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1  Java Game APIs & Engines / Tools Discussion / Re: jBullet3 on: 2015-08-28 14:27:48
One thing to keep in mind is that Bullet3 is still pretty much experimental (under heavy development) and depends on OpenCL.

OpenCL support and drivers are still not very widespread and judging by current trends its not looking like it'll get much better any time soon (both OpenGL compute and Vulkan seem like much better bets atm). Therefore any application using Bullet3 (in its current form) will only really be usable by a small and niche target audience unlike Bullet2 which works well for the mass market.

Its a big undertaking to port and maintain a C++ code base (especially a fast moving one like Bullet3) to Java, so you should consider your options carefully (like whether to go for making a binding instead of porting).
2  Discussions / Miscellaneous Topics / Re: OpenAL fails on my computer on: 2015-08-27 20:13:11
CopyableCougar4, the title of your thread is a bit misleading as your problem is specific to one version of a set of Java bindings that supports OpenAL.
Wasn't this issue finally dealt with here? Not sure why you're provoking the same problems again.
3  Discussions / General Discussions / Re: Azul Zulu on: 2015-08-18 16:39:02
Interesting indeed, but what are the pros (for us)?
There are very few sites that provide builds of OpenJDK, and its a pain to try to build the whole thing yourself, Azul does it for all 3 of the big platforms (Win, Linux & Mac). The Oracle builds of JRE/JDK are under the BCL licence which don't allow you to modify or strip out bits you don't need as you can only distribute it "complete and unmodified". e.g. Those distributing the Oracle builds of the JRE's using tools like Packr are actually breaching the license, the Azul builds would allow you to avoid such a breach.

This depends on the license. Pointing
The license is GPL2 with the Classpath exception.
4  Java Game APIs & Engines / OpenGL Development / Re: Vulkan ETA late 2015, Android support, Apple NOT supported on: 2015-08-16 23:51:51
some more interesting information on Vulkan from NVIDIA: Video & PDF Slides.

Really nice to see that drivers will have to pass proper conformance tests before being able to claim Vulkan support, this is something Direct3D has had for ages but OpenGL lacked (causing odd differences & behaviours in OpenGL driver implementations).
5  Game Development / Game Mechanics / Re: How to code a sword swipe? on: 2015-08-16 14:14:04
if you want a method which is a bit more sophisticated you could use a triangle strip, that way you could have trails for your sword which can be of various shapes depending on how the sword moves and type of swipe. A nice tutorial for this type of trail can be found here.
6  Java Game APIs & Engines / OpenGL Development / Re: Vulkan ETA late 2015, Android support, Apple NOT supported on: 2015-08-14 18:04:29
Well Apple has Metal, why should they add Vulkan? Cheesy
Well they certainly do currently have the market position to avoid supporting Vulkan and go it alone by pushing their own API. I suspect work on Metal began long before Vulkan materialised and got the support it has now. The only advantage I see for them to continue pushing Metal is if they plan to use it in some sort of strategy to trap developers on their platform. If they do, dev's would probably continue to use API's like OpenGL on Apple products or use engines/library that just abstract Metal away. They do hold a prominent position in Khronos so likely assisted in the development of Vulkan.
7  Java Game APIs & Engines / OpenGL Development / Re: Vulkan ETA late 2015, Android support, Apple NOT supported on: 2015-08-14 15:33:27
Apple haven't yet said whether they will or won't support Vulkan, likely they won't be saying anything until the next major release of iOS or OSX.

Besides OpenGL/ES isn't going anywhere anytime soon, it'll be at least a couple of years before Vulkan is widespread enough for mainstream applications to target it as the main renderer.
8  Discussions / Miscellaneous Topics / Re: OpenAL fails on my computer on: 2015-08-14 12:14:17
I vaguely remember that post too and think the one being referred to is here.

A lot has changed since then and it might be that its been fixed in OpenAL-Soft now, although it looks like the code being referred to is still there.

DirectSound's been deprecated by Microsoft for a while now so maybe its time for OpenAL-Soft to move to another backed on Windows, in recent versions of Windows its not even hardware accelerated anymore but emulated (therefore slower than it could be).
9  Discussions / General Discussions / Oracle working on an AOT compiler for Java on: 2015-08-13 19:15:40
Thought this was a pretty interesting announcement by Oracle:

<a href="http://www.youtube.com/v/Xybzyv8qbOc?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/Xybzyv8qbOc?version=3&amp;hl=en_US&amp;start=</a>
10  Discussions / Miscellaneous Topics / Re: Anyone Know of This Game? on: 2015-08-06 15:53:07
as a guess, is it The Battle for Wesnoth?
11  Discussions / General Discussions / Re: Windows 10 on: 2015-07-29 22:26:55
Personally don't like the new start menu in Windows 10, seems to try to do too much, cluttered, not easily customisable and still partially uses the horrid metro UI. Installed Classic Shell which works great and restores the simple straight forward start menu.
12  Game Development / Shared Code / Re: Extremely Fast sine/cosine on: 2015-07-26 15:51:17
HeroGraveDev thanks for the modification, it does clean up the code however after benchmarking it seems that the modulas '%' operator is pretty slow. My benchmark result after warming and running 100,000,000 invocations of both sin/cos are as follows:

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Default      :   22383602954ns (fifth)
Devmaster    :   106982ns (second)
Fast         :   115546ns (third)
Riven        :   103070ns (first)
Hero         :   6229776220ns (fourth)
13  Game Development / Shared Code / Re: Extremely Fast atan2 on: 2015-07-25 22:15:08
I'll put together a benchmark for sin/cos real quick with the two versions you guys posted and then break out into a new topic for sin/cos specifically probably
cool, thanks for the benchmark, theres also an implementation for fast sin/cos found here which you might also want to try.
14  Game Development / Shared Code / Re: Extremely Fast atan2 on: 2015-07-25 21:02:33
That's great! Now please another one for fast sin() and cos() replacements within [-pi, +pi). Smiley
Rumor has it that the GNU Scientific Library is a treasure trove of nice and fast math functions.
Heres a fast sin and cos from around the same time
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public class FastCosSin {
   
   static final float PI = 3.1415927f;
   static final float MINUS_PI = -PI;
   static final float DOUBLE_PI = PI * 2f;
   static final float PI_2 = PI / 2f;
   
   static final float CONST_1 = 4f / PI;
   static final float CONST_2 = 4f / (PI * PI);

   public static final float sin(float x) {
      if (x < MINUS_PI)
         x += DOUBLE_PI;
      else if (x > PI)
         x -= DOUBLE_PI;

      return (x < 0f) ? (CONST_1 * x + CONST_2 * x * x)
            : (CONST_1 * x - CONST_2 * x * x);
   }

   public static final float cos(float x) {
      if (x < MINUS_PI)
         x += DOUBLE_PI;
      else if (x > PI)
         x -= DOUBLE_PI;

      x += PI_2;

      if (x > PI)
         x -= DOUBLE_PI;

      return (x < 0f) ? (CONST_1 * x + CONST_2 * x * x)
            : (CONST_1 * x - CONST_2 * x * x);
   }
}
15  Game Development / Shared Code / Re: Extremely Fast atan2 on: 2015-07-25 20:40:40
There was also another version of a fast atan floating around on the forums a while back, not sure how it'll compare to the above but might be worth giving it a spin in one of the benchmarks

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public class Atan {
   
   static final float PI = 3.1415927f;
   static final float PI_2 = PI / 2f;
   static final float MINUS_PI_2 = -PI_2;
   
   public static final float atan2(float y, float x) {
      if (x == 0.0f) {
         if (y > 0.0f)
            return PI_2;
         if (y == 0.0f)
            return 0.0f;
         return MINUS_PI_2;
      }

      final float atan;
      final float z = y / x;
      if (Math.abs(z) < 1.0f) {
         atan = z / (1.0f + 0.28f * z * z);
         if (x < 0.0f)
            return (y < 0.0f) ? atan - PI : atan + PI;
         return atan;
      } else {
         atan = PI_2 - z / (z * z + 0.28f);
         return (y < 0.0f) ? atan - PI : atan;
      }
   }

}
16  Games Center / WIP games, tools & toy projects / Re: We Shall Wake Demo 7 Preview on: 2015-07-07 23:05:56
No problem! I'm currently working on physically based atmospheric scattering, so we'll have procedural skies from now on. I don't think we'll manage to get clouds in there for the demo though, so you'll just have to be satisfied with seamless day/night transitions and sexually arousing orange sunsets. =P
sounds awesome, look forward to that.
17  Games Center / WIP games, tools & toy projects / Re: We Shall Wake Demo 7 Preview on: 2015-07-07 18:53:07
Looks awesome, really love the look and nice AA Smiley

If you like some critical feedback, I found the skybox a bit distracting (although looks great) it sort of broke the illusion due to the way it stretches and skews when the camera rotates, e.g. at 1:02 to 1:16 of the video, especially see how the moon stretches.
18  Game Development / Shared Code / Re: embedding javaFX inside opengl on: 2015-07-01 09:24:05
This looks interesting, not very familiar with JavaFX yet but would you mind explaining briefly the technique you are using here to embed JavaFX inside OpenGL? are you simply rendering the javafx gui to a javafx image and then copying that over to an opengl texture? or some other method?
19  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Java OpenGL Math Library (JOML) on: 2015-06-25 19:33:34
Personally prefer degrees over radians, just find them easier to wrap my head round when thinking about rotations. Guess it ultimately boils down to personal preference.

Just curious and not sure how feasible it is, would it be possible to support both? like having a method in the library that can be used to switch all the methods globally in the library to use either DEG or RAD?

Would end the debate over which type of angle measurement to use Smiley
20  Java Game APIs & Engines / Java 2D / Re: Approaches to active rendering with no libraries on: 2015-06-17 14:47:06
One thing to keep in mind is that going forward the preferred way to distribute Java application is going to be (already is) by embedding a JRE (since you can't really rely on there being a system JRE anymore).

Java 9 is introducing modularisation (project jigsaw), so AWT/Swing will probably be put into its own module and JavaFX into its own. Therefore it'll be up to the developer to include the modules or other libraries (SWT, LWJGL, LibGDX, etc) one needs in addition to the basic JRE. So not really any point targeting "no libraries" since you'll have to include a module library or 3rd party library anyway so best to just pick the one best for the job.

AWT/Swing module will probably be around for a while though but eventually dropped once usage drops below a certain level.
21  Java Game APIs & Engines / Java Sound & OpenAL / Re: Does any1 know any good LWJGL3 OpenAL library? on: 2015-05-29 14:24:47
This library does not seem to work anymore as OpenAL binding has been changed even further? I tried to fix it by replacing instances of AL10.alListener with AL10.alListenerfv, but that seems to break the 3D sound.
The code broke because of API's changes in LWJGL3 (it was in pre-alpha at the time), anyway I've updated the library to work with the latest nightly build of LWJGL3 and re-uploaded.

You can grab it from here.
22  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-05-21 11:58:39
Added stb bindings to LWJGL 3:
Awesome stuff, finally a decent AWT free solution for Java to read/write images and generate fonts on the fly.
23  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-05-14 10:23:35
Is there some special form that gets me to a place where I can do shadows across a larger scene?

Kev
Depending on how large your scenes are and your maximum depth buffer precision, you might be able to get away with just simple shadow mapping but for really large scenes typically the CSM or PSSM techniques have been used.

Most games also these days use some form of Ambient Occlusion (or approximation of it, like SSAO). Its an effect which really adds to the scene (especially for voxel style games). A relatively recent and popular algorithm seems to be Scalable Ambient Obscurance.
24  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).
25  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?
26  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));
27  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.
28  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.
29  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).
30  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.
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