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1  Discussions / General Discussions / Re: Four hour downtime as mysql tumbled on: 2015-05-29 06:48:03
Aren't team building exercises fun?? Don't you enjoy building lasting relationships with your coworkers? They're such a productive use of time! Cranky
2  Discussions / General Discussions / Re: What's your day job? on: 2015-05-28 06:18:55
Oh man, almost same exact job here: doing web dev with mostly backend programming. I have 2 monitors, a beast of a desktop, a pretty large cubicle containing a massive desk.... but no business cards Sad
3  Discussions / General Discussions / Re: What's your day job? on: 2015-05-27 07:53:04
I started an internship with Citrix last week! I'm now a software development engineer intern and I'm loving it!
4  Discussions / General Discussions / Re: Rayvolution's JGO Appreciation Thread (AKA: Free copies of Retro-Pixel Castles!) on: 2015-05-27 07:01:36
Damn... I already bought a copy... too late to the party Tongue
5  Game Development / Game Mechanics / Re: Voxel Collisions? on: 2015-05-08 15:49:07
Break it down into what two shapes you want to test for: you want a "player" vs "block" I'm assuming? Both can have simple bounding boxes and the math is straightforward to look up and implement (AABB is your best bet). Minecraft's blocks are regularly placed, which means there is no need to loop through every single block: just use the player's location to determine the location of the blocks around him and check against those.
6  Game Development / Game Mechanics / Re: Voxel Collisions? on: 2015-05-08 06:52:11
To decrease the amount of collision detection you have to do, first divide your world into segments. The simplest way voxel engines do it (including Minecraft) is using 'chunks': an WxHxD 'chunk' of blocks that have a defined boundary. You first find which chunk the object you are testing is in, then you can either subdivide again if the chunk is large enough, or you can check against each block. Alternatively, if the blocks are laid in a repeating fashion, collision detection can be done in O(1) time to find the location of the block the object is supposed to be in, and testing against that.

Google is your friend for the math part of testing if a point is inside a box.
7  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-05-06 20:53:10
Got portals working!!

<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>
8  Game Development / Newbie & Debugging Questions / Re: Instanced Rendering LWJGL on: 2015-05-05 02:56:41
There's no setup for it, all you do is call
with instancecount set to how many copies you want. That's all.
When using instanced rendering with shaders, you can also have attributes that are unique per instance instead of per vertex using

If you need more documentation on these functions, a simple google search with just the function name should yield you with an site.
9  Discussions / General Discussions / IRC Channel for on: 2015-04-13 03:36:51
Hello everybody!

This is an announcement to hopefully make more people aware of our very own IRC channel for JGO, appropriately called #java-gaming on the Freenode server.

If you don't know what IRC is: it stands for Internet Relay Chat and works by having chat "channels" on a server. On public servers such as Freenode, no registration is needed, except for choosing a username to be known by. You connect to an IRC server by using an IRC client that you download but there are also web clients.

Here's a link to the Freenode web client. If you want to stay with us long-term, I highly recommend using a good desktop client, such as Hexchat (my favorite), Pidgin, irssi, and countless more! There's even Android clients such as Andchat!

See you there!
10  Discussions / General Discussions / Re: What's your day job? on: 2015-04-04 16:56:14
I'm a student at Georgia Institute of Technology in Atlanta, and I'm a paid Teaching Assistant. It's pretty fun!
11  Game Development / Newbie & Debugging Questions / Re: Avoiding JOGL Artifacts on: 2015-04-03 01:55:40
You mentioned this is a raytracer, precision errors can be mitigated by using some epsilon value. In GL fragment shaders I usually use an epsilon of 0.0005, but adjust up and down as needed to make it as tight as possible.
This epsilon is used when comparing the values you generate to calculate the intersection of the ray with the object. Instead of comparisons against zero, you use the epsilon.
12  Java Game APIs & Engines / Engines, Libraries and Tools / Re: [LibGDX] How to check if Object is in certain part of camera? on: 2015-03-29 02:29:56
Dot product is a type of vector multiplication, it is best denoted by a *
13  Java Game APIs & Engines / Engines, Libraries and Tools / Re: [LibGDX] How to check if Object is in certain part of camera? on: 2015-03-29 00:19:45
A and C are (X,Y,Z) coordinates. You subtract them component-wise and access the X component, which is what @quew8 meant by .L.
Then you do the dot product with the L (left) vector of the camera, which is perpendicular to the forward vector and the up vector.
14  Java Game APIs & Engines / Java 2D / Re: Making my own 2D Minecraft Java game, issue with destroying tiles on: 2015-03-28 06:43:56
I'm assuming your world moves about, the tiles aren't being drawn at the same place every frame right? You translate everything by some (X,Y) offset correct? Make sure you are translating the mouse coord (in window space) is translated by (-X,-Y).
15  Java Game APIs & Engines / Java 2D / Re: Making my own 2D Minecraft Java game, issue with destroying tiles on: 2015-03-28 06:05:29
How do you translate the coordinates of the world to the screen? Make sure the transformation from screen coords to world coords is being calculated correctly.
16  Games Center / WIP games, tools & toy projects / Re: Battle Tank 3 --- an old school style RTS WIP on: 2015-03-28 06:04:55
Power produced should be the value on top, I agree with Riven on this. And yes WASD would be nicer for camera movement.
17  Discussions / Miscellaneous Topics / Re: IRC? on: 2015-03-27 23:29:42
Hoorah! Riven this is the best time to advertise the channel here!
18  Games Center / WIP games, tools & toy projects / Re: Battle Tank 3 --- an old school style RTS WIP on: 2015-03-27 03:07:27
Reminded me a lot of Red Alert, I really enjoyed the mechanics and feel of it! I really like the ability to rotate the camera with the right and left arrow keys but I would also recommend having up/down zoom in/out of the screen as sometimes I wanted a bigger view of the environment.

Audio would also be nice Smiley

Definitely keep working on it, keep us updated!
19  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-03-24 14:16:19
It took that long until someone pirated it? That's surprising Tongue
20  Discussions / Miscellaneous Topics / Re: What Anti-Virus are you using? on: 2015-03-22 01:39:20
I used to use and recommend Microsoft Security Essentials (which has bigbass1997 mentioned is now Windows Defender as part of Windows 8 and 8.1).

However, its effectiveness has degraded in recent antivirus tests so I have switched all my computers (and family's computers) to Avast Free. Register your username and you get free and excellent antivirus for a year. Make sure to set it to Silent/Gaming mode so that annoying voice doesn't interfere.

I would definitely recommend against Norton as its reputation is to be slow and bloated, however I do not know the performance impact of the latest Norton 360 to judge.

If you are on a Windows machine and not using an antivirus, you are, ehmm, in the most kind terms, an idiot. Pointing
21  Game Development / Newbie & Debugging Questions / Re: VBO Problems :( on: 2015-03-21 00:47:08
Ah yeah, you must enable the client states before using the bind functions.
Secondly, the third parameter of glDrawArrays takes the number of indices, aka: number of vertices, so it should be 4 * 6.
22  Game Development / Newbie & Debugging Questions / Re: VBO Problems :( on: 2015-03-20 18:53:49
In your call to glDrawArrays, what does the value (4 * 6 * 4) mean?

The rest looks fine, make sure Shape.createCubeVertices builds the vertices correctly.
23  Discussions / General Discussions / Re: Java and GPU's on: 2015-03-14 18:37:50
If you really want 1 resolution for all computers, 800x600 or 1024x800 should work essentially everywhere.

You're correct, it's the font: Impact is a Microsoft font so that may be your issue.
24  Discussions / Miscellaneous Topics / Re: Lambda - Java 7 Alternatives on: 2015-03-14 17:37:00
Why can you not use Java 8 and make your life easier? Smiley
25  Discussions / General Discussions / Re: Java and GPU's on: 2015-03-14 17:34:21
I see 'drawString' so Java2D. It depends really, as Java2D could use its software renderer so it's done on the CPU, or it could use its hardware renderer so it's done on the GPU.

I wouldn't say there is 1 best resolution, but rather the native resolution of the screen is the best.

That's strange, I've never seen that before and a Google search didn't yield any results. Maybe a code sample?
26  Discussions / General Discussions / Re: The Khronos Group announces "Vulkan": the successor to OpenGL on: 2015-03-14 04:35:32
That was incredibly informative! Thank you for the link Spasi.
27  Discussions / Miscellaneous Topics / Re: IRC? on: 2015-03-13 23:28:04
I was wondering how in the hell Riven made this forum detect my username inside an image for mentions then I noticed your trickery Pointing
28  Discussions / General Discussions / Re: New feature: mentions in posts on: 2015-03-13 01:16:12
Happy Birthday Riven!
29  Game Development / Performance Tuning / Re: Fastest SHA256 Hash Function Possible? on: 2015-03-08 16:27:53
Hashing isn't supposed to be a very fast operation, why do you need this to run faster?
30  Discussions / Miscellaneous Topics / Re: IRC? on: 2015-03-08 16:13:35
I tried convincing them that #jgo was the official one but they had all already settled in #java-gaming.... and honestly I prefer #java-gaming to #jgo. You should continue our eternal slumber with us now! Pointing

Also, the channel is alive and well now, so plugging it now will definitely help it more than plugging it when it was in its infancy.

EDIT: Bug with SMF? That emoticon is supposed to be right after the 'now!'
Pages: [1] 2 3 ... 158
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Intersection Methods
by Roquen
2015-05-29 08:19:33

List of Learning Resources
by SilverTiger
2015-05-05 10:20:32

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 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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