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1  Games Center / WIP games, tools & toy projects / Re: [Slick2D] JavaRA - Command&Conquer: Red Alert with taste of Java on: 2014-07-15 18:49:54
This project looks really cool. If memory serves me correctly, something doesn't look right about the lightning coming out your tesla coils when compared to the original game. Your lightning seem to have a straight/diagonal movement look while the original game had more random and natural looking lightning. Anyway really nice work.
2  Discussions / Miscellaneous Topics / Re: VMKit (maybe) not dead on: 2014-06-17 13:52:36
hmm the VMKit repo shows the last change on the main branch was 6 months ago and the latest change is 4 months ago on one of the branches.

Anyway VMKit still has a way to go (e.g. no Windows support!) when compared to other solutions like Avian and RoboVM but still might be nice to someday have an easy path to compile Java (and other VM languages) to something like Emscripten/Asm.js.
3  Discussions / General Discussions / Re: Libgdx Monogame & backend on: 2014-05-21 00:52:37
IntelliJ changed my life!
Although personally use Eclipse, IntelliJ's has some really cool features e.g:

4  Games Center / Featured Games / Re: Titan Attacks on: 2014-05-16 11:38:59
Theoretically, you could write a Java library that maps to the Unity3D C# API. You could then write your game entirely in Java using Java tools. When ready to deploy, convert the java bytecode to a CLR dll using IKVM. Then just use this dll with Unity3D as normal and create an output for one of Unity3D's supported platforms. Although seems doable it would be a ton of work.
5  Games Center / Featured Games / Re: Titan Attacks on: 2014-05-15 15:30:39
isn't this what IKVM does?
6  Games Center / Showcase / Re: Super Spineboy on: 2014-05-09 18:30:29
love the exploding alien brains, really nice touch Smiley
7  Discussions / General Discussions / Re: Embedded JVM for Windows Native Deployment seems viable on: 2014-05-08 23:37:07
btw in case you missed it, do check out Java 8's Compact Profiles, there is a blog post about it here. Compact Profile 1 is suppose to be less than 14mb in size.
8  Games Center / Featured Games / Re: Titan Attacks on: 2014-05-08 11:34:42
Just curious, wouldn't it be more cost effective to pay a programmer to port something like RoboVM to PlayStation (or at least enough of it to run your games) rather than paying someone to port each individual game to another language (at least four games atm right?) and again for any updates. It'd reduce development time, allow faster times to market and allow working from a single code base.

Plus since it'd be a generic solution you could even recoup some of that development cost by licensing the code out to other java/android devs (say $5k or 10k each game).

Lastly after an exclusivity period, open source it for a little fame, glory, good company rep and for others to maintain Smiley
9  Game Development / Game Mechanics / Re: Moving at a constant speed along a Bézier Curve on: 2014-05-05 17:11:25
I use Hermite splines.
just curious, why Hermite curves over Bézier curves? Noticed a lot of people using them, is there some extra advantage in using them?
10  Game Development / Newbie & Debugging Questions / Re: Exporting with JarSplice and LWJGL on: 2014-05-05 12:58:38
So nothing is printed when you run it from the command line?
11  Game Development / Game Mechanics / Re: Moving at a constant speed along a Bézier Curve on: 2014-05-05 12:55:01
You used my code, about 6 years ago, which used a whole ton of lookup tables and memory. There are no shortcuts, as far as I know.
Yup remember that super awesome spline class well (still have it in my workspace), used it many times and would probably use it again here if I could, however limited to working with quadratic bezier curves directly in this case.

Cool, that looks like pretty much what I need, some pretty dense math representation of the formula's there though, will see if I can write some code from it.
12  Game Development / Newbie & Debugging Questions / Re: Exporting with JarSplice and LWJGL on: 2014-05-05 12:47:22
My guess is that lwjgl-debug.jar and lwjgl.jar both contain all lwjgl's classes.
That is correct, don't use both those jars, use either one but not both at the same time. lwjgl-debug.jar is useful when looking for opengl errors, otherwise use the plain lwjgl.jar.

Further you also have both slick-util.jar and slick.jar on the classpath. slick-util.jar is a subset of slick.jar so it'll contain duplicate classes, so use only one of those.

Also noticed that you have AppleJavaExtension.jar on the classpath, you probably don't need that as its only useful when compiling LWJGL.

Further you probably don't need lwjgl_util_applet.jar and lzma.jar on the classpath as they are used only for LWJGL web applets.

You also probably don't want lwjgl_test.jar since that only contains lwjgl test classes, so unless you are trying to run one to those you should remove it too.

Lastly its unlikely that you need asm-debug-all.jar unless you are using it in your app or using the Mapped stuff from lwjgl_util.jar.

As for not running as mentioned above by Riven, run it in the command line (using "java -jar yourjar.jar"), and post the output.
13  Game Development / Game Mechanics / Moving at a constant speed along a Bézier Curve on: 2014-05-04 19:09:45
I've been playing with quadratic bezier curves recently, its easy enough to draw and get the points along it using something like:

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float x = (1 - t) * (1 - t) * startX + 2 * (1 - t) * t * cx + t * t * endX;
float y = (1 - t) * (1 - t) * startY + 2 * (1 - t) * t * cy + t * t * endY;


Where start/end is the beginning/end point on the curve and c being the control point.

t is a value between 0 and 1 which can be used to move along the curve, 0 being the start and 1 being the end, however the problem is that this value can't be used to move along the curve at a constant speed since t=0.5 is not necessarily at the middle of the curve or t=0.25 the first quarter.

I've got an approximation of the length of the curve using

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public float getApproxLength() {
      float t = 0;
      length = 0; // reset length
     
      float oldX = startX;
      float oldY = startY;
     
      // scroll through curve and update length
     for (int i = 0; i < 100; i++) {
         t += 0.01f;
         
         float x = (1 - t) * (1 - t) * startX + 2 * (1 - t) * t * cx1 + t * t * endX;
         float y = (1 - t) * (1 - t) * startY + 2 * (1 - t) * t * cy1 + t * t * endY;
         
         length += getLineLength(x, y, oldX, oldY);
         
         oldX = x;
         oldY = y;
      }
     
      return length;
   }


Are there any easy solutions to achieve this other than to use a whole ton of look up tables and memory? doesn't need to be super accurate just something good enough to get a decent constant looking movement along the curve.
14  Discussions / General Discussions / Re: Anyone remember this game? on: 2014-05-04 15:30:39
'Fort Apocalypse' maybe?
15  Game Development / Newbie & Debugging Questions / Re: from 2d to 3d game libraries on: 2014-04-24 13:38:59
when people say they used opengl in java do they mean JOGL?

Not exactly.

OpenGL is a C API and Java is currently not able to talk to it directly so you need to use something like JNI which is complex and ugly to use and requires knowledge of C.

Both LWJGL and JOGL are libraries that do this heavy lifting for you and give the user an easy Java API to OpenGL to work with.

LWJGL also binds to OpenAL (which you'll probably want to use for audio in your game), OpenCL and provides a lightweight native window & input system (so you don't need to use fat libraries like AWT/Swings for windowing and input). JOGL also has similar functionality and sister libraries that provide access to OpenAL and OpenCL.

Both are low level libraries and you'll probably need to spend a few months/years learning the OpenGL/OpenAL API inside out and writing your own wrapper code to be able to create games efficiently. The above two libraries are more for writing game engines, game libraries and utility classes rather then making games directly. However great for learning how the lower level stuff works.

If you just want to make games then go with some of the slightly higher API level libraries mentioned in the replies above.
16  Discussions / Miscellaneous Topics / Re: any good RTS 2d war strategy games? on: 2014-04-19 13:16:45
If you like the original starcraft game you should definitely check out starcraft 2, its a really polished and improved version of pretty much the same game.

As for classic 2d rts games, my favourite has to be C&C series of games and their addons (mostly the Westwood ones before EA purchased the series and ran it into the ground). As for Starcraft 1 era RTS games you'll probably want to check out Dark Reign and as mentioned about Total Annihilation (avoid Dark Reign 2 and Total Annihilation 2 both were extraordinarily bad).

Warcraft 1 & 2 were pretty solid 2d rts games for their time although seem really dated by today's standards. Warcraft 3 is also a highly playable and solid RTS with an enjoyable single player campaign and multiplayer mode although its in 3d. Others you may like are Dawn of War 2 and Company of Hero's but are again in 3d.

17  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.
18  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.
19  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.
20  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.
21  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.
22  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.
23  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.
24  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.

FEATURED.
25  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).
26  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.
27  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.
28  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.
29  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.
30  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.
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2014-07-18 06:55:21

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