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1  Game Development / Newbie & Debugging Questions / Re: [LibGdx] Massive fps drop when loading more than 1 texture. on: 2014-09-16 19:44:37
You can only batch sprites that use same texture. Look the amount of drawcalls spriteBatch do per frame and you see that this is the problem.
2  Java Game APIs & Engines / OpenGL Development / Re: Water reflection - Skydome on: 2014-09-14 14:51:35
It depends how your sky dome is constructed and uv mapped. Could you explain that first?
3  Discussions / General Discussions / Re: Microsoft to buy Mojang for $2 billion? on: 2014-09-11 16:56:55
Supercell was worth of 3Billion when they just did have two games. Both are ridiculous cash machines but that could stop at any time. http://online.wsj.com/news/articles/SB10001424052702303376904579136873973130670
4  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-09-04 22:14:57
Quote
This game has been Greenlit by the Community!

Just came back from the one week vacation and that happened in mean time. So actually I didn't do anything.

http://steamcommunity.com/sharedfiles/filedetails/?id=307899345
5  Game Development / Game Mechanics / Re: [LibGDX] Edges on 3D models on: 2014-08-18 18:35:52
Modern gpu's can't render anything without shaders. There is no overhead really but cost is related what you are doing at shader.
6  Discussions / Miscellaneous Topics / Re: How often do you code on: 2014-08-18 18:34:14
Always. Coding is just problem solving and you tend to solve hard problems when you are doing something else.
7  Game Development / Game Mechanics / Re: Getting into multi-threading. on: 2014-08-18 18:26:01
If you need to ask, don't.
8  Game Development / Newbie & Debugging Questions / Re: [Box2D] Pivot of body's rotation on: 2014-08-17 20:52:01
Rendering pivot is always the local coordinates origo.
9  Game Development / Game Mechanics / Re: [LibGDX] Creating 2D Animations with Blender on: 2014-08-12 21:12:32
Runtimes are open source tought. Why such restriction for used tools?

We want to have it be very moddable by a community. So we want all of the tools we use to be available to them. If we used Spine our animation technique wouldn't be freely available to everyone, with Blender, it is.

I've used Spine before and I do agree that it's wonderful, however it's not open source or free.

This technique also does have some advantages, we can create 3D models of everything, then render them as 2D, which would allow us to easily show them from a different perspective without drawing another Sprite, and it would allow us to easily mix 3D and 2D elements into the same environment.

Modding support make sense. In our up coming game Hardland we also allow modding and we use blender based art pipeline for same reasons.
10  Game Development / Game Mechanics / Re: [LibGDX] Creating 2D Animations with Blender on: 2014-08-11 23:02:45
Unfortunately I'm not able to use Spine. We're using only open source software for most of our projects.

I've looked into Blender, and it seems that importing models and rendering them with ModelInstance and ModelBatch like normal, with just a Z-value of zero then using an OrthographicCamera instead of Perspective will work perfectly fine.

Runtimes are open source tought. Why such restriction for used tools?
11  Game Development / Game Mechanics / Re: [LibGDX] Creating 2D Animations with Blender on: 2014-08-11 21:37:34
Just use Spine. http://esotericsoftware.com/
12  Java Game APIs & Engines / OpenGL Development / Re: Specular highlights aren't working on: 2014-08-11 21:36:34
1  
fs_Position = normalize(viewMatrix*modelMatrix*vec4(in_Position, 1.0));


Remove that normalization.
13  Game Development / Networking & Multiplayer / Re: Separating a "Data" object from a "Manipulation" object to reduce packet size on: 2014-08-08 23:35:41
If you have setter for all variables why to even keep them private?
It is still good practice to do so.
Later if he wants to change how a variable gets set (for example setXPos is going to set the center x position instead of the bottom-left corner) he doesn't have to go in and rewrite the code everywhere, instead he just changes his setter and all done. For obvious variables like Vector2f's x and y it makes sense to keep those public since the way you interpret or set them will never change but otherwise the best practice is to use getters/setters.

Future proofing is not virtue. How often that really happen? If setter do have non trivial side effects it's not that good idea. And when this happen its usually couple search and replace at most or else the code is untangleable spaghetti anyway. Road to hell is paved with best practices.
14  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-08-08 23:22:11
Quickly tested gbuffer modification shader idea for desert town. Idea is to add procedural dust top of horizontal surfaces which just desatures albedo to sand color, specular to sand levels and lerp rougness towards max. It's also fill small cracks independantly on normal direction. For vertical surfaces its create just some dirt gray to give some weary/old look. Quite happy with initial results after half of hour coding. Goal is to allow better asset reusing for different themes.
https://www.dropbox.com/s/5and66s0ekk34a6/DesertShaderOff.png
https://www.dropbox.com/s/o89uvie5pckg1e3/DesertShaderOn.png

Future ideas would be use some kind of noise and maybe even adding dust to corners which I could detect by reusing SSAO info with some treshold and ramp.
15  Game Development / Networking & Multiplayer / Re: Separating a "Data" object from a "Manipulation" object to reduce packet size on: 2014-08-05 23:19:43
If you have setter for all variables why to even keep them private?
16  Game Development / Newbie & Debugging Questions / Re: [LibGDX] Tint part of sprite on: 2014-08-05 17:03:29
EDIT: another problem is that using that method I wouldn't be able to manage shadows. If I substitute (255,0,255) by another color, how I get shadows? Then using an alpha trick would be a solution, but looks like I will have to do it completely manual...

Like in the code I posted you use green channel as intesity.
17  Game Development / Newbie & Debugging Questions / Re: Should I move to LWJGL on: 2014-08-04 18:52:44
Use assembly if you don't like to use code that you haven't wrote yourself.
18  Game Development / Newbie & Debugging Questions / Re: [LibGDX] Tint part of sprite on: 2014-08-04 18:37:23
This is really easy problem if you can provide mask for a shader. Mask only need one bit so you could encode that to certain color. Coder pink aka red255 green0 blue 255 could be used. Then green channel could be intensity of tinted color.

1  
2  
if (color.r == 1.0 && color.g == 1.0)
  color.rgb = v_color * color.g;
19  Discussions / General Discussions / Re: So... state of the art 3D "engines" in Java on: 2014-08-02 08:40:11
Some other kinds of culling might be interesting, I think about back face culling, contribution culling, view frustum culling and occlusion culling (with anti-portals). Back face culling and view frustum culling are often supported by major 3D engines written in Java.

When you are talking about backface culling do you mean precalculcated lists depending on view direction or just gpu flag?
20  Game Development / Game Mechanics / Re: Improving Texture Loading on: 2014-08-01 18:08:54
Use smaller texture or stream it.
21  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-07-17 20:23:52
If lightmaps only contain indirect component you can easily remap it to never go to zero. Just remember that if you can see something then light also can go there and its never pitch black.
22  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-07-17 19:28:31
I made a staircase.



The geometry (CSG) and lighting (Multicolor Lightmaps) where made with the 'Runtime World Editor' (Download it, its awesome!), the textures are from Portal 2 (I love this Game), and the Game-Engine that renders the whole thing is one of my personal projects.

There is also physics and a First-Person Camera system ('KinematicRigidCamera'), that can be swapped out with a 'FreeCam', or the default JBullet camera ('KinematicCharacterController'). Next on the ToDo-list is to refactor the code to allow multiple kinds of 'Entities' like levers, buttons, doors, boxes you can pickup and carry/throw around, NPC's and Dynamic-Lights. Then I could actually make a small interactive World.

A 3D-Labyrinth, maybe?

- Longor1996

"Corners Don't Look Like That"
http://nothings.org/gamedev/ssao/


Is that ssao or lighmap with textures that already contain baked occlusion?
23  Game Development / Newbie & Debugging Questions / Re: [GLSL] How to make a gradient shader for background? on: 2014-07-11 09:37:23
Just use vertex colors and discrete interpolated color at pixel shader.
24  Game Development / Newbie & Debugging Questions / Re: Libgdx sound lag? on: 2014-07-10 19:19:00
Keep sure that you are not firing lots of audio events at once. If you have some code bug and you launch even coupple sounds per frame it can be quite problem in longer run and it will sound like garbage.
25  Game Development / Newbie & Debugging Questions / Re: LibGDX point light forward, instead of to the sides on: 2014-07-10 08:33:30
It's open source for reason. So you don't have to work against black box.
26  Game Development / Newbie & Debugging Questions / Re: LibGDX point light forward, instead of to the sides on: 2014-07-08 22:13:01
ConeLight?
27  Game Development / Newbie & Debugging Questions / Re: LibGDX box2dlight gives the wrong shadow offset on: 2014-07-08 19:49:35
Box2dLights does not know anything about your sprites. It just blindly raycast all over places and stop when its collide something.
28  Discussions / General Discussions / Re: [opengl] Why are LWJGL enums as integers? on: 2014-07-08 19:47:43
If you miss some rare/new extension you can just use raw integer.
29  Game Development / Newbie & Debugging Questions / Re: LibGDX box2dlight gives the wrong shadow offset on: 2014-07-08 17:09:59
Try to setup box2d debug renderer to see where you should put your sprites instead of doing all that guess work.
30  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-07-03 19:35:09
Implemented initial and hacky texture streaming. At start first 4 mip levels are skipped and texture loading is almost instant(instead of seconds). When game is started I just load one texture per frame and this use about 10ms extra and all textures are loaded after ~300 frames. Next task would move this to worker thread. I also need to implement some kind of importance ranking and texture memory budget limiter so it will scale to thousands high res textures.
Ah so through the use of a SharedDrawable, two threads can call GL codes at the same time, of course making sure no problems arise from usage of the same resources?
Relevant to both of you: http://www.java-gaming.org/topics/tutorial-stutter-free-texture-streaming-with-lwjgl/32571/view.html

Have you tested any loading heuristic based on usage, distance or texture importance? How about when you want to hard limit amount of texture memory usage.
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