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1  Java Game APIs & Engines / OpenGL Development / Re: Normal texture drawn aufully - SLICK_UTIL + LWJGL on: 2014-04-05 20:42:10
I am guessing your texture size is not a power of two.
2  Game Development / Game Mechanics / Re: A* pathfinding how to prefer a nicer path on: 2014-04-03 16:10:35
You need to increase the cost of moving diagonally then your paths will prefer straight lines and move diagonally only when necessary.
3  Discussions / General Discussions / Re: The Big Linux Distro Thread on: 2014-04-02 15:36:58
Yup agreed, Dolphin is totally configurable and can be made to look however you like (including toolbar size and how much space they take up). Customisability is one of the fundamental areas where Gnome and KDE differ in philosophy.
4  Discussions / General Discussions / Re: The Big Linux Distro Thread on: 2014-04-02 14:02:12
Can't speak for Gnome, but KDE's Dolphin file manager is fantastic, can even be made to look and function like Windows Explorer.

Filezilla seems to work well as a GUI ftp/sftp program on linux (has a windows version too).

Eclipse, OpenGL, Steam, Chrome, Dropbox and Skype are available on linux and work like their windows counterparts.

As for an alternative to WinAMP and 7Zip there are quiet a few choices but can't really recommend a single best.

Photoshop is a difficult one to replace, you could maybe run it using Wine or try one of the apps like Gimp, Krita or Inkscape to fill its place.
5  Discussions / General Discussions / Re: The Big Linux Distro Thread on: 2014-04-02 11:21:36
Are there any distros that don't insist on managing the entire software suite available for them?
Its pretty much how most modern distro's work and for the better IMO. Package managers are a lot easier to use these days then to manually down and install apps (or worse manually compile).

You just add new repo's if the current ones don't have the app you need. For games you can just install Steam on Linux, which again pretty much works in the same way.
6  Discussions / General Discussions / Re: The Big Linux Distro Thread on: 2014-04-02 11:02:19
OpenSUSE is my favourite distro, pretty much just works (once the appropriate repo's have been added). Also probably the best distro for KDE users which IMO is current the best linux desktop environment.
7  Discussions / General Discussions / Re: JDK 8 is released on: 2014-03-21 16:31:43
No need to wait, it already happens regularly (e.g. at least annually at events like pwn2own).

@gouessej - it was never about speed (e.g. see flash vs java and why flash succeded over java on the web despite being inferior in most things), its all about ease of use and availability for end users, gone are the days when users would put up with the hassle of installing a third party plug ins (possibly with bundled malware), or being unavailable on mobile and walled gardened platforms, the additional security hoops placed by browsers and the constant nagging of the plugin to update itself as well as being another possible target for security exploits. Further normal HTML, CSS and Javascript have matured to a point where plugins are mostly no longer needed to fill a gap left due to missing functionality. That's why third party plug-in can't succeed anymore.
8  Games Center / Featured Games / Re: FarSky on: 2014-03-21 00:00:48
Congrats on getting greenlit on steam, really nice to see this game finally make it up there.

Also moving this thread to the featured section.

9  Discussions / General Discussions / Re: JDK 8 is released on: 2014-03-20 14:13:07
Not sure why people even bother with Java Web Start and Applets anymore, these distributions methods are effectively dead, they have lost their once 80%+ market share (which they'll never gain back) and its only going to drop further, Oracle should just remove them in Java 9 (or make them an external component from the JRE distribution). They never did get client side distribution right and its too late for such methods to succeed on todays internet.

Also browser plugins in general are also pretty much on the way out, the new hotness these days are pluginless technologies like ASM.js and Emscripten. Even plugins that that did almost everything right (e.g. Unity Web Player) have realised this and are moving over to Asm.js.

Being able to run stuff like Unity3d, Unreal Engine 4, etc at near native speeds without a plugin is pretty much the killer tech now. Java as a plugin has pretty much no future on the web anymore, hopefully won't be long before pluginless JVM's that run in the browser start appearing (possibly when something like ASM.js gets support for handling managed languages).
10  Discussions / General Discussions / Re: JDK 8 is released on: 2014-03-19 11:39:18
hmm, seems like Windows XP is not supported by Java 8 anymore (although some reports suggest it might still work there while other state various problems), about 30% of windows PC's still seem to be on XP which is still too high to ignore IMO.
11  Discussions / General Discussions / Re: JDK 8 is released on: 2014-03-18 21:44:19
Love new major Java releases, apps always get a nice performance boost without any code changes.

The compact profiles look nice, especially the ones without AWT, should allow pretty small jre's.
12  Java Game APIs & Engines / OpenGL Development / Re: VBO performance on: 2014-03-10 16:26:12
Not sure why people are still advocating the use of immediate mode, its an ancient way to use OpenGL and should be avoided by all modern applications, has been depreciated and is not even part of OpenGL ES.

VBO's are perfectly usable for dynamically changing data and are currently the preferred and fastest way to send such data to the GPU. If you can get away with using a more cutting edge version of OpenGL then you'll probably want to look at using geometry shaders too.

1) As for whether to interleave or not, this depends on your data set and how much you send to the GPU every frame, if interleaving allows you to reduce this data (because of sharing vertex data) then go for interleaving otherwise non interleaving should be fine.

2) If you are using something like glBufferData() to transfer data to the VBO then you shouldn't run into any problems of overwriting data which is in use as the driver will handle and sync that automatically. If however you want maximum transfer speed you'll have to look into unsynchronized VBO's using glMapBufferRange(), in which case you'll have to manage the syncing manually using multiple VBO's in a round robin way.
13  Discussions / General Discussions / Re: Best lwjgl game graphically? on: 2014-03-10 11:26:50
Artistically I think Starsector, Spiral Knights and Daedalus are also really nice looking LWJGL games.
14  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Spritesheets in Slick2D, most efficient way. on: 2014-03-05 13:17:33
I'd say go with single images, its easier, more flexible and faster for development.

Spritesheets although more efficient for rendering just add needless complexity during development.

You should leave optimisations until the end, if it turns out that binding too many images is a bottleneck then you can always switch to spritesheets later.
15  Discussions / Miscellaneous Topics / Re: PlanetsĀ³ - a 3D open-source voxel-based RPG on: 2014-02-26 12:45:09
looks really nice, just curious about the technical aspect, what game library/engine you using to make the game? or is it something custom you've rolled up?
16  Java Game APIs & Engines / Engines, Libraries and Tools / Re: FFI JEP on: 2014-02-25 13:42:52
Really hope this makes it into Java ASAP, JNI is a horrid and ugly API and needs to die.
17  Games Center / WIP games, tools & toy projects / Re: MorePong on: 2014-02-23 22:02:32
Ok, changed the determination to this method.
Does it work?
Tried download again, nope still doesn't work.
18  Games Center / WIP games, tools & toy projects / Re: MorePong on: 2014-02-23 20:15:59
I can't play because it can't find lwjgl native libs
Same problem here, on Linux.
19  Java Game APIs & Engines / Java 2D / Re: 2d Vector art? on: 2014-02-21 11:01:56
simplest way would be to export your vector art to an image format (like PNG).
20  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Theora video in LWJGL and others on: 2014-02-17 20:36:17
The posts here and here might be helpful as they set out to solve the same problem.
21  Discussions / General Discussions / Re: AMD has revealed an API that gives developers direct access to GPUs using ... on: 2014-01-30 12:14:33
Nice improvements.

Interestingly John Carmack mentioned awhile back that he reckons Nvidia's OpenGL extensions (not sure which ones in particular) can give similar improvements. If so and such changes are incorporated into future OpenGL core then could be a problem for Mantle adoption.
22  Java Game APIs & Engines / OpenGL Development / Re: 2014 - What OpenGL versions should I target? on: 2014-01-22 23:15:08
Mojang (Minecraft) also released hardware statistics for their users a while back, posted about it here.
23  Game Development / Newbie & Debugging Questions / Re: Triangles vs. Quads? on: 2014-01-22 11:42:15
Go with triangles.

As mentioned above OpenGL ES doesn't have quads, further OpenGL 3.0 depreciated GL_QUADS and they were removed from the core profile in OpenGL 3.1.

There is no real advantage in using quads directly since most drivers converts them to triangles anyway. If you must have a method for drawing quads, just create a wrapper method that draws them using GL_TRIANGLES or GL_TRIANGLE_STRIP.
24  Discussions / General Discussions / Re: Doomsday for unsigned and self-signed applets on: 2014-01-17 01:39:31
Java applets are dead, not much point wasting time on them, as well as pretty much all NPAPI plugin's (except probably Flash). There's no to very little need for plugins on the web these days due to the features now available with pure HTML/Javascript/CSS and probably for the better due to the security risks plugins bring. Chrome is already planning to kill NPAPI plugins, Firefox and other are probably not going to be far behind.

Hopefully someone will come up with a nice solution for easily running Java bytecode in the browser without a plugin, maybe a javascript based JVM or AOT converter to Javascript. There is stuff like GWT but it has its limitations. The current hot plugin-less tech's like ASM.js, Emscripten, WebGL already allow some really impressive stuff in the browser so a solution based on them or similar tech is IMO the way forward.
25  Discussions / General Discussions / Re: AMD has revealed an API that gives developers direct access to GPUs using ... on: 2014-01-01 14:49:05
@Ghida Mantle is a PC exclusive API atm (and probably SteamBox) and its not going to be available on any of the current consoles (PS4, XBO, WiiU). Sony & Microsoft already have their own low level api's available on their consoles which give features similar to what Mantle now provides PC.
26  Game Development / Newbie & Debugging Questions / Re: Java Security BS, Can I Get Around It? on: 2013-12-27 23:16:54
have a read of
27  Game Development / Newbie & Debugging Questions / Re: Java Security BS, Can I Get Around It? on: 2013-12-27 23:05:50
Yeh, for Java and HTML5/WebGL, you'll have to use something like GWT (its the solution LibGDX uses atm).

As for actual java applets, you can still get them working without lowering your java security settings (even though it seems Oracle don't want you to anymore due to how many roadblocks they've put up). You'll have to follow the correct steps and jump all the hoops (like including the correct values in the Manifest.MF file of each jar), see the Applet documentation. An example here.
28  Discussions / General Discussions / Re: Java on PS4! on: 2013-12-23 14:24:46
I'm a Java developer, and we're working on acquiring a dev-kit for our game. In order to not have to do an entire port to C++ or something, we're going to explore this avenue. My first guess was to try to start with OpenJDK as well. I will post here as I get more information.
Cool, also there is a nice list of open source software pre-installed on the PS4 here.
29  Discussions / General Discussions / Re: AMD has revealed an API that gives developers direct access to GPUs using ... on: 2013-12-19 18:09:59
Noticed the following new video presentation in relation to Mantle:<a href="" target="_blank"></a>
Things to note:

    Not difficult nor expensive to add Mantle support on modern engines (probably expect all of the major ones to have it, and maybe even nvidia could use it, it seems that the decision to use it or not is still up to nvidia).

    It's in alpha stage, they have not fully optimized Mantle yet and they are already hitting GPU bottlenecks instead of CPU, but there is still much room for optimization. Underclocked to 2GHz, the FX-8350 was still GPU bottlenecked with R9 290X. They have not even looked much at GPU performance yet, just CPU, and there are already amazing gains.

    Support to fully utilize CPU cores means FX-8350 is comparable to power to an i7 4770K. High-end CPUs not needed to support high-end GPUs. Everything scales amazingly well with more cores.

    Frame rate jumped up to x3 when changed from Direct3D (DirectX) to (alpha) Mantle. The tech demo shown is supposed to come out on Q1 2014 and will be moddable. It looks damn pretty (starts at min 25 in the video).

    Future: GPU might be used as a co-processor even for non multimedia applications.

30  Discussions / General Discussions / Re: SteamOS, SteamMachines, Steam Controller on: 2013-12-15 14:53:13
Insert Quote
Java and Steam are a great combination
Hi princec, from what I understand you use a micro-VM,
not just a stripped down bundled runtime (that would still take over 20MB for Java1.6, and even more for Java1.7).
There is lots of needless stuff, that obviously is not allowed to be removed.
I'd really not worry about the JRE size overhead anymore (unlike a few years ago), it shouldn't really have any impact on your game/sales. Even the full JDK can easily be included. Due to advances in internet speeds and cheaper storage costs, people spend more bandwidth on surfing a few sites or watching a few minutes of online video. Average Steam PC game sizes are in the GB's and a few hundred megs here or there isn't an issue anymore.

e.g. Team Fortress 2 and DOTA2 both take up between 4GB to 15GB in disk space (probably even more depending on mods installed). Another example, the recent indie game Starbound uses over 3GB of hard disk space.
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2014-04-15 18:08:23

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List of Learning Resources
by Longarmx
2014-04-08 03:14:44

Good Examples
by matheus23
2014-04-05 13:51:37

Good Examples
by Grunnt
2014-04-03 15:48:46

Good Examples
by Grunnt
2014-04-03 15:48:37

Good Examples
by matheus23
2014-04-01 18:40:51

Good Examples
by matheus23
2014-04-01 18:40:34

Anonymous/Local/Inner class gotchas
by Roquen
2014-03-11 15:22:30

Anonymous/Local/Inner class gotchas
by Roquen
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