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1  Discussions / Miscellaneous Topics / Re: building my own computer on: 2004-06-17 20:30:57
thanks for the advice guys
2  Discussions / Miscellaneous Topics / 100 posts on: 2004-04-14 18:51:37
3  Game Development / Game Play & Game Design / Re: I am doing an online java RPG on: 2004-04-14 18:51:08
if its tile-based, try doing what i found helps the world a lot, making 3 tile dimensions instead of 2 but only rendering it flatly. in other words, a 3d array of tiles. if you render it correctly, and implement gravity, etc, it works really nicely. I did this in my first game attempt, and got so far as correct-angled water reflections using nothing but awt.
4  Game Development / Game Play & Game Design / Re: RPG Maker on: 2004-04-14 18:47:57
i dont know... all the fun in making an rpg is, well, making the rpg :-D
5  Discussions / Miscellaneous Topics / building my own computer on: 2004-04-14 18:43:31
up til this point i've been programming on my laptop, which is only a year and a half old, but with significant limitations such as 256 mb of ram, and cramped for hard drive space, so im thinking of building a desktop pc. can anyone give me advice on whether its worth it, and if so where i can get good parts?
6  Game Development / Newbie & Debugging Questions / Re: Class parsing is a pain in my buttocks on: 2004-04-14 18:34:37
What world class? can you post more of your code? do know that all objects inherit toString() from Object, right?
7  Java Game APIs & Engines / JOGL Development / Hardware Performace Challenge on: 2004-04-14 18:28:55
I haven't clogged this forum with questions in several months now, as I've been too busy to work on my 3d game. But now I'm back (sorry?) so here goes: I realize by talking with experienced game programmers that I'm getting roughly 1% of the possible frame rate I could get, by using display lists but no vertex or index buffers and storing all texture and rendering data in software. Can anyone possibly post me an entire small program (JOGL, preferably) that fully utilizes every possible hardware option to render textured polygons? I just want to know the absolute fastest way to render polygons. I read about VBOs, are they supported in JOGL? I'm hoping to be able to render several hundred thousand textured polygons per frame, with huge amounts of screen overdraw, and still get 60-100 fps, is this possible if I use every possible hardware option? If so can I see a program example? Thanks a lot everyone.
8  Java Game APIs & Engines / JOGL Development / Re: help with vertex buffers? on: 2004-01-29 16:31:18
OK, now it accepts the FloatBuffer, but I get weird errors, like it would display the quads in the list for about 30 seconds and then just stop while still rendering the software-rendered polygons, so I tried tweaking a few things, then it didn't display the vertex-arrayed ones ever, and now (the worst yet) it gives me a Heap at VM Abort.

Would it be possible for someone to post complete (non-pseudo) code that completely goes through the process of using vertex arrays (and whatever else is necessary) to hardware-render quads with texturing and vertex-coloring? I would really appreciate it.
9  Java Game APIs & Engines / JOGL Development / Re: help with vertex buffers? on: 2004-01-28 16:56:59
i got an exception, that 'ptr' was not a direct pointer, when I called gl.glVertexPointer(3, 0, 1, buffer); I don't really understand the arguments so I may have called it with the wrong params, since the jogl javadocs all just say "interface to C language function" without explaining anything
10  Java Game APIs & Engines / JOGL Development / Re: help with vertex buffers? on: 2004-01-28 16:28:27
what about glGenBuffersARB, glBindBufferARB, and glBufferDataARB? Do i need those?
11  Java Game APIs & Engines / JOGL Development / Re: help with vertex buffers? on: 2004-01-28 12:40:37
None of the platforms lesson 45 is implemented in are in java, all are C/C++ or VB. I'm trying to decipher the C++ one but it doesn't even mention "glVertexBuffer" so I'm a little lost.
12  Java Game APIs & Engines / JOGL Development / help with vertex buffers? on: 2004-01-27 22:34:32
Can anyone point me to any site which explains how to use vertex buffers in jogl, or even lwjgl, or even just a few lines of source code? Thanks
13  Game Development / Newbie & Debugging Questions / Re: Doublebuffering on: 2004-01-16 01:49:04
I just use awt, though many people wouldn't suggest it. AWT seems very intuitive to me, you might want to try it.
14  Java Game APIs & Engines / JOGL Development / Re: can overdraw be a limiting factor when transpa on: 2004-01-15 11:41:20
well i've done some tests and overdraw is the slowdown factor. So is there any way to tell OpenGL to precompute the pixels and send only the necessary partial polygons to the graphics card rather than numerous whole ones, maybe?
15  Java Game APIs & Engines / Java 3D / Re: What's the best way to move stuff around? on: 2004-01-14 06:38:13
i would suggest an approach using vectors of motion rather than interpolation points, but then again I haven't actually done motion :-D
16  Java Game APIs & Engines / Java 3D / Re: shading on: 2004-01-14 06:34:47
um, i don't use java3D, but if it's anything like OpenGL all you need is to create a point light source and enable lighting, and Lambert's-Law diffuse shading with be automatic. However, the balls would still not cast shadows in the table, they would only be shaded themselves. Or you could create a specular light source for each ball.
17  Game Development / Newbie & Debugging Questions / Re: Game speed on: 2004-01-14 06:29:32
haha JAVA is "too fast" now? that's news to me.. and news to my 3-fps game as well.
18  Java Game APIs & Engines / JOGL Development / can overdraw be a limiting factor when transparent on: 2004-01-14 06:26:56
Is it possible that a lot of polygons being drawn on the screen on top of each other (overdraw) can significantly slow the performance EVEN if those polygons were (theoretically) completely transparent with ALPHA_TEST on so that they were not being rendered at all? As strange as this sounds it is relevant to my game...
19  Java Game APIs & Engines / JOGL Development / Re: back to front rendering... damn i hate it on: 2004-01-11 20:11:16
what the... you mean this is all I had to do? No depth test function accounting for matrix transformations? No optimized sort? I'm not sure I should be happy or upset!

Without sorting, my 2000 trees are now rendered 30% faster  Cool
20  Java Game APIs & Engines / JOGL Development / Re: back to front rendering... damn i hate it on: 2004-01-11 19:52:56
wow... what a concept... 2000 trees without sorting at all... imagine the possibilities... lol i'm trying this right now, thanks a lot
21  Java Game APIs & Engines / JOGL Development / Re: back to front rendering... damn i hate it on: 2004-01-11 10:26:34

(now all of your *newbie alarms* should be going off in your head)...

what's the difference between alpha testing and blending? I thought ....
22  Java Game APIs & Engines / JOGL Development / Re: back to front rendering... damn i hate it on: 2004-01-11 02:28:43
I have 2000 in this particular case because I need a forest of a huge number of trees. For geometry purposes I constructed them by placing 8 half-billboards around the trunk axis at 45-degree intervals, which means that even with a forest like this one the polygon count is not going to be high. But 2000 partially-transparent-textured trees is a lot of sorting.

Yes I know all about mergesort, heapsort, quicksort / randix sort and all the other common O(log n) sorts but I decided that since the character is moving in a large world, the z-values of most objects will not change significantly with every frame, so I needed a sort algorithm that would, in a "best-case scenario" such as this one, simplify to O(n), and to answer this I developed a doubly-linked list insertion sort in which the newly-formed linked list runs in a direction contrary to the first, so that when the first is traversal there will be a minimum number of comparisons done. It should be significantly faster than, for example, quicksort in my case.

hmm.. turning down Depth Writes? I'm gonna try that now...
23  Java Game APIs & Engines / JOGL Development / Re: textures flickering on: 2004-01-11 02:15:14
z-fighting? I haven't heard that term, but do you mean two objects with the same z values flip-flopping? I'm not positive of the answer to that, but I don't think it should matter which one is drawn first if they have the same z value... should it? Because sometimes one will obscure the other incorrectly in such a case but there's no way I can think of to re-compare them if they have the same z, at least no sensible way
24  Java Game APIs & Engines / JOGL Development / back to front rendering... damn i hate it on: 2004-01-10 06:49:13
I have the most highly-optimized sort possible for back-to-front rendering of partially transparent objects by assuming that order of the last repaint is close to being correct. Which means that even when a huge number of these objects are present, if the character is standing still, or relatively still, the number of swaps in the drawing order is for all purposes zero. However, when the character turns abruptly, there is nothing I can do... the number of swaps skyrockets: with 2,000 objects sorted the swaps for that frame are over 1 million, and there is a significant pause in the game's rendering. And I really do have to render 2,000 or so objects in the same frame... sigh. This post is not a question really, but I would just like anyone's educated guess as to when graphics cards WILL SORT TRANSPARENT OBJECTS FOR YOU!!
25  Java Game APIs & Engines / JOGL Development / Re: textures flickering on: 2004-01-10 06:43:13
hmmm.... well the lines are gone, but now once in a while a thick vertical strip of each transparently-textured object will simply vanish for one repaint and reappear in the next. Any more magical solutions?
26  Java Game APIs & Engines / JOGL Development / Re: JCreater compiler error: "CODE TOO LARGE& on: 2004-01-10 06:18:53
Yes but I prefer the illusion of being in control  Grin
27  Java Game APIs & Engines / JOGL Development / JCreater compiler error: "CODE TOO LARGE" on: 2004-01-08 23:05:25
Yes, that's right, "code too large" . I created a RandomGenerator class to spit out random numbers when i needed them, out of a giant int array so that whenever I run the game the random numbers generated are the same and the world created semi-randomly will not change whenever the game is loaded. My int array of 1 million was initialized entirely in the java code. But what happens when I try to compile? Two errors: "code too large" and "too many constants." OK, so maybe hard-coding 1 million ints into an array was overkill (but no, I did not type them in by hand, I'm not insane), so I shortened it to 10,000. But I still get the "code too large" error even though the .java file has decreased from over 100,000 to barely 1,000 lines of code. Can't I somehow set "COMPILE NO MATTER WHAT" as an option somewhere in JCreator? anyone?
28  Java Game APIs & Engines / Java 3D / where do I find textures? on: 2004-01-08 03:48:44
I need just a few textures with a mono-color background, for example a billboard-style one of a spruce or fir tree... where can I find something like that online?
29  Java Game APIs & Engines / JOGL Development / Re: (tearing hair out while looking at fps count) on: 2004-01-08 03:20:03
I'm using XP, which I don't think has its own renderer, on a Radeon 7500 card, with a 1024 x 768 resolution and 32-bit color set on the monitor (does that matter?)... but how do I check my stencil buffer format? And sry but what is VSYNC swap buffers synchronization?
30  Java Game APIs & Engines / JOGL Development / Re: textures flickering on: 2004-01-08 03:10:53
wow, it... worked! thanks!
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