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1  Java Game APIs & Engines / OpenGL Development / Re: [Solved]Calculating Depth Values on: 2017-02-01 06:25:43
Cool, thanks. I guess ultimately I'll find out when everything runs - it's usually always a disaster first time anyway Tongue
2  Java Game APIs & Engines / OpenGL Development / Re: [Solved]Calculating Depth Values on: 2017-01-31 20:13:07
The formula I am using from the website is

(1 << N) * (a + b / z)

a = (zFar/(zFar-zNear))
b/z = (zFar * zNear / (zNear - zFar))/z

The results are non-linear, just it gives me values between 0 and 2^24 (provided I put in 24 bit), so 16777216

The thing is I want to calculate them in Blender using math nodes
3  Discussions / Miscellaneous Topics / Re: What I drew today on: 2017-01-30 22:26:55
Been learning Blender pretty heavily, tried out its rendering features

4  Java Game APIs & Engines / OpenGL Development / [Solved]Calculating Depth Values on: 2017-01-30 21:46:41
When it comes to the depth buffer, this website is often linked to me:

It contains a Z calculator, for which you can input your Far and Near plane values, the Z distance for this fragment (in between the 2), the number of bits, and it calculates a result.

I am hoping someone can confirm I'm understanding them correctly before I start using them - if I put in Z distance = 1000, with far also = 1000, I get 16777215
With 1<<24 (from the formula) =  16777216, does this mean to get correct values I just have to normalize to get them into the 0-1 range?

I ask as I want to load a texture and use that as a sort of pre-computed depth buffer.

EDIT: well it seems they are calculating them as relative to the max, so simple to normalize.
5  Game Development / Newbie & Debugging Questions / Re: Lighting whoes on: 2017-01-30 21:29:47
Yeah multiplying by 0 for night will kill your light. You'd be better off going down the road most light shaders go down, splitting light into separate components

timeOfDayLight + lightFromSource

in which light from the time of day will gradually decrease to 0 (probably better at 0.1 or something so you can see a little unless you want pure blackness) and the light from your placed lights will be unaffected.

You'll want to play with it though, I'm not sure if lumens are cumulative, so you could maybe take only the max of timeOfDayLight and lightFromSource instead of adding them.

6  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-10-20 04:32:24
The top colours remind me of chrome, i also prefer the bottom
7  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-10-19 20:35:37
Fair enough, a) is the way to go. I also finished a character in blender today
8  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-10-19 15:55:35
Yeah sure. If you want it on a transparent background and any other changes just say. You can have the .blend I rendered it from also if you'd like.
9  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-10-19 06:19:26
based on yours
10  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-10-19 05:59:26
I also prefer A and C, B is horrible imo. I think the cube parts should be a bit chunkier personally. C is nice but the text is a bit overbearing. A is the opposite, nice but too subtle.
11  Java Game APIs & Engines / Engines, Libraries and Tools / Re: YUNPM get frame is black on: 2015-06-29 20:04:41
Now solved, thanks for the posts guys.
12  Discussions / General Discussions / Re: Oracle are winning in the 'copyright an api' legal fight on: 2015-06-29 20:04:12
I thought this was simply about them copying the API, can someone explain what's going with fees to me?
13  Java Game APIs & Engines / OpenGL Development / Re: Blender texture coordinates are messed up when rendering in my engine? on: 2015-06-29 04:47:00
If it's in the code I can't help, but can you post a picture of the UV mapping on top of the texture in blender?
14  Java Game APIs & Engines / Engines, Libraries and Tools / Re: YUNPM get frame is black on: 2015-06-29 04:23:03
Thank you! This is almost perfect, I'm having 1 tiny problem though..

I am getting the colors on the left, instead of how it should be on the right. I'm assuming this is since its BGR. Do I needs to convert the BufferedImage, or is there a quicker way I can get it as RGB?
Either way, this is brilliant thanks.
15  Java Game APIs & Engines / Engines, Libraries and Tools / YUNPM get frame is black on: 2015-06-28 17:07:35
Hi, I am trying to use YUNPM to get frames of video onto a BufferedImage. My method works for the first 3 frames but then stops returning a bytebuffer, just null. Here is what I am doing:
File film = new File(path.getAbsolutePath()+"\\Assets\\Movies\\1.mp4");//This part works as it plays the sound from the sample video
player = new MoviePlayer(film);

Then to get a frame
ByteBuffer b =;

After the first 3 times it returns null. It is displaying correctly at least one frame, but I'm not sure the 2nd and 3rd are actually different from the first it displays. I have also tried the following after the above

And while this does let me get more than 3 frames, they are bizzare colours and all over the place, with it eventually giving me
java.lang.IllegalArgumentException: Number of remaining buffer elements is 528384, must be at least 921600.

Has anyone else used this and knows what I am doing wrong?
16  Java Game APIs & Engines / Java 2D / Re: Newbie Tips? on: 2015-06-26 05:13:57
the problem I really have is with creating graphics and other things like that

Are you also asking about making the graphics assets themselves, or just the programming side?
17  Game Development / Performance Tuning / Re: Video frame grabbing to bufferedImage on: 2015-06-25 21:48:14
Well I'm going to use YUNPM, will post on its own thread not this one anymore. Thanks for the help
18  Game Development / Performance Tuning / Re: Video frame grabbing to bufferedImage on: 2015-06-25 17:59:14
My intention is to have a video I can play forwards frame by frame, either at normal x1 speed, or slowed down. I wanted to convert to BufferedImage so I can draw these in a variety of ways (other libs I use make use of them). Ideally I'd like to be able to backwards frame by frame but that's not a priority, just being able to go forward frame by frame at say 60fps is ideal.

I actually have my images all saved as PNG files that I converted into a movie purely for the compression. If there is any alternative (looked into APNG but nothing useful) that would be fine, though I think this is the right way.

I'm currently using Xuggle but without meaning to sound lazy it's proving a pain up the ass to work with, also the whole GPL or build yourself for  LGPL scares me.

I found several mentions of pure Java decoders for mpeg which would be ideal; some were simply publications talking about it but no public release, and the other ( I have found literally nothing documentation wise and cannot work them.
19  Game Development / Performance Tuning / Re: Video frame grabbing to bufferedImage on: 2015-06-25 02:38:16
Hey, thanks for the reply.

I was really hopeful but unfortunately it gave no speed boost. I tried it with both seekToSecondPrecise and seekToFramePrecise but it's still exactly the same speed.
20  Game Development / Performance Tuning / Video frame grabbing to bufferedImage on: 2015-06-25 01:23:16
Hi all. I am trying to grab frames from a video and then convert them to a BufferedImage. I will always be grabbing frames in order (so from frame 21 I'll either go to 20 or 22, never off to 100 or anything) and pausing occasionally.

I have achieved this using JCodec, but it is slow (between 3-15 frames a second)

BufferedImage frame = FrameGrab.getFrame(filmFile, frameNumber);

I'm guessing this is because it's working its way from the last ... keyframe or whatever the term is, whereas it would be quicker if I was simply going from frame 1 to frame 2 and so on.

I'm giving up on JCodec - can anyone else recommend what I should use to achieve this? I have read abut Xuggle, JMF and a few others but I keep reading about how they are abandoned.
(Video is mp4 if that's of any use)

21  Game Development / Networking & Multiplayer / Re: Inventory management and sorting on: 2015-06-15 02:23:20
If you want players looking at it to see the same thing, then the server is gonna be authoritative and if two players try to drag the same item to different places, you have no choice, whichever the server gets first will be the correct one, and someones gonna get a correction from the server that they aren't dragging that item anymore. As long as the server dies this behavior AND sends it to the people looking in the same chest or w/e, there won't be any sync issues surely?
22  Games Center / WIP games, tools & toy projects / Re: Isometric sci-fi rpg on: 2015-04-20 20:51:52
I very much like the graphics, but it does looked a little too far zoomed in?
23  Games Center / Showcase / Re: Spaceport Hope on: 2015-02-17 06:24:34
The music is great too, albeit a bit odd with that going on but I know its just the video. Regardless looks cool!

Checked out the artists page, it's like the composer from Final Fantasy's stuff, really nice
24  Game Development / Game Play & Game Design / Re: I need your opinion! on: 2015-02-17 06:20:52
I'd think really carefully about what you want to make.. even your wildest dreams however unlikely, ask yourself in an ideal world what you'd make with this, because it may become a serious limitation down the line and its always easier to get it done now before everything else starts taking shape around it.

Your screenshot made me think of a planet with the 1 light source, which looks cool. Would look pretty iffy with a player model though imo.
25  Discussions / Miscellaneous Topics / Re: Just bought a whiteboard on: 2015-02-17 06:14:54
I wanted to remove it.. to draw more smaller graphs!

I have not tried Matth, was thinking of getting a new bigger board - for more graphs.

I'd really love some floor to ceiling white boards though, my university had these sort of cupboard door ones that you can draw on and it was amazing for doing maths or any difficult logic.
26  Discussions / Miscellaneous Topics / Re: Just bought a whiteboard on: 2015-02-12 03:42:41
Nice, good buy, good buy. Just don't do as I did and leave things on it for too long... Sin(x) graph is a permanent feature of my whiteboard now. Competition++
27  Discussions / Miscellaneous Topics / Re: Bit pissed off at uk school system... on: 2015-02-12 03:32:06
I hate the "if you have nothing to hide" argument, but when it comes to school and minors I'm all for it, seeing as you LITERALLY only carry very specific items, and what with certain knife based events I honestly don't see the problem.
this is not a prison its an area for teaching them.
The UK education system is a joke anyway, soon as you grind through and get secondary school qualifications you go to a "real school" called a university, a place where tutors are paid money and not crack cocaine and what they teach you is current and relevent to the actual course.

Well I'm guessing that's based from experience but my experience of university was the complete opposite - a complete f**king joke. School was far better and I actually learned more - much more. As for current and relevant to the course, that's the entire point of school, to teach you key skills required for all areas and a good all-round education.

EDIT: I missed the bit about actually looking through someones phone - the data. Is that actually allowed? How can they possibly enforce that if the phone is password protected? Someone please clarify, because if that's the case then I'd change my tune.
28  Game Development / Game Play & Game Design / Re: How to be a more creative writer? on: 2015-02-09 18:28:11
I think inspiration can be really difficult, especially if you spend a large amount of time isolated in one room in front of a screen. I find reading short stories can help provide inspiration; I'm not talking about copying, but imagining someone elses vision for an atmosphere location environment scenario character or whatever it is, and you its easy to go off on your own tangent from there. I say short stories since its quicker and you can get through a variety quickly.
29  Discussions / General Discussions / Re: Posting in wrong thread on: 2015-01-22 19:06:04
I will try to recreate it, but I guess my initial presumption of "I am a retard" is going to be found true.

BrendynT lol, even worse a few months back I posted "No I like the donut like man he looks brilliant" or something, again completely the wrong topic.
30  Discussions / General Discussions / Posting in wrong thread on: 2015-01-19 17:38:37
I have this problem on JGO, wondering if anyone else does.

(Start not logged in) If I open multiple threads in new tabs and then in one I decide to reply, I log in then go to reply, but I end up posting in one of the other threads I opened in a seperate tab.
It's lead to some rather odd looking posts by me ranting about things that have literally no connection whatsoever to the topic.

Has anyone else had this happen to them or am I a literally retard incapable of working a forum? I've never done this on any other forums, and its happened to me so many times here
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