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1  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-09-07 03:10:33
I put up another one of my little test projects, GifShare. The name tells all.

I don't know if I am the first one to notice this but your site has turned into a pornagraphy site

NSFW alert
2  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-08-30 19:30:22
What I did today and last night:

making a website with node, express and jade

What I did last night:

found out how to bypass RFLEX level authentication, very hard, would take lots of time thus I didnt actually bypass it, and no- im not telling anyone how to do it (wessles already knew about it i guess). But man did I get a rush
3  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-08-25 05:48:56
Rained on the parade and gave wessles his 201st medal. No celebration 4 u
4  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-08-21 03:28:12
uploaded the full length version. took ages! will try OBS instead of virtual dub next time.

enjoy Smiley
<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>

I already replicated this by launching minecraft and taking acid..

I used Universe++. You should try it some time
5  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-08-09 16:01:58
What I did today What I did at 2 in the morning last night.

<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>

And my very own level:

<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>

I have one that passes through the center too if anyone is interested in trying to win Smiley

im pretty sure everyone knows this is wessles game
6  Game Development / Newbie & Debugging Questions / Re: My map load parser is taking ages on android on: 2015-07-29 14:46:25
I also think some optimizations could be made to how your game is. I believe you have an instance of a tile wherever there is a certain type of tile (if that made sense), Perhaps you should have one instance of every tile and store an identification number (per tile) in order to reference it? Sort of like how minecraft and many other similar voxel box games go about it. 9 MB seems like a lot for such a simple save file. Could we see the level saving too?
7  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-07-04 03:21:16
So I ment to look at RFLEX but instead I somehow realized I was on the RFLEX website and I saw a really old guy. How did I get from a teaser to this dude?

cough riven can eye has the username now
8  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-06-15 23:12:22
I made updates to
9  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-06-07 22:21:11
I was special.

EDIT: Its only on my screen ):
10  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-06-01 03:13:36
I created a sort of custom A* for a dynamic grid, what that means is my ships have 3 degrees of freedom (x position, y position, z rotation). The crew also has the same amount of degrees of freedom. However these two are separate systems. Essentially, the ship can be in any position relative to 0, 0 and the crew is not glued to the ship, imagine path finding with that!... after 4 tries I finally got it down but it is still a work in progress.

I will provide more info once I get it correctly implemented into the crew.

Also, ~110 more people fell into my trap since I woke up this morning
11  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-05-31 04:24:28
I had a blast recoding my website today, I also requested for my name to be changed to Brynn_ but Riven hasn't looked at my message yet (I go by brynn on IRC, games etc)

Also, I started an airships game kind of like the one on here.. but I will give more info on that once I am ready.

Tell me how you like my programming website, it much better represents me as a developer and my developing style:
12  Game Development / Newbie & Debugging Questions / Re: Efficient Collision detection on: 2015-05-29 23:28:54
Ah sorry, I misread the question. But yes, I usually use a Bin/Cell structure or something sort of like it. That sounds like something you should look into.
13  Game Development / Newbie & Debugging Questions / Re: Efficient Collision detection on: 2015-05-29 23:22:49
Use AABB, it is super simple and there are plenty of things on here for that.

I recommend digging for HeroesGrave's AABB class and taking what you can from there.

(hint: use the search function)

14  Discussions / Miscellaneous Topics / Re: What is your opinion about ... on: 2015-05-29 12:49:51
I find the debugger in eclipse very useful at times.

I tend to put convoluted things into much simpler forms (things such as complex recursive checks or something which in this case is making the function/use of each call more vague to the programmer reading it) where in some cases this gets rid of CPU and code but required me to use a debugger to debug it in any good amount of time.

other times i just find it easier to use a debugger, since its faster to get into that putting down a bunch of printlns

although I do use printlns too, seems like a common thing.
15  Discussions / Miscellaneous Topics / Re: Yay, free games! Zero's Game Giveaway on: 2015-03-15 16:44:13
I wouldn't mind a copy
16  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-03-15 01:59:36
Joined in the fun making random galaxies. I'm not trying hard to model a real galaxy, just making interesting places for mission locations.
Are you actually rendering those or are you pulling some LOD magic?  Grin
17  Games Center / WIP games, tools & toy projects / Re: JUMG - Java Utilities for Making Games on: 2015-03-11 23:32:46
I don't have to look far into this library to say that there is nothing this library can do that LibGDX, among others, can't easily.. Chances are this is just going to end up in Archived Threads with the rest of the "libraries"

MrPizzaCake, I agree, LibGDX, Open*, and other well known libraries will be used MUCH more often. But those libraries carry weight, (including LWJGL despite its name). This library, doesn't include outside dependencies.

With these weights, comes more functionality, and when a developer knows how to use this correctly it does not pose a threat to any amount of performance.
18  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-03-07 21:55:01
Remember those little white dots that represented stars yesterday? I turned them into something a little more meaningful.

accidently messed up the generation and made a really huge star (in the real deal you have a better chance of winning the lotto then finding a star this size):

Super super tiny red dwarf:

An upper-sequence-minigiant star, but around as hot as ours irl.

A blue giant:

Note the positions, they are real stars in the real server-side universe (just displayed on the client)
19  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-03-06 22:37:58
Nice work! Can you tell us how you are generating those galaxies?

This is how the generation works (i changed the coord system this morning so its a little broken)

I have four variables on the server. Number of arms (random), Number of stars(generated per arm), and rotation ( (360/numOfArms)*arm+10*r.nextGuassion() )

I use a pretty trig intensive generateArm() function and combine all of them into a single array. This is what a galaxy currently is, an array of positions.

If you would like code examples just ask.

The new coord system

So I was using octotrees before, but I decided instead I would just use large numbers (longs and doubles). So now the positions use those. This expanded my universe from -100 million tiles - 100 million tiles to -263 - 263, to put that in perspective, if we imagine every tile is one kilometer, the universe is now going on 2 million light years in every direction. or about 5 million square lightyears in total.

Now I cant render all of this so I made a small little calculation so it maps everything into the viewport. (these pictures are literally scaled down millions of millions of millions of times, a pixel is prob more than 1 star)

Just to prove it worked I decided to give every star a random position in the universe:

You are literally looking at 111585 random stars over the course of 26322 tiles No joke!!!!

And now I have the generation fixed:

This is 159 galaxies with.. 2 million, 508 thousand 258 stars. It took the server about 3 seconds to generate and about 20 seconds to transmit.

I am satisfied
20  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-03-06 03:28:53
Right now I have an extremely sloppy way of creating, saving and sending galaxies to the client, but here are some pictures that the server generated:

Sized them down because lots of pictures!

this is a really weird one:

a teeny tiny one:

2 galaxies next to eachother:

Universe mode activate (129453 stars across hundreds of trillions of "game tiles") obviously distorted distances sadly:

Every white pixel is a star or possibly multiple due to the distortion!!

Next im going to improve generation of galaxies and start laying out how this will be generated procedurally.. not sure if im going to make this game but it sure is a fun side project!
21  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-03-05 02:33:01
As per my post in this thread, I decided to set out and make my own multiplayer galaxy trade game. Now I decided in the shower this morning that I could use some sort of quadtree like system to map where everything is, allowing me to create a galaxy.

After setting out, here is what I did:

I got a NoSQL database solution that will allow to me to store my data.
I got a random seed
There is 100 sections per super-section and there is 8 layers of sections (1 tile is a 100 millionth of the entire universe)
The maximum galaxies per universe (256)
The maximum stars per galaxy (8192)
and the maxiumum arms in a galaxy (8 arms is the max, which would be nearly a complete circle)

Cool! I quickly used the internet and my own knowledge to slap together a galaxy generator, and then I had decided this is how the game generates:

  • At the start of the server, we generate the positions of every galaxy
*a little time later* Lets say we need to get a random planet that we will assign to a new user, this is what we would do:
  • Generate a random "intergalactic" coordinate
  • Grab a list of the positions of every star in the universe
  • Find the closest star
  • Check the star for planets, if no available planets, go back to 1, else..
  • we will procedurally generate the information for that star and save it
  • update information on server and send the information to the client(s)

Even cooler! now how efficent is this..

well right now I do not have the ability to get a visual representation, but I was able to generate 264 galaxies that contained 1 million 197 thousand 504 stars in give or take 4-6 seconds. *NOTE THESE ARE JUST POSITIONS OF STARS IN EVERY GALAXY* That is a good enough number for me!

I will update you guys later if I can when I have some visuals!
22  Games Center / WIP games, tools & toy projects / Re: Multiplayer Planet Trading Game [Kroynet] - Update 4: 02/01/15 on: 2015-03-04 02:38:45
This is a pretty fantastic idea, so great, and since I am bored- I hope you don't mind I make something like this.. My "network" skills if at all are anything they are rusty!
23  Discussions / Business and Project Management Discussions / Re: Recruitment for Team Technic on: 2014-12-25 01:59:02
Congratulations. Not only did you decide to copy the name of a Minecraft Modpack but you also made some Minecraft style voxels!  Shocked

"take my money"
24  Games Center / WIP games, tools & toy projects / Re: TritonForge (NEW VIDEO UPDATE!) on: 2014-12-06 21:22:38
I can tell the music is most likely FL studio and not that but more of a bunch of instruments playing the same tune. It sounds like part of a piece of music, not one itself.

Just what I noticed.
25  Games Center / WIP games, tools & toy projects / Re: Ninjas vs Zombie Pirates on: 2014-11-28 23:54:06
Sorry, i am only authorized to give the jar file next week :/

Authorized? Are you working for someone?

Thats exactly what I thought when I read that.
26  Games Center / WIP games, tools & toy projects / Re: Project NAH - A sandbox survival platformer. on: 2014-11-28 23:46:42
This has been in development still, for everyone who did not know; so I am bumping this quick to say I updated the main post and so it does not get locked.

On another note, for everyone who is not in IRC I just added inventory and items.

27  Game Development / Newbie & Debugging Questions / Re: Saving and loading gfame data with file i/o on: 2014-11-28 20:57:50
JNBT nuf said
28  Discussions / General Discussions / Re: PrepperCraft! - A free voxel game. on: 2014-11-26 19:24:37
WIP is for things that have functionality, at this point your game is a few lines of code, no different then any other base class. This is NOT a game, and it is so early that it should not have a WIP. Also, how do you plan to have 3D with Java2D
29  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-11-23 17:43:31
Worked on cave systems.

A few hundred blocks below that

Meanwhile a thousand blocks east..

What I did:

(2D Simplex Noise)
I combined octaves 6 and a persistence of 0.2 to decide the caverns themselves, octaves 7 with a persistence of 0.6 for the general "path" of said caverns, and octaves 16 with persistence 0.6 for where cave systems are.

fixed blocks too, rock "layer" does not start until 256 blocks down (will be changed to biomes later)

Here is a non-debug mode picture of inside the (second) cave
30  Games Center / WIP games, tools & toy projects / Re: Zombie Nauts [0.5.0] on: 2014-11-23 07:23:49

I played the game, and sure enough I got my Zombie Nauts going, but I always died because I ran out of ammo, is that a bug or what? Glad you can keep working on this.

Ik, its a joke Grin

That joke was even more try hard than mine, that really, really, really scares me; I wonder how bad it is for everyone else since I can't even measure my own cringe. Also, dont derail his thread with your jokes next time.  Wink
Pages: [1] 2 3 ... 9
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Math: Inequality properties
by Roquen
2015-10-01 13:30:46

Math: Inequality properties
by Roquen
2015-09-30 16:06:05

HotSpot Options
by Roquen
2015-08-29 11:33:11

Rendering resources
by Roquen
2015-08-17 12:42:29

Rendering resources
by Roquen
2015-08-17 09:36:56

Rendering resources
by Roquen
2015-08-13 07:40:51

Networking Resources
by Roquen
2015-08-13 07:40:43

List of Learning Resources
by gouessej
2015-07-09 11:29:36 is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑
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