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1  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-09-24 17:21:49
Yesterday and today I continued on my Ray Marcher and added shading via the Phong reflection model as well as sun and sky using the Perez model.

Here is a screenshot of it:
2  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-09-19 19:36:08
VaTTeRGeR: Yeah I know that (and I thank you all for that). But if I wish to give someone a medal for their work. How does that work? Is it that button "Appreciate"? Or maybe link would be better. Wink

If anyone is interested in the code, the following will show you the most essential parts of it:
3  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-09-19 19:22:16
The last two days I have tested out Ray Marching with fractals via 2D Simplex Noise (and possibly Fractal Brownian Motion, not totally sure):

Edit: By the way, is it "Appreciate" you use to give people "medals" for their work?
4  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-08-27 22:20:45
Thanks for that tip! I did install it and have to learn it. But then I can do it. It looks great though. Smiley

Edit: I've now uploaded a video to YouTube:
5  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-08-27 21:58:01
I have tried to find a program to record it, but none of them have worked for me. But I can tell you the Path Tracer isn't fast. Some scenes, but not the one shown here, do have an FPS of around 100 or so, although the image will still be grainy and converge over time. The image of the Path Tracer took quite a long time to render (maybe an hour, I'm not sure).

Edit: More images can be found at:
6  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-08-27 21:29:20
I implemented a Ray Caster in addition to my Path Tracer in my 3D-engine. They're both realtime.

Ray Caster:

Path Tracer:
7  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Image Processing Program - Dayflower Image on: 2016-08-26 09:31:15
Archive: I uploaded it to Mediafire. Thanks for that tip. Currently it's not a paint program, but I have plans on adding features that allows you to do that. Yes it transforms the image in different ways.

steveyO: I wrote my own filters and everything. That was the whole reason I wrote the program in the first place. To test such things out. Smiley
8  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Image Processing Program - Dayflower Image on: 2016-08-26 02:27:50
Thanks for the advice! I just picked a random site to upload it to when searching. Do you have any other sites to recommend to upload it to? My website and the hosting it uses cannot afford having any files like that to download, as it would require too much bandwidth, depending on how many people that downloads it.

It may be similar to Gimp, but much simpler and with less functionality.
9  Java Game APIs & Engines / Engines, Libraries and Tools / Image Processing Program - Dayflower Image on: 2016-08-23 21:08:41

I've created an image processing program that I'd like you guys to test if you so wish.

It can do the following:
- Open images such as .BMP, .GIF, .JPG, .PNG and .WBMP.
- Save images such as .BMP, .GIF, .JPG, .PNG and .WBMP.
- Turn an image into grayscale using the following: R (red), G (green), B (blue), Average, Lightness and Luminosity.
- Use Sepia Tone filtering.
- Use Tone Mappers and Gamma Correction such as: Filmic Curve, Linear and Reinhard.
- Apply Convolution Filters such as: Blur, Detect Edges, Emboss, Gradient (Horizontal), Gradient (Vertical) and Sharpen.
- Apply your own Convolution Filters via a Custom Convolution Filter matrix.
- Execute Java source code to modify the image (which requires tools.jar).
- Rotate: 90 or 180 degrees.
- Invert the colors of an image.
- Select a portion of the image to perform the image processing on.
- You may tell the program whether it should do the image processing in the same tab or a new one.

The program is internationalized and currently supports English and Swedish.

Discuss it here! If you have any thoughts on it or want some new feature in it, please let me know.


10  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Java Build Tool on: 2016-05-23 07:12:06
actual: Thanks for the links. It looks somewhat similar to this project.

basil_: I have actually thought about adding a preprocessor. But thanks for mentioning it.
11  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Java Build Tool on: 2016-05-19 13:13:21

I do realize that, if I were to compete with any of the existing projects, I would certainly fail. They already have their respective communities backing them and the functionality of years of development. Not to mention a lot of third party plugins (or what each community call their extensions). So this project is only a fun hobby-project for me to work on when I find no motivation to work on my other projects (a Java decompiler and a Java realtime GPU-based Path Tracer), at least at this time.

I have used Maven, but only a few times. For me it was too much work to set it up and get started. But that's probably just me, and maybe because it has dependency management built-in, in contrast to Ant, which does not. Maybe Gradle require less work to set up than Maven?
12  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Java Build Tool on: 2016-05-18 17:34:25
Thanks for answering everyone!

I'll take a look at Gradle and see how it works. But at this time my tool is probably more like Apache Ant than Apache Maven or Gradle. Well, with the exception that you write Java source code rather than XML to define your scripts. So no dependency management is supported right now.
13  Java Game APIs & Engines / Engines, Libraries and Tools / Java Build Tool on: 2016-05-17 21:19:15

I'd like to hear your opinions on my new project, a Build Tool.

I know a lot of Build Tools exist, such as Apache Ant, Apache Maven and Make etc. But my Build Tool, although not very useful at this time, at least it can be.

My Build Tool, called Builder (org.macroing.builder), is a Java tool that compiles Java source code and has the possibility to do anything. It uses the Java compiler to compile its "scripts".

So, my question is, what do you like about your Build Tool, and what do you not like about it?

If anyone is interested to get my source code for it, here it is:
14  Java Game APIs & Engines / Tools Discussion / Artifact - A new scripting language for JSR 223 on: 2014-07-05 21:01:39
The last while I have been developing on a new scripting language to be used with the Script Engine API (JSR 223). It's called Artifact and is fully compatible with Java source code, as it first transcompiles to Java source code. When it compiles Java source code, it uses the Java Compiler API ( and friends) provided with the JDK. So you will need the tools.jar to run it.

To read more about it, you can do so on my GitHub project page, that can be found at

Do you think this could be useful in a game? Or maybe you know some awesome feature, that could be useful for scripting in games?
15  Game Development / Shared Code / Re: JOGE - Java Open Game Engine on: 2014-04-29 08:19:40
Thanks for your encouragement! Smiley Yes, I'm sure I will update this thread as I progress.

I have a lot of plans. Both for this game engine and for my other 3D renderer, Dayflower, a real-time Ray Tracer, which is also written with the Java2D API.

Things I plan to add to this game engine:

  • Collision detection.
  • An entity system.
  • Sprites.
  • SSAO-rendering.
  • Better bilinear interpolation than the current one.
  • Maybe an implementation using OpenGL (using JOGL or the like).
  • An animation system.
  • Acceleration structures, such as BSP Trees.
  • Rasterization of triangles, and not only quads.
  • The list goes on...

A screenshot of my Ray Tracer:
16  Game Development / Shared Code / JOGE - Java Open Game Engine on: 2014-04-29 07:45:18
I started to work on my own open source game engine a while ago. Just to learn game engine architecture and design. My ultimate goal would be to make it into a general purpose game engine, but I have focused on FPS games in 3D so far. And I'm sure I will continue that path.

The features of this game engine includes, but are not limited to, the following:

  • A Java2D based scan-line rasterizer, for 3D rendering.
  • A camera that can be controlled in the 3D environment.
  • Keyboard- and mouse input.
  • A depth-cue rendering option.
  • A wire-frame rendering option.
  • Groups of polygons can be rotated and moved independently of others.
  • A particle system, that currently only supports one type of particle, namely blood splatter.
  • Point light sources.
  • Shaded textures, created using the point light sources.
  • A progress update screen, for loading resources and configuring a game.
  • Map loading, currently only via XML-files.
  • Toggling of mouse re-centering, useful for FPS games.
  • Toggling of paused mode, in which various aspects of the game is not updated, but you can roam around.
  • Toggling of a cursor, that is, you can show it or hide it.
  • Toggling of FPS rendering.
  • Toggling of texture rendering.
  • A simple sound manager, with support for guitars, tones and byte arrays of sound data.
  • Configurable map boundaries for X and Z, instead of real collision detection, as of yet.

A few days ago I GitHub:ed it, so it can be used in competitions, such as Ludum Dare. I did use it in the latest Ludum Dare 29. My game entry is called Surface Invaders and can be found in the links section below.

If anyone has any feedback or suggestions for improvement, features or critisism, please let me know.

A screenshot of the game and parts of the game engine:

Surface Invaders website:
17  Games Center / Contests / Re: Ludum Dare 29 (Beneath the Surface) on: 2014-04-29 07:13:29
My entry is an FPS game, written using my own game engine, JOGE (Java Open Game Engine). The game engine uses the Java2D API, but is rendering in 3D.

Here is my entry page

Here is the website for the game (although you have to download the game to play it):

A screenshot of the game:
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