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1  Game Development / Game Mechanics / Re: Hardware-like software cursor. on: 2016-05-04 11:09:23
I've done that, by (you can guess it) drawing a simple renderd quad on top of everything in the position of cursor and hiding the original, hardware("native"?) cursor. The thing I'm running into is when the game starts to lag, the cursor lags with it - what doesn't take place when using hardware cursor. Is there a way around that lag or any well established practice on this topic? Or maybe you just have an idea how to handle this?
If you want draw small quad on top img and then move it - without redraw bottom img
1. draw main img to pixel buffer
2. then copy rec quad from main img, before draw it
3. draw quad
4. restore rec quad
5. move mouse pos – repeat from 2

If game lags – have sharp FPS – then it simple lags and need fix lags ^^
2  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-04-19 15:26:28
so cool ^^

up:Hm maybe create Topic for: JGO users neuronet imgs?
3  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-04-19 09:15:54
It's mega cool for Texturing algoritm (in future ^^)
You'll need a good NVIDIA card with CUDA to run this software on GPU, ideally 2Gb / 4Gb or better still, 8Gb to 12Gb for larger resolutions.

Link share Wink
- X86
- Intel® Quad Core up to 2.24 GHz
- 4 GB of RAM
Estimated delivery: Nov 2016
X86 - Win ^^

IMO: Little overpriced (you can buy for same price cheap smartphone with onboard screen battery etc)
but its intel supports x86
+ long delivery time
but good try, let's wait more ^^
4  Java Game APIs & Engines / Java Sound & OpenAL / Re: Java OGG API with concurrent playback on: 2016-04-18 10:54:40
I'm not sure I'm necessarily trustworthy but at least that code's been battle-tested on exactly 779,284 installations (of which 5% Mac, 1% Linux) and it's doing fine for me Smiley
779,284 installations
O Man, it so neat  Roll Eyes
5  Discussions / General Discussions / Re: Message preview not working on: 2016-04-14 15:56:30
Yes - Win XP - Firefox 45.0.1 with enabled JavaScript (if disable - all ok)
Preview post
Fetching preview...
6  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-04-14 14:24:57
write a program which generates the code. >___> <___<
Not sure why generate abstract layer for library - But its cool =)
What java Source analyze methods you use ?)

ou i understand ^^
need overwrite static vars, methods Wink
public static final int COMMAND_ID
public static long execute

Its’s better in many cases use direct compiled code without generating code
-it looks very cool and flexible, and it really is,
but you receive many trash code that can be optimized by abstract function and interfaces.

Like this:
    private static final int V0_OFFSET = 16;
    private static final int V1_OFFSET = 20;
    private static final int V2_OFFSET = 24;
    private static final int V3_OFFSET = 28;

this Vars are same(generated)
So you can move them into
abstract class CmdClearBuffer_Abs

And generate (or extend directly ^^)
 CmdClearBuffer extend CmdClearBuffer_Abs

Simple words: take care about overflow of generated code Wink

up2: ^^
-public static long execute(long address)
-public static void execute(int fbo)
+public static long execute_Address(long address)
+public static void execute_Buf(int fbo)
7  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-04-02 20:26:14
delt0r's not a beginning programmer so it makes sense to work the way he thinks he should and then adapt if it's not working out.
I fully agree but i see so many abandoned games that i can't silently pass thru,
You can be best programmer in universe but this not mean that you can complete started game
because games are not only programming - its game mechanics, game universe - art style, Art Images and animations, Level design, Story, user(players) easy understanding (usability), sounds and music

Without even small understanding what you gonna do and how – we receive one more FEZ after 3-5 years in best case (because even FEZ earn money)
8  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-04-02 13:38:16
I am building and I'm having fun, not because I have a 100 page master plan.
And that Ok, if you do that in free time,
but when you leave your work and have 1 year to make game until you money runs out,
making game without master plan - wrong way.

the only game budget I can work with is 0.
Budget can't be 0 - NEVER - its illusion
You spend at least time on game
- for that same time you can go on work and earn some money,
or make freelance,
or even spend time with friends
Time - are not free (0$ cost) ^^

10k => mortgage, healthcare etc..

fresh concept.
fully fresh concept games - sold very-very slow and low
- without gigantic promo marketing to them - scary true

but understanding the market isn't by itself going to give you a good idea
>Sure you need to understand the market to know
Making one more F2P Dota clone not good idea =)
(or clash of clans, or flappy bird or ..)
9  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-04-02 10:41:41
And you can't build a complex piece of software from heavyweight initial designs.
You can make game for fun with budget 5-10k spent for living and be happy if you earn more then you spent,
But you can't make game for 100k without Tech Doc,
You just throw them out the window and hope that some of them will returns by wind ^^
10  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-04-01 21:50:50
finally moved everything over to a eclipse project from the jME SDK.
Personally i recommend - make commercial game on big engine like Unreal or Unity
Because Commercially faster and wiser
will be making game on big engine with many presets and tutorials (blueprints)
You simple don’t have Time and Money to spend them on pure Java and SDK.

Working on getting our models to walk around a bit better than they are right now, and fix a few issues we have with blender model import
Making models and art without full understanding of game needs – increase time consuming on project in many times

First you need make Technical document:
with game core mechanics, number Lvls, number of Art etc..
Calculate time on all that and All expenses

After that separate work on MileStones (and try finish them in time Wink )

Then Make prototype
– test in game mechanics on technical Art with technical animation and all FX and technical sounds
– test User friendly (usability)

And after that - start making all Lvls and final Art, FX, sounds.

Also for commercial successes (on Technical document writing phase)
need research market on similar games, and calculate theoretical business income
(make monetization plan, Promo With Adwords etc)

And after all that - Publish game and hope that all goes as planned or better ^^
11  Game Development / Newbie & Debugging Questions / Re: Time, delays, etc on: 2016-04-01 13:26:14
Why you use Runnable ?)

edit: Runnable mind me wrong Way XD
Quote from: JavaDoc
The Runnable interface should be implemented by any class whose instances are intended to be executed by a thread.
12  Discussions / General Discussions / Re: Interesting proposals: Java 9 and beyond on: 2016-03-23 11:08:26
Let me show something ^^
13  Discussions / General Discussions / Re: Interesting proposals: Java 9 and beyond on: 2016-03-23 10:25:52
Wait... I am going to look up ArrayList<> and see if I can't fork it to make it support explicitly <int>
Its impossible without rewriting all list instances
public int indexOf(Object o) {

prim types dont' have equals and hashCode
for adding prims need make  
<E>.class.equals(o, elementData[i]
in all Lists + objects classes
And plz stop flaming about this)
14  Discussions / General Discussions / Re: Interesting proposals: Java 9 and beyond on: 2016-03-16 12:04:32
I don't want my reference nullified, in this case I usually want the error.
Why You troll me Wink
 static public<T> void Cast_Me(Object Obj, Class<T> cl){   
         return (T)Obj;
+      throw new IllegalArgumentException("NOooooo..");
-      return null;

Quote from: Abuse
I hope you realize how & why that is really really nasty.
Yes - but there is no problems in Language or IDE for fixing this, in more flexible way)
15  Discussions / General Discussions / Re: Interesting proposals: Java 9 and beyond on: 2016-03-16 11:54:09
How is

String s = Cast_Me(aaa, String.class);

...better or shorter than:

String s = (String)aaa;

if wrong Instance return null)
16  Discussions / General Discussions / Re: Interesting proposals: Java 9 and beyond on: 2016-03-16 11:42:30
if(obj instanceof String) {
   String str = (String)obj; // seriously? I have to cast here?

i also think about that all time writing "instanceof ", and after i see Question here i find answer in couple sec ^^

   Object aaa = "Q";
   String s = Cast_Me(aaa, String.class);
   Integer i = Cast_Me(aaa, Integer.class);
+   Integer i2 = Cast_Me(s, Integer.class);
+   static public<E, T extends E> T Cast_Me(E Obj, Class<? super T> cl){  
         return (T)Obj;
      return null;

p.s Lol i'm so good solving someone else problems XD, but not my own Sad
17  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-03-07 06:40:30
Free textbooks are pretty hard to find.
But I think that a project to make an opens-source textbook, modeled on the wiki community, would be very useful..

I agree, and don't see big problem in books - we have open WIKI
- make Site - copy past all you need from Wiki + add own explanation
and you receive full book.
Print Black A4 – Home Task.
18  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-02-25 12:02:06
I think... Vulkan is not for me. And never will be.

Cas Smiley
I agree with Cas - I already have all i need - Shader, OpenCL
Performance not a problem - its all about caching ^^ + new physical(device) upgrade
(+ I can’t run in on my GPU Tongue, same as million other ppl)
Maybe later…
+Vulcan not for game development – its for Engine dev
For game dev ppl have Unity + Unreal ^^ - with Vulcan support from devs Wink
19  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-02-23 19:35:18
OpenGL was that FPS was limited to 10 000 on Nvidia hardware.
this is totaly Wrong concept (that i used, same, some long time ago ^^)
better way - use: System.nanoTime() for performance and FPS calculate =)
20  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-02-21 22:08:25
(except that it's only an integer % of the map)
It looks like you don't know what you're doing  ^^

maybe search and try: "A* pathfinding", or "curve move" in google )
21  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-02-21 17:17:09
I really dislike coding graphics
Make Img in Paint and load in game?)

I'd like the paths...
Paint another Img - load pixel Data - make paths points (for in game Ai) from pixel colors =)
22  Discussions / General Discussions / Re: Engaging the Voyage to Vulkan on: 2016-02-17 15:49:04
VkApplicationInfo app = VkApplicationInfo.malloc()

You can Use something like this Smiley
class VkApplicationInfo{
   public sType_Enums sType;
   public pNext_Type pNext;
   static public VkApplicationInfo CreateDefault(){
   static public VkApplicationInfo CreateEmpty(){
      return new VkApplicationInfo();
   public Buffer MallocData(){
23  Game Development / Newbie & Debugging Questions / Re: NPCS and Textboxes? on: 2016-02-07 09:34:42
"triggers for when the player is close"
You need Dialog System with load text from custom file (XML, Yaml, etc..)
Dialog have stages (phases)
on every stage you have some NPC text and answers
*answers - may have some events like Have 100 gold, Male etc
**triger action (next dialog, summon dragon ....)
**bool single time call
**bool show inactive (not have 100 gold) , but render in dialog

on exit dialog save current NPC stage and return to it or start dialog from Middle stage (after hello stage)
24  Game Development / Game Mechanics / Re: Best data structure for triangle collision meshes on: 2016-01-21 18:20:29
A big level would be ~600 000 to 1 000 000 triangles.
Why ?)
Do you use any sort of Lod collision mesh?

Best data structure for triangle collision meshes
any tree with dynamic sizes like R-tree
-manually separate big open world on sectors

*use native GPU PhysX XD

collision response for the triangles
You really use triangles in collision? ^^
no one doing so - they change render model to -> collision with primitive parts like sphere, tube, box, etc
Hitbox == collision model
25  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-01-13 20:43:01
Projects: 28
So many projects O_O
and so low downloads on google play
1 000–5 000

Maybe try make PC version and post on Steam - for 1-2 $ or free
in any case better then google play 5k downloads free
26  Discussions / General Discussions / Re: Packaging a Java Application on: 2016-01-09 02:34:56
What's the rationale behind not obfuscating?
Anybody who was interested in looking at your code could de-obfuscate it relatively easily (i.e. Minecraft)
Minecraft - never have open source code (as i know)
it was obfuscated )
but this not helped much, as all we know XD

(readable source code of minecraft that you can find - is giant work of enthusiasts that manually rename all obfuscation to normal code)
27  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-01-09 02:10:43
You could have also used a singleton and overridden the singleton class and its methods.
up: - or i really can use singleton objects instead of Map XD
lol i agane forgot - that all static data and methods = "one singleton object" and you can manually create alternative ^^
p.s but in any case static method override problem finally solved for me after so many years
28  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-01-09 01:37:55
You could have also used a singleton and overridden the singleton class and its methods.
singleton - is one from monsters that i used before =)

Why, oh why???
why i need overwrite static methods?
- some times you need create some singletone data using previus extend objects
and creating empty object is not so simple because you need clear all iteratebl objects for this
(remove all functions from empty constructor, or create new one - many useless code)

Let say you can’t hold color in instance object
static Map - hold some class Data

object A - BgColor = Red
*static Map(A)
getMap(return Map(A))

object B Extend A - draw Text Color Black + also have BG from A
*static Map(B)
getMap(return Map(B))

A = Map: "Bg - Red"
B = Map: "Bg - Red, Text - Black"
29  Java Game APIs & Engines / OpenGL Development / Re: Massive internal JEmalloc/Nvidia driver memory leak? on: 2016-01-09 01:12:29
I really don't know where to proceed from here on.
- Сreate the smallest source file you can
- Post it - Wait same result from ppl
- Send source to library developers causing current bug (LWJGl?) - Wait respund
- Send source GPU driver provider

Is there any way to trace which library/.dll-file is allocating all this memory to confirm that it's the driver?
You can find Java library source code and trace in eclipse, for dll you can use visual studio.
(reverse library source)

And every 250 iterations or so the memory usage goes up by ~64 kbs

for trace use in diff places

+ add before frame
and wait(1) - to give VM time clear memory

-Switch to other renderer
have no idea why you do this ^^
this looks like a bug itself (multi render context - looks for me unstable)

pp.s i think i understand what happening - when you switch render context,
and write data to first context - data is written to buffer (wait until switch back to send GPU)
because you not switching back - buffer grows

if i right - problem can be on top,
when creating second render context or swithing it,
during this process can be error - that you may forget to catch,
and using context - create some unusual behavior
(or maybe its "library opengl wrapper" mistake, to catch error)
30  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-01-09 00:01:27
Lol why I don’t understand that before Wink
- Java say “You can’t overwrite static methods”
- I say ok – and all my tries to fix this, create some kind of monster code

But – solution was so simple Smiley
   static public void main(String[] args){
         C_3 c3 = new C_3();
         C_2 c2 = c3;
         System.out.println("c3_O:" +;//5
         System.out.println("c3:" +;//5
         System.out.println("c2:" +;//2
         System.out.println("c2_O Wrong 1:" +;//2
         System.out.println("c2_O Wrong 2:" + c2.call_Ow());//0
         System.out.println("c2_O:" + c2.call_Ow_2());//5
      static public class C_1{
         static public int call(){
            return 0;
         public int call_Ow(){
         public int call_Ow_2(){
            return call();
      static public class C_2 extends C_1{
         static public int call(){
            // + 2
            //super change to extends ??
            return + 2;
         public int call_Ow_2(){
            return call();
      static public class C_3 extends C_2{
         static public int call(){
            return + 3;
         public int call_Ow_2(){
            return call();
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