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1  Games Center / WIP games, tools & toy projects / Re: Procedural World Generation on: 2011-01-06 00:10:18
Quote from: Mads on 13 hours ago
That's cool, but why only have two dimensions? Having three dimensions for this seems a lot more interresting. I didn't read the whole thing - am I missing something?

Nope, the function returns 1 for land and 0 for water. Having height in there would be really great indeed Smiley

Yeah, right now it's only 2 dimensional. I am planning height, I just haven't added it yet (school just started so you'll have to wait until the weekend) Smiley
2  Games Center / WIP games, tools & toy projects / Re: Procedural World Generation on: 2011-01-05 02:59:36
Do you have a specific sea level, so that something with Y < 0 is underwater and > 0 is land? Or did you just randomly add water everywhere? Also, do you factor/render on a pixel-by-pixel basis?

I did Y < 0 is underwater and > 0 is land for this simulations and I did render pixel by pixel.
3  Games Center / WIP games, tools & toy projects / Re: Procedural World Generation on: 2011-01-05 01:20:38
Hm. Perhaps we are able to find a middle line, maybe a bit less simple than perlin noise but not as complicated as simulating erosion and fault lines. Honestly though, the perlin looks pretty ok, just a bit blurred and inconsistent, in my opinion.

I've been working with mean value generation a bit. Basically it works by creating several mountains and valleys which have a low depth. From there we "flatten" it by averaging the values. For example, a block next to a tall mountain (depth -32) might become -30 and the next one -26 and so on, of course with a bit of randomness. I applied this method to a simple applet, and these are the results I got:

The result is incredibly interesting. I have no idea what went on during that generation though. You can kind of see the original mountains, but I only generated 5 or so and many more are visible. Same for the valleys. I might have made a mistake in my programming, I still haven't had enough time to debug.
4  Games Center / WIP games, tools & toy projects / Re: Procedural World Generation on: 2011-01-05 00:25:09
Wow! Thanks for the awesome response everyone. For anyone still in interested, this is not even close to being done yet, those are some simple prototypes.


The above it just colorized perlin noise, really.
It maybe Perlin noise, but it actually looks really nice. Many maps are based on perlin noise. Is the application of this technique recommended or would it be better to use another?

Hmm.  While it seems like a procedural world will be fun to explore, is that actually the case?  A lot of the low-level detail will have a sameness to it (even if it's technically "different") simply due to the lack of human creativity involved in its generation.  A lot of the fun of exploration comes from the fact that what you're exploring was created by another human mind - you get a glimpse into that mind, and that's what's fundamentally interesting about it.  Then again, if the rule system used for generation was involved enough to be interesting, it might work - but I suspect it'd have to be tuned to the game in question.

Yes, the question of whether it would be fun or not really depends on the algorithm and go far in depth it goes. Ideally you want to go several more levels into the world than the player will see - and things must of course be programmed like someone would make them. Otherwise you lose your human touch. Even so, creativity is lost so you have to make up with something else - perhaps a new algorithm every so often, to shake things up a bit. However, at least for now, I'll try to remain on a macro level so as to not kill myself with stuff. If I was already thinking about having cars, trains, dogs, cats, plants, seeds, strawberries [...] I might go crazy. That's not to say that I won't have those, I just want to concentrate on Macro first.

Dwarf Fortress is insane - I haven't had any hands on time with it but it looks amazing.

I have some links for you .

Here is a game engine video of a procedurally generated universe. An early version of this game engine was documented in a Master's thesis:
The journal of one of the developers:

This company has a very impressive procedural city generator which is documented in research papers:

Here is a very good free book about L-systems and plant generation:

All of this is incredibly amazing. Thank you very much for posting it.

5  Games Center / WIP games, tools & toy projects / Procedural World Generation on: 2011-01-04 15:06:02
This is not really a game, but it is an open source project, and the final result can most certainly be used for lots of games. The idea is to create a procedurally generated world. The entire thing will be up to the computer to create, all based on algorithms. You might star with a basic map:

And then add on to it: Biomes (deserts, forests, tundras), Natural Scenery (Lakes, Rivers, Mountain Ranges), and Artificial Scenery (Cities, Farms, Roads, Highways, Villages) are the goals of this project.

Here's a lake algorithm:

Imagine a WHOLE world created randomly. Imagine playing GTA and it would feel fresh every time. (perhaps, discussion held below (Would it? The algorithms must be changed for this to happen. Downloadeable content - Algorithms? That's a good one.)). Not only that, you could raid an entire city and escape to another country, for example.

Check out the current algorithms:

Interested? I need some help. Check out the videos and the information and see if you're up for it:
6  Java Game APIs & Engines / Tools Discussion / Re: Coffee Maker on: 2010-12-31 14:41:13
The idea is to create a stepping stone, not a Game Maker in Java. The interface and the functions are not related at all, just the way of programming. In Game Maker for example one can put a piece of code in the create event of an object. In Coffee Maker you can also do this, like this:

public class something extends GMObject

    public void create()

Some Java knowledge is needed, but from knowing programming in Java to knowing how to program a game in Java is a big step, and one that I want to make smaller, if possible.
7  Games Center / Showcase / Re: Galleon - Short Pirate RPG made in 48 Hours on: 2010-11-15 02:47:11
Was your prediction true?
8  Java Game APIs & Engines / Tools Discussion / Coffee Maker on: 2010-11-13 04:40:32
Open source Java-Development classes designed to make Java game development more like Game Maker. Currently has built-in support for:
  • collision-checking
  • key checking
  • drawing
  • step
  • begin step
  • end step
  • create

As it is open source, it is easy enough to edit. I plan to add in the future:
  • 3D Support
  • Mouse events (just being lazy here)
  • Anything else?

Download link:

Pictures of games developed with it:

9  Games Center / Showcase / Galleon - Short Pirate RPG made in 48 Hours on: 2010-11-13 04:30:35
Here you Smiley

Made for a 48 hour competition which it won (which is not saying much because only two games entered). Anyway, tell me what you think please!

Galleon be a pirate game in which ye get treasure and bury treasure ye swanky sea dog. Ye must hide 10000 dubloons in yer base, but beware: if ye don't give enough to yer crew, ye will find that the scurvy-infested landlubbers will mutiny! First it be easy to find the dubloons in the islands. Then the treasure will run out, and ye must raid the islands.

Download: GameJolt (if you could rate and comment here it would be extra nice)

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