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1  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Scene2D, utter tedious on: 2014-04-18 04:00:00
I dislike the skin system as well.

I'm still trying to figure out how to end up getting fonts to upscale properly (or generate at a proper resolution so that it shows nicely on the screen).
2  Discussions / Miscellaneous Topics / Re: What are Anti-Virus Developers Protecting us From? on: 2014-04-18 03:35:04
Some of you guys are suggesting firewalls, well... explain more! Which ones do you use and which would you recommend?!
3  Game Development / Newbie & Debugging Questions / Re: LibGDX Stuttering/Jumping Movement, TiledMap, no Delta Timing on: 2014-03-25 23:40:48
My solution to this was basically to implement graphics options, and use fullscreen by default.

When it's run in fullscreen, the stuttering is no longer an issue, not sure how it works but it would be great to get it working in windowed mode as well.
4  Discussions / General Discussions / Re: Windows 8 Purchase on Linux on: 2014-03-05 04:24:18
The first review on the site you listed might be of some help: http://www.microsoftstore.com/store/msusa/en_US/pdp/Windows-8.1-Pro-for-Students/productID.288769600
5  Game Development / Networking & Multiplayer / Re: Lobby/Match hosting behind routers on: 2014-02-21 21:50:45
For UDP punch through, you still need a public server to tell both parties (which are both behind a router) their respective public IPs. Traffic among clients won't be routed through this server, but it has to run some 'match making' logic.

This is exactly what I'm looking forward to doing, are there any resources I can look at for getting a system like this working? I am not sure how to create it on the client side and get them to connect to the hosting party when they are both behind a router.
6  Discussions / General Discussions / Re: I have rewriten Duck Hunt (Win-Android) on: 2014-02-21 04:25:57
This look interesting! Are you planning on making the source code available?
7  Game Development / Networking & Multiplayer / Lobby/Match hosting behind routers on: 2014-02-21 04:23:04
Hello,

I was wondering if anyone had any success in implementing a way for a person to host a match/lobby behind a router without having to manually portforward? I'm not looking to have all user connections be routed through a server, but rather let the gamer host their lobby on their own internet, and have people connect directly to the lobby that they would be aware of through an HTTP-based matchmaking system.

Is there any way or anyone that can guide me on how to port hole punch (I believe is what it's called?), I'm using Kryonet for my networking.
8  Game Development / Newbie & Debugging Questions / Re: LibGDX Stuttering/Jumping Movement, TiledMap, no Delta Timing on: 2014-02-03 23:40:33
this is a common issue

check out gameloops and stuttering on jgo
its not really that much of an issue with libgdx vsync

generally speaking if more stuff is going on the less it stutters; that is my experience. I think it has to do with the fact that when the cpu isnt very busy these spikes are more noticable.
So my tip for is just keep developing the game and check back later

Alright, thanks! So the best bet is to just enable vsync and keep on going?
9  Game Development / Newbie & Debugging Questions / Re: LibGDX Stuttering/Jumping Movement, TiledMap, no Delta Timing on: 2014-02-03 21:43:30
ah you youngsters.
ok now listen
implementing delta time correctly is very very hard. it will make your problems worse. the reason you would use it would be if you expect your game to go above or under 60 fps frequently. if not, using a constant delta time is absolutely recommended. either set it to 0.016 or ignore it all together.
this board is old and there is a plethora of information, you may wanna read some of it.

bottom line, if this is pc only: cap fps to 60 make sure it doesnt go below, if it does then the game is slower, which is fine since it means the pc is too weak to play your game anyway.

As I've mentioned earlier in this thread and in the title of this thread....

LibGDX Stuttering/Jumping Movement, TiledMap, no Delta Timing

I've done this as well with delta, but the issue remains. I didn't use delta thinking that there would be less room for error as each render it'd move a set pixel amount.
10  Game Development / Newbie & Debugging Questions / Re: LibGDX Stuttering/Jumping Movement, TiledMap, no Delta Timing on: 2014-02-03 04:16:54
Hmm, I believe this is some sort of LibGDX thing with TiledMap?

I've also made a little rendering loop myself to render and it's still the same jitteryness.

Here it is if you want to take a look: http://pastebin.com/xivG7mrN

I've seen a few games with LibGDX, how are you guys getting past or just not even coming across this issue? It's frustrating persecutioncomplex
11  Game Development / Newbie & Debugging Questions / Re: LibGDX Stuttering/Jumping Movement, TiledMap, no Delta Timing on: 2014-02-02 04:56:15
Delta time is the time between frames, so it's never going to be 100% consistent.  A range of 0.001 delta time is perfectly normal.

It's bumping up from 0.016 to 0.030 randomly with vsync.

I disable vsync and I still get chunked movement 90% of the time, which is visibly noticeable.
Is the render method the only thing you are doing every frame? Maybe you're binding textures or something?

The render method in the first post is the only render method I am using :/
12  Game Development / Newbie & Debugging Questions / Re: LibGDX Stuttering/Jumping Movement, TiledMap, no Delta Timing on: 2014-02-02 03:59:02
I've given my .jar to a friend to test out, as well as I have tested it out on my gaming PC and a laptop.

My PC and laptop is using an AMD processor, my friend is using an Intel processor, we both get the chunky camera movement, so I don't believe it is isolated to our computers.

Not sure how I would use VisualVM to even test this out as I believe the code I use to render the map is extremely small, I can't really see how something would be affected by this. I've tried out 3 different maps, so I don't think it is something map related.
13  Game Development / Newbie & Debugging Questions / Re: LibGDX Stuttering/Jumping Movement, TiledMap, no Delta Timing on: 2014-02-02 03:51:28
Delta time is the time between frames, so it's never going to be 100% consistent.  A range of 0.001 delta time is perfectly normal.

It's bumping up from 0.016 to 0.030 randomly with vsync.

I disable vsync and I still get chunked movement 90% of the time, which is visibly noticeable.
14  Game Development / Newbie & Debugging Questions / Re: LibGDX Stuttering/Jumping Movement, TiledMap, no Delta Timing on: 2014-02-02 03:26:20
I've done this as well with delta, but the issue remains. I didn't use delta thinking that there would be less room for error as each render it'd move a set pixel amount.

FPSLogger shows ~60FPS.

Quote
FPSLogger: fps: 60
FPSLogger: fps: 61
FPSLogger: fps: 60
FPSLogger: fps: 60
FPSLogger: fps: 60
FPSLogger: fps: 60
FPSLogger: fps: 60
FPSLogger: fps: 59
FPSLogger: fps: 59
FPSLogger: fps: 59
FPSLogger: fps: 59
FPSLogger: fps: 60
FPSLogger: fps: 61

I think the reason it bugs out with delta timing is because of the delta spiking up sometimes.

For example: http://pastebin.com/CBZu2PtV

In the entire data sample above, we can see 0.016 - 0.017, with 0.033 showing up twice. Not sure why it's spiking up, nothing different is being called other than this map rendering.
15  Game Development / Newbie & Debugging Questions / LibGDX Stuttering/Jumping Movement, TiledMap, no Delta Timing on: 2014-02-02 01:42:06
It's jumpy and warpy, not all the time, but I'd say 95% of the time when moving.

I'm using:

OrthographicCamera camera;
TiledMap map;
OrthogonalTiledMapRenderer renderer;

My rendering method is simply:

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@Override
public void render(float delta)
{
   if(Gdx.input.isKeyPressed(Keys.DPAD_LEFT))    currentX -= moveSpeed;
   if(Gdx.input.isKeyPressed(Keys.DPAD_RIGHT)) currentX += moveSpeed;
   if(Gdx.input.isKeyPressed(Keys.DPAD_UP))) currentY += moveSpeed;
   if(Gdx.input.isKeyPressed(Keys.DPAD_DOWN)) currentY -= moveSpeed;

   Gdx.gl.glClearColor(0.0f, 0.0f, 0.0f, 1);
   Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);

   camera.position.set(currentX, currentY, 0.0F);
   camera.update();
   
   renderer.setView(camera);
   renderer.render();

   fpslogger.log();
}


Can anyone offer some help? I'm having a rough time getting this to just simply move a camera around a TiledMap, I haven't added anything but this!
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