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1  Game Development / Newbie & Debugging Questions / Re: Java 'this' syntax on: 2015-02-28 19:59:03
Instance variables do not need to be final to be used in anonymous inner classes.

is the best and cleanest solution however.
2  Games Center / nK Game Competition - 2015 / Re: Java4K framework WIP on: 2015-02-26 16:27:57
You're investing a lot of time into this, I'm glad to see this happen. I might finally submit a game for once!
3  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-02-12 06:55:08
That was very beautifully written!
4  Discussions / General Discussions / Re: New feature: mentions in posts on: 2015-02-12 06:43:51
The mention-index is being rebuilt, it now prunes 'impossible' mentions, where the mention happens before registration or after 2 months of last activity.
Is this really true? I mean, some of us still talk about m77 but also some other people who have just quit themselves, it's mostly like "I miss [...]" so it would be nice if those people got notified of that when they return after a long time...
I agree with Drenius on this, I don't think it should ignore mentions after 2 months of last activity. Sometimes I disappear for a while and if someone mentions me after 2 months, I will never see it? It should only be for impossible mentions which is before registration.
5  Discussions / Suggestions / Re: Bug with Code Blocks on: 2015-02-09 04:31:42
Yup it's the single quote, not the double quote. The single quotes and contents proceeding should not be highlighted if there isn't a closing single quote at most 1 character away (2 for escaped characters).
6  Discussions / Suggestions / Bug with Code Blocks on: 2015-02-09 04:25:38
Hopefully this isn't my browser being strange again, but there is an issue with the syntax highlighter, as can be visible by this post:
Can others see the red highlighting?
7  Discussions / General Discussions / Re: New feature: mentions in posts on: 2015-02-09 04:15:01
That sidebar box needs to be moved into the Unread page, as I never noticed this until now I decide to go through the many pages of unread posts.

This is a pretty cool feature, nice job Riven.
8  Discussions / General Discussions / Re: Forum Bug(s) on: 2015-02-09 03:54:45
Oh but it was fun! Killjoy Roll Eyes
9  Discussions / General Discussions / Re: New feature: appreciation results in post medals on: 2015-02-04 20:23:45
I like being JGO Kernel, it makes me feel cool Pointing
10  Java Game APIs & Engines / OpenGL Development / Re: Fill Ellipse from a fragment shader on: 2015-01-26 07:24:53
Using equality with floating points is a bad idea Pointing

if(alpha <= 0.01) discard; // much better
11  Java Game APIs & Engines / OpenGL Development / Re: Fill Ellipse from a fragment shader on: 2015-01-25 18:39:06
You still want to do a discard so the depth buffer isn't written to.
12  Discussions / Miscellaneous Topics / Re: Unofficial JGO Steam Group! on: 2015-01-25 18:37:21
Very nice picture! I joined.
13  Discussions / Suggestions / Re: Font for code blocks on: 2015-01-23 08:06:56
Investigation complete..... I couldn't find the exact root cause, but apparently some fonts on my system got FUBAR-ed. This was made evident by the font in Windows Calculator being broken as well! I re-installed the Windows 8.1 fonts from another 8.1 install and all is well now.
14  Game Development / Newbie & Debugging Questions / Re: Starting to develop games. on: 2015-01-23 06:51:51
I agree with KevinWorkman and delt0r: neither make your own engine just yet nor use a pre-made one.

Make games using basic Java and only use the accompanied Java Class library. Make simple games and go from there. Slowly as you start making more and more games, you will notice general patterns you use for standard constructs, class relationships, and behavior..... => game "engine"/library/framework (they all refer to the same thing).

If you want to just focus on making games, when you get to this level I highly recommend you use good pre-made one. Not only you will have the advantage of being able to understand how it works underneath but you will be able to accomplish more in completing a game.
15  Java Game APIs & Engines / Engines, Libraries and Tools / Re: LibStruct on: 2015-01-23 06:31:45
Very nice job Riven, this will allow for a nice little optimization in my game.
16  Discussions / Miscellaneous Topics / Re: Ian Allen, my good friend and top "tester" died and is becoming famous! on: 2015-01-23 06:02:29
Wow I have definitely seen that name and face before, but I can't remember where! He definitely seemed like a really talented and awesome man, he will be missed. May he rest in peace.
17  Discussions / Suggestions / Re: Font for code blocks on: 2015-01-21 18:52:13
I'll investigate later today, maybe one of those pesky extensions modify my CSS.... *sigh*
18  Discussions / Suggestions / Re: Font for code blocks on: 2015-01-21 06:51:03
What the....
19  Discussions / Suggestions / Font for code blocks on: 2015-01-21 00:42:47
I noticed that the font for code blocks is now a non-monospace serif font.... was this intentional? It's really ugly looking at code blocks in posts now.

import java.util.ArrayList;

public class MyAwesomeClass {
    public static void main(String[] args) {
        ArrayList<String> items = new ArrayList<>();
        for(String s : items) {
            System.out.printf("I like %s!\n", s);
20  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-01-15 17:25:48
Why! Don't release anything. I play BF4 and I would hate to see it filled with hackers.
You do realize it is already filled with hackers? That's the whole point of Punkbuster/FairFight.

Reverse engineering the game to get the offsets to variables using IDA and a dump of the game. For example, ClientGameContext has a static pointer at 0x142471d58. The PlayerManager offset from that is 0x60 so if you read in memory the pointer 0x142471d58 you get the address of ClientGameContext in the game. readInt64(pointerGameContext + 0x60) gets you the PlayerManager offset. There's an array pointer at pointerPlayerMan + 0x548 which you can loop through for all ClientPlayers. So on and so forth.

Of course there are a few tricks and alignment things sometimes and externally I can't call virtual methods but that's basically it. If I inject a DLL and hook into one of the game's functions I can build an SDK to fit the data structures of the game and then I'm able to do things easier, including calling virtual funcs.

Thanks Smiley
How do you know the names/addresses and the layout of the data in the executable?
21  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-01-15 05:15:14
.... holy crap, I don't even know where to begin doing this kind of thing! How did you do this? That looks incredibly cool!
22  Java Game APIs & Engines / OpenGL Development / Re: OpenGL multiple shaders nonsense! on: 2015-01-13 06:43:42
SHC's solution is actually the easiest option and will be just as fast, as that conditional will not be any performance issue thanks to useTexture being a uniform bool/int (SHC.... it should not be a float).

EDIT: Improved clarity.
23  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-01-12 01:31:00
I was wondering when you were going to smooth out that water line! Very nice job Mike!
How did you do it?
24  Java Game APIs & Engines / OpenGL Development / Re: Is it ok to use OpenGL 1.1? on: 2015-01-11 08:59:25
Also to note, I made a mistake earlier: it was 90%+ that has GL 2.0-2.1 (which support shaders), and ~70% support OpenGL 3.
25  Java Game APIs & Engines / OpenGL Development / Re: Is it ok to use OpenGL 1.1? on: 2015-01-11 03:03:40
I would highly recommend you learn the programmable pipeline in GL 3.0+, as 95%+ of computers today support it (according to Steam)!
Just like to point out, thats means Steam users, ergo gamers and only those who took the survey, so that number might be as low as 70-80%
If you are making games, you should be mostly targeting Steam anyway. Non-Steam users are generally the casual gaming genre... which doesn't even have demanding graphics that merit need for the programmable pipeline.
26  Java Game APIs & Engines / OpenGL Development / Re: Is it ok to use OpenGL 1.1? on: 2015-01-11 02:50:44
I would highly recommend you learn the programmable pipeline in GL 3.0+, as 95%+ of computers today support it (according to Steam)! The fixed function pipeline (GL 1-2) is still there for getting something quickly to render, but otherwise for engines/games I would highly recommend using modern GL.
27  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-01-08 00:22:31
You could probably use a lookup for the R and G channels (that's only 65K entries) and then search for a closest in the B channel. The generation of the lookup table will be pretty fast and the lookup will take a worst-case scenario of 255 comparisons.
28  Game Development / Game Play & Game Design / Re: Lost beauties of Game Design on: 2015-01-08 00:13:41
f**k hit submit topic by accident
this post is still a WIP please be kind
Hahahahahahaha.... catches breath... hahahahaha Grin
29  Games Center / Featured Games / Re: State of Fortune on: 2015-01-06 06:41:58
I beg to differ there, Nvidia has the best OpenGL drivers around. I have only ever had 1 issue with them, and that was a very silly driver bug.
30  Discussions / Miscellaneous Topics / Re: IRC? on: 2015-01-02 14:18:41
I much preferred Freenode's #jgo but heh, nobody came to keep it alive and it ended up being me and Riven idling only. This new one in Espernet is pure blasphemy but I idle there and pop in to make fun of Jev and Rayvolution from time to time.
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How to: JGO Wiki
by Mac70
2015-02-17 20:56:16

2D Dynamic Lighting
by ThePixelPony
2015-01-01 20:25:42

How do I start Java Game Development?
by gouessej
2014-12-27 19:41:21

Resources for WIP games
by kpars
2014-12-18 10:26:14

Understanding relations between setOrigin, setScale and setPosition in libGdx
by mbabuskov
2014-10-09 22:35:00

Definite guide to supporting multiple device resolutions on Android (2014)
by mbabuskov
2014-10-02 22:36:02

List of Learning Resources
by Longor1996
2014-08-16 10:40:00

List of Learning Resources
by SilverTiger
2014-08-05 19:33:27 is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑
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