas  On the Very High setting unsigned applets won't run. On High, you will be prompted before any unsigned Java app runs in the browser. If the JRE is below the security baseline, you will be given an option to update. There is already a prompt for signed/self-signed applets, so basically all applets now have a prompt (a double prompt in Chrome).
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Discussions / General Discussions / Re: Java 7.10 Plugin blocked on Mac
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on: 2013-01-14 00:53:21
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Oracle have released a fix the above exploits, announcement here. They've also switched the default Java Security Settings Level to High, basically meaning all Java applets will now be click to start (no more drive by Java attacks). Just painful watching the Java Applet plugin situation slowly moving from bad to obsolete over the years.
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Java Game APIs & Engines / Tools Discussion / Re: Spine: 2D skeletal animation
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on: 2013-01-11 14:50:14
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This should fix the crashes on older OSes and GPUs which seems was indeed caused by using setOpacity before creating the display. Using setOpacity after creating the display worked without crashing, but the window drawing was corrupt when the window was not opaque. I just ripped out the setOpacity stuff. Special thanks to deathpat for all his testing!
Nice job debugging that, I was also running into the issue on an old computer (ATI Radeon Xpress 200 series), can confirm Spine runs perfectly on there now.
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