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1  Discussions / General Discussions / Re: What's your day job? on: 2015-03-10 09:57:24
I'm almost done with my bachelors in Architecture/Engineering and I then hope on doing my masters in parametric design Smiley
If you have never heard of parametric design then look it up! It's amazing Cheesy
It's basically programming buildings Cheesy
2  Games Center / WIP games, tools & toy projects / Re: Speed Clicker on: 2014-09-25 11:06:55
Nice little game Smiley
Looking forward to see what other game modes you have planned Smiley

My high scores:
TA: 12s
HS: 30
Rush: 12
3  Games Center / WIP games, tools & toy projects / Re: Age of Conquest IV - Risk-like Strategy Game on: 2014-07-22 10:40:28
Am I the only one who prefers A's ui? Tongue
In general I prefer A all together Smiley
Nice looking!
4  Java Game APIs & Engines / OpenGL Development / Re: VBOs on: 2014-07-20 20:40:57
I'm no expert but I would say that you only put one mesh in each vbo, and then have multiple vbos.
So if you have a model of a bike you put that in one vbo and the model of a car in another vbo Smiley

The point with vbos is that you create them once and then reuse them a lot.

I hope this answered your question Smiley
5  Games Center / Showcase / Re: Toast Man - Easy to play, hard to master on: 2014-07-16 11:49:44
Maybe I'm retarded but it took me quite a while to get why I kept loosing Tongue

But when I got it I had quite a bit of fun with it Cheesy

High score 40!
6  Game Development / Newbie & Debugging Questions / Re: Slick2D alpha map coloured lights on: 2014-07-07 08:23:06
When working with float colors the range is from 0f to 1f.
So (0f, 0f, 0f, 1f) is black and (1f, 1f, 1f, 1f) is white.
When you put in (150, 150, 150, 1f) it gets rounded to (1f, 1f, 1f, 1f) Smiley

Try with (0.5f, 0.5f, 0.5f, 1f)  Pointing
7  Game Development / Newbie & Debugging Questions / Re: Ordering draw calls for alpha blending on: 2014-07-05 13:10:46
I can order the VBOs from back to front no problem. But will this fix the problem,?

Try it Tongue

Also some pictures might help Smiley
8  Game Development / Game Mechanics / Re: Scaling a value based on FPS? on: 2014-07-03 22:47:00
A word of caution with this method though:
If you for some reason have a huge lag spike or if you minimize the game (LWJGL) then your game will try to catch up and update with a deltaTime of thousands of milliseconds!
Not a huge problem but remember it Smiley
9  Game Development / Game Mechanics / Re: Scaling a value based on FPS? on: 2014-07-03 22:43:32
You would use delta time.
Basically the time that has passed since the last update.

Then instead of moving objects a set amount per frame you would move them based on milliseconds.

example:

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public void update(int deltaTime)
{
    this.x += dx * deltaTime;
}


Edit:
It's a very commonly used method for gameloops, so it should be easy to find examples on google Smiley
10  Game Development / Performance Tuning / Re: Efficient Fog of War on: 2014-07-03 21:16:04
One easy optimization I can spot:

Do you need to calculate the circles every time?
If it is tile based and all the circles are the same size, couldn't you store the light in an array?
A 6x6 array as you keep saying Wink
11  Discussions / General Discussions / Re: Rock Simulator 2014 funded on IndieGoGo on: 2014-07-03 18:31:26
I must admit though, these people are really f**king clever.

Getting so much money off of a 'game' that was made in less than a day... That's pretty damn impressive.

I envy 'developers' like this.

- Jev

I agree!
To bad I have a consciousness....
12  Discussions / General Discussions / Re: Rock Simulator 2014 funded on IndieGoGo on: 2014-07-02 20:30:14
"Pinecone Simulator 2015 now on Indiegogo!
Please give me all zhe monayz!"

Yep it's stupid Tongue
13  Game Development / Performance Tuning / Re: Efficient Fog of War on: 2014-07-02 13:19:43
I am actually having the same problem with my game:P

But consider this:

1: Is your light changing every frame? If not you could save some time by only calculating it when it changes.

2: Do you have a performance problem with the way you're doing it? Seriously I would like to know Tongue
14  Games Center / WIP games, tools & toy projects / Re: Mortal Terminus on: 2014-07-01 14:22:15
It's really trippy with the line of sight stuff Cheesy
Looks really nice!

One note:
The corners of rooms often flickers a bit when you move towards/away from them Smiley
15  Discussions / Miscellaneous Topics / Re: Remake a 3D famous game in 2D on: 2014-06-29 19:51:26
There is a flash version of Portal that is in 2D.

It's quite fun and was the only "portal"-game I played for years Cheesy

Edit:
http://portal.wecreatestuff.com/portal.php
16  Game Development / Game Mechanics / Re: Vector4f on: 2014-06-23 21:03:25
When you make a transformation matrix in 3D it is always a 4x4.
This means that you need a vector 4f to multiply it Smiley

Also one often uses the 4th number to differ between vectors and points
17  Game Development / Newbie & Debugging Questions / Re: Tile Placing on: 2014-06-22 15:54:37
Do you have a loop that goes through all your scyscrapers in the list?

I don't truly believe that you understand how they work...

Edit:
Also we have no idea how the rest of your code is working so it is hard to give you a specific answer :/
18  Game Development / Newbie & Debugging Questions / Re: Tile Placing on: 2014-06-20 15:16:44
Or just have an array list of skyscrapers...

Yeah but in his case he is simply using integers to store the skyscrapers, so I think he should implement it like that first, and then maybe later expand it Smiley
19  Game Development / Newbie & Debugging Questions / Re: Tile Placing on: 2014-06-20 15:11:19
You should have an ArrayList<Integer> storing the coordinates of the skyscrapers.

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ArrayList<Integer> tileX = new ArrayList<Integer>();
ArrayList<Integer> tileY = new ArrayList<Integer>();

public void placeSkyscraper(int skyscraperX, skyscraperY)
{
       tileX.add(skyscraperX);
       tileY.add(skyscraperY);
}


Look up how to use arrayLists as they are very usefull in gamemaking Smiley
Hope this helps Smiley

Edit:
atombrot is right by the way.
All you are doing now is adding two coordinates together.
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int i = 8;
int j = 3;

i += j; //i is now equal to 11 (8+3)
20  Discussions / General Discussions / Re: Android Billing API Restricts China on: 2014-06-19 15:23:59
I dont know the answer to your question but I do know something about China (I have been living there for the last 5 months).

China is a big market. If your game is in Chinese Tongue
So if your game is purely in English then do not expect it to do well over there Smiley

Edit:
Unless there is no text or speaking in your game of course Tongue
21  Game Development / Newbie & Debugging Questions / Re: When would one be ready to create advanced game engines on: 2014-06-19 15:19:19
Yeah, I felt so dumb when I realized the point of game libraries instead of using Java2D. What should I focus on right now?

Making games Tongue

Make many games!
Every time you make a game you learn something new, and after creating many games you have learned alot! Smiley

Also play around with smaller projects. I recently created a small program which simulated curling stones because I had never done anything physics related. But now I have and now I have a better understanding of it.

Take a look at this for inspiration:
http://www.java-gaming.org/topics/need-practice-developing-games/30733/view.html
22  Games Center / Showcase / Re: Concursion - A Mashup of a Million Games in One on: 2014-06-17 21:30:41
This looks amazing! Cheesy
23  Game Development / Newbie & Debugging Questions / Re: Reduce the polys in a voxel engine? on: 2014-06-14 09:55:56
One technique I have heard about is to batch multiple of the same bock type together and then drawing one big quad with GL_REPEAT turned on for wrapping the textures.

For example if you have a 3x3 area of the top of grass blocks then instead of drawing 9 quads you could draw one quad that covers them all and then just have the texture repeat 9 times.

Not sure how to implement this, but it would reduce the number of quads a lot Smiley
24  Discussions / Miscellaneous Topics / Re: Which game to clone as a next big project? on: 2014-06-14 07:42:51
Try to clone projects until you are comfortable of writing all the code from scratch. I'd prefer Wolfenstein.

I agree Smiley
25  Game Development / Game Play & Game Design / Re: Creating a UI. Questions. on: 2014-06-13 17:35:18
Ok, ok, how would I go about drawing text?
Do I have sprite sheet with all the letters on it, and upon rendering, have a square containing a single letter, having lots of squares to make a sentence?

That is how I do it Smiley
There might be a better way. Especially if the text never changes, then you might just as well draw it on the UI texture Smiley
26  Discussions / Miscellaneous Topics / Re: Losing projects on: 2014-06-13 11:37:51
In the past year I have found a very helpful method to keep me somewhat motivated:

I basically am writing a 2D engine and at the same time I am writing small arcade remakes using my engine.

This gives me some variation in my work, and I actually get small projects done.
So while I produce very small games (Snake, Tetris etc) I am making an engine that I will later use to make my big game idea!

This is really working well for me because I quickly get tired of game-making and would rather make boilerplate code (yeah I'm backwards like that) and thus I can switch back and forth Smiley

But the most important part is to start small and experience the feeling of getting something finished Smiley
27  Games Center / Cube World Projects / Re: Texturing a VBO? on: 2014-06-08 09:26:42
Just to point out the obvious:

At line 4:
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FloatBuffer tCoords = BufferUtils.createFloatBuffer(02 * 6 * size * size * size);


02? Tongue
28  Game Development / Newbie & Debugging Questions / Re: get cell in tiled map on: 2014-06-07 23:58:46
Here how you can get a tileset tile (doesn't related to the actual map) -
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TMXMapReader reader = new TMXMapReader();
Map map = reader.readMap("assets/map.tmx");
map.getTileSets().get(index).getTile(index);    // That's how you get a tile / cell


Didn't you answer your question yourself right there?
To be honest it is really difficult to understand what you are asking...
29  Games Center / Android Showcase / Re: Web Comic Reader on: 2014-06-03 17:33:47
Why did I decide to buy a Windows phone?  Emo
30  Game Development / Newbie & Debugging Questions / Re: Background image on: 2014-06-03 16:45:05

Just one thing, I understand you're talking by experience, but are by what i'm understanding is that the movement of the camera on a game like LoL works the same way it works on a basic platformer, since you handle the "camera movement" with two offset variables. Am I correct?
[/quote]

Erm actually I was assuming that you only wanted to move the camera in two directions Tongue
If you are going to do a 3D game with a completely free moving camera I think you need to learn how to use projection-matrices Smiley
And don't take me as an expert because I am actually not THAT experienced Smiley
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