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1  Discussions / Miscellaneous Topics / Re: Unit Testing: Waste Of Time? Discuss on: 2015-02-05 13:57:18
Another argument for techniques like TDD which is usually pushed is that they help you design cleaner and better public API's but personally not seen any advantage here over manually doing so (in fact its faster to do so manually).

When it comes to writing games (as opposed to libraries and engine code), unit testing is a complete waste of time. Jonathan Blow sums up the problem pretty nicely (including arguing pretty strongly against spending time commenting code and most types of optimisations).
2  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-02-04 17:41:10
Replaced the LWJGL vecmath packages with libgdx ones in SPGL (my "framework"). Discovered libgdx vecmath is not threadsafe and everything broke. Grr.

Cas Smiley
Any plans to move to LWJGL3? or going to stick to LWJGL2 for now?
3  Game Development / Newbie & Debugging Questions / Re: Moving an object in a circle on: 2015-02-03 20:18:40
Do keep in mind that Java's Math sin and cos methods use radians and not angles.

You'll need to use Math.toRadians() to use angles.

e.g.
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Math.sin(Math.toRadians(speed * angle));
Math.cos(Math.toRadians(speed * angle));
4  Game Development / Newbie & Debugging Questions / Re: Access violation with glDrawArrays on: 2015-01-28 16:07:09
Would anyone be interested in an extensive graphics performance optimization article about identifying and solving bottlenecks?
Yes, that would be very useful.
5  Game Development / Newbie & Debugging Questions / Re: Access violation with glDrawArrays on: 2015-01-28 15:30:59
I'm assuming theagentd is referring to ARB_buffer_storage when talking about persistently mapped memory.

If so, he's right in that its the fastest way now, only downside is that it seems to require pretty new hardware (OpenGL 4.3+) making it pretty much unusable for applications targeting the masses (unless you want to have an application with multiple rendering paths). Once such hardware becomes mainstream its definitely the way to go.
6  Discussions / General Discussions / Re: Most graphically polished (HD)3D games developed in Java? on: 2015-01-26 12:45:09
There a quiet a few super nice looking 2d Java games these days but as for 3d, aside from some of the ones mentioned above, two really impressive looking ones are Caromble! and the WIP game We Shall Wake (which is probably the most impressive I've seen).
7  Java Game APIs & Engines / Engines, Libraries and Tools / Re: GLFW 3.1 is out on: 2015-01-20 15:23:30
And, is this going to bring LWJGL out of alpha?
It won't bring LWJGL3 out of alpha but into alpha (its pre-alpha atm) and it'll hit beta once OpenGL ES support and the missing OpenGL extensions are added.
8  Java Game APIs & Engines / Engines, Libraries and Tools / Re: [Slick2D] Why the F is it so slow? on: 2015-01-09 11:15:16
You need to post more of your slick code, not enough to isolate the problem from the above snippet.
9  Discussions / General Discussions / Re: New rules regarding Game Engine topics on: 2015-01-07 14:35:24
The JGO Graveyard might be a nice name Smiley
10  Java Game APIs & Engines / OpenGL Development / Re: glVertex3f doesn't care about z axis??? on: 2015-01-05 00:05:19
I'm well aware that I should be using VBO's.  I just wanted to get an image displayed before I tried anything else...
OpenGL is pretty low level, so it not as straight forward as high level libraries to draw an image.

To draw an image you would normally first need to set up your matrices on how to draw your vertices on the screen which you can pass to a shader, then draw a square (using two triangles, the vertices and texture coordinates of which would be in a VBO). Then you would load your image as an OpenGL texture and pass that to a shader which draws it on the triangles when rendering them.
11  Java Game APIs & Engines / OpenGL Development / Re: glVertex3f doesn't care about z axis??? on: 2015-01-04 23:55:11
try the OpenGL tutorials here, they are easy to read, use GLFW and include source code. Your above snippet of code is using jurassic OpenGL which should be avoided.
12  Game Development / Newbie & Debugging Questions / Re: Using a .tmx file with a lwjgl game on: 2015-01-04 22:27:06
LWJGL doesn't come with support for loading tiled maps (.tmx), but Slick2D does.
13  Discussions / Miscellaneous Topics / Re: OpenGL or DirectX on: 2015-01-04 16:45:40
One thing to keep in mind, DirectX is for Windows only (and other Microsoft platforms).

OpenGL is supported on a lot more platforms (including Windows). The tech landscape has changed a lot in the last few years, so if you intend to also target growing platforms such as Mac, Linux/SteamOS, Mobile/Tablet (e.g iOS, Android), WebGL, etc OpenGL may be the better and future proof choice.
14  Discussions / General Discussions / Re: Most graphically polished (HD)3D games developed in Java? on: 2014-12-30 15:49:25
well apart from that beautiful game made by one of the members here , Hardland .
IIRC Hardland isn't written in Java but a C++ engine and DirectX.

*basically "Make me Unity 4.5 in Java and you'll get a ton of money" snip*
Challenge accepted.
Good luck with that, Unity3d is developed by a company with 500+ employees and been in development for over 10 years to get to version 4.5 Smiley
15  Discussions / General Discussions / Re: New 'feature': distributed backups (with a little help from my friends) on: 2014-12-30 11:20:56
1.4GB isn't really that much, why not just set the files to automatically sync to a number of free secure cloud service providers, Dropbox, Mega, Google Drive, Spideroak, etc, then once you are nuked, your dead man's switch could send out instructions on how to recover such files.
16  Game Development / Newbie & Debugging Questions / Re: Compute + Geometry Shaders on: 2014-12-29 20:19:49
a pretty good article here about how to use compute shaders for realtime raytracing.
17  Java Game APIs & Engines / OpenGL Development / Re: LWJGL 2.9.2 on: 2014-12-29 19:40:34
@kappa, quick question, I've tried to use LWJGL3 but there seems to be a lot of different stuff... any tutorials?

I tryied to follow the guide on the LWJGL website but it was broken.. at least it didn't work...

Thanks,
Joao Lourenco

Yeh, LWJGL3 is still pretty new so there aren't many tutorials yet. A few of the good ones i've seen include the ones by SHC found here and on the LWJGL3 wiki here. The GLFW3 documentation is also pretty good and simple to follow. The rest should be pretty much the same as LWJGL2 (i.e. just OpenGL, AL and CL).
18  Java Game APIs & Engines / OpenGL Development / Re: LWJGL 2.9.2 on: 2014-12-29 14:19:25
It's been an awesome run. I can't thank Spasi and everyone else involved enough for the effort.

Cas Smiley
Yup agreed, LWJGL2 was released back in 2008 so maintaining API compatibility since then has been a pretty good success. The design and simplicity of LWJGL's single window API has also held up pretty well considering the first release was back in 2002. Its only now started to show its age once multiple monitors, touch screens and HiDPI resolutions have started becoming more common.

Been using LWJGL3 for a while now and must say it really is much nicer and more flexible to use. Further its already pretty stable (thx to the choice of the GLFW library) so anyone still using LWJGL2 should start considering making the switch.

There is also LWJGLX for those that wish to test out a LWJGL2 codebase on LWJGL3 with minimal source code changes or as an example of how to emulate some of the LWJGL2 windowing behaviour in LWJGL3.
19  Java Game APIs & Engines / OpenGL Development / Re: LWJGL 2.9.2 on: 2014-12-29 10:56:10
Ruben01 just confirmed that LWJGL 2.9.2 is now also available on Maven Central. Normal instructions apply as set out here (just replace the 2.8.0 parts with 2.9.2).
20  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-12-21 20:25:41
Also, I'm starting to write my LWJGL Tutorial Series with LWJGL3.
Oh nice write up. Just a minor correction GLFW is a C library (not C++) and Disruptor is no longer a required dependancy and the jar will be removed from the package soon.
21  Java Game APIs & Engines / OpenGL Development / Re: Lwjgl Error: Failed to load the native library: lwjgl on: 2014-12-19 17:35:51
Looking at the code you posted there doesn't seem to be any declaration of it being the core package which could be why you are getting that error.

Also one cool thing with LWJGL3 is that you do not need to point to the exact folder containing the system specific natives (in org.lwjgl.librarypath or java.library.path), you can just point to the LWJGL natives folder and it will automatically pick up the relevant natives from the linux, window, mac sub folders. Pretty useful when using the same workspace across different platforms as you do not need to change the native path once set.

@SilverTiger should also reduce your code to
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if (System.getProperty("org.lwjgl.librarypath") == null) {
    Path path = Paths.get("native");
    String librarypath = path.toAbsolutePath().toString();
    System.setProperty("org.lwjgl.librarypath", librarypath);
}
22  Java Game APIs & Engines / Java Sound & OpenAL / Re: Does any1 know any good LWJGL3 OpenAL library? on: 2014-12-16 19:43:22
Here's my OpenAL stuff for LWJGL 2, not sure what it would take to make it work with 3.
https://github.com/libgdx/libgdx/tree/master/backends/gdx-backend-lwjgl/src/com/badlogic/gdx/backends/lwjgl/audio
I've been working on a LWJGL2 compatibility layer which runs on LWJGL3 (allows running LWJGL2 apps with very little source code changes). I did attempt to use it to port LibGDX to LWJGL3 (the audio part should work), however ran into a problem as LibGDX's LwjglApplication class seems to want to run LWJGL on a secondary thread which didn't sit well with GLFW. Ended up giving up after that point, did however get jMonkeyEngine3 working with it Smiley.
23  Java Game APIs & Engines / Java Sound & OpenAL / Re: Does any1 know any good LWJGL3 OpenAL library? on: 2014-12-16 10:58:35
I usually use Paul's Code Sound System but recently I have found a few problems:
- doesn't work with LWJGL3
If you like, you can use Paul's Code Sound System with LWJGL3. Ported it while working on a compatibility layer for LWJGL3. The LWJGL3 OpenAL library plug-in can be downloaded from here.
24  Discussions / Miscellaneous Topics / Re: Building a new PC on: 2014-11-30 11:56:25
I'd also seriously consider a SSD instead of (or in addition to) a HDD. The performance boost is well worth the compromise in hard disk space.
25  Games Center / WIP games, tools & toy projects / Re: Paint.JAVA - Attempt at cloning Paint.NET (with cross-platform support) on: 2014-11-26 15:52:57
Also for more consistency, stick with using either Color or Colour, above screenshot uses both types Smiley
26  Java Game APIs & Engines / OpenGL Development / Re: LWJGL 3; how's it getting along? on: 2014-11-19 15:08:07
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ByteBuffer dataBuffer = GL11.glMapBufferARB(GL_ARRAY_BUFFER_ARB, ARBBufferObject.GL_WRITE_ONLY_ARB, (9 + 9) << 2, null);

Which just required ARBBufferObject.GL_WRITE_ONLY_ARB to be replaced with ARBVertexBufferObject.GL_WRITE_ONLY_ARB .
Now ofcourse somebody in the upper echelon has to decide whether my tutorial should be changed, or LWJGL needs a thorough redesign... Kiss
Considering that 90%+ of OpenGL drivers out there have a version of OpenGL 2.0+ or greater, best thing would be to just update those two bits of the tutorial to use the following two calls instead.
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GL15.GL_ARRAY_BUFFER
GL15.GL_WRITE_ONLY

and replacing other corresponding methods by removing the ARB bit and adding GL15 before them.

Plus IMO there is not much point in learning OpenGL using such old OpenGL calls or on a system that doesn't support at least a basic requirement of OpenGL2+.
27  Java Game APIs & Engines / OpenGL Development / Re: LWJGL 3; how's it getting along? on: 2014-11-14 11:03:25
for Android and iOS support, LWJGL could always write a LibGDX backend Smiley
28  Games Center / WIP games, tools & toy projects / Re: Legends of Fore on: 2014-11-10 10:41:45
This is crap
Not very nice or helpful to just state a game is crap, a better response would have been to state why you think its crap and what, if anything, you think can be done to improve/fix the game.
29  Discussions / General Discussions / Re: How to make an experience, not a game. on: 2014-10-24 13:30:35
Papers, Please IMO is a pretty good example of how you can deliver a pretty good experience through a game without being too heavily focused on gameplay mechanics.
30  Games Center / Featured Games / Re: [Slick2d] Retro-Pixel Castles > GREENLIT + FUNDED!!!! WOooOOOoooOooOoo! < on: 2014-10-10 19:59:23
congrats on hitting the kickstarter goal, still a whole 16 days left, good luck with the stretch goals Smiley
Pages: [1] 2 3 ... 89
 
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