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1  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-01-20 00:15:16
Going to Beijing, China next week. My dad speaks Chinese and I'd like to learn it, there are many great Android apps for it. But I wanted something where I could gradually add words and it would pick out sentences for me to translate - so I made my own app for it.
Download apps like QQ, Wechat, and MoMo.

QQ and WeChat because they're how everyone communicates there; MoMo to pick up girls.
2  Games Center / WIP games, tools & toy projects / Re: First Recon - Small Online First Person Shooter on: 2017-01-16 00:49:36
Seems to be working fine for me. I changed the download link as we talked about in our PMs Smiley
3  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-01-14 21:15:48
That'd require another texture to be passed in when calculating the shadows. Which would be fine, but I am not sure about the bandwidth usage.
4  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-01-14 19:42:51
Yes
5  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-01-14 08:37:08
Was playing the new cod4 Modern Warfare remaster and noticed that the shadowmapping filtering seems to use a noise texture.

I tried implementing it in my engine. Looks kinda cool:

6  Games Center / WIP games, tools & toy projects / Re: Ot - 3D voxel engine on: 2017-01-03 18:57:23
i really like the fps on the video Smiley

Joking aside, looks like a cool project!
7  Game Development / Newbie & Debugging Questions / Re: LWJGL2 using LWJGL3's image loading on: 2016-12-22 14:50:01
Then I guess it's time to give it a try again Smiley
8  Game Development / Newbie & Debugging Questions / Re: LWJGL2 using LWJGL3's image loading on: 2016-12-22 03:13:57
I haven't been following lwjgl3 lately. Last time I tried it, I couldn't change from fullscreen to windowed dynamically, and that made me upset.
9  Discussions / Miscellaneous Topics / Re: What I drew today on: 2016-12-21 01:35:05
It's a good thing you were committed.
10  Game Development / Newbie & Debugging Questions / LWJGL2 using LWJGL3's image loading on: 2016-12-15 17:39:25
Hi. Dumb question, but I am not on a computer at the moment.

Can I use lwjgl3's stb image loading library with LWJGL2?
11  Games Center / WIP games, tools & toy projects / Re: First Recon - Small Online First Person Shooter on: 2016-12-15 04:22:02
There was a bug in the last version that I released, that I never found. Basically, no one on the last client could connect to the server running on my server box. hah.

That's fixed  Pointing
12  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-12-15 00:26:44
found my SSR implementation today. I havent worked on it in nearly a year.

Finally got around to fixing the error in traversing the depth:


Though, it still has horrible errors with filtering through bad reflections:
13  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-11-16 18:08:35
Friend sent me this great java error.

14  Discussions / Miscellaneous Topics / Re: What I drew today on: 2016-11-15 05:31:43
[EDIT]
I posted this in the wrong thread. my bad...
15  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-10-29 21:31:57
I made a neat fake 3d renderer in Game Maker today:
Click to Play


Then I found out apparently a bunch of people are also doing the same. AND someone already made a tool to convert voxel models into sprites. hah. No reason to continue on with this project  Emo
16  Game Development / Newbie & Debugging Questions / Re: LibGDX "fake 3d" camera / rendering questions on: 2016-10-29 21:25:08
I reproduced this in Game Maker earlier today.

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with(PAR_3D) {
    var dist = point_distance( x, y, CAMERA.x, CAMERA.y );
    var dir  = point_direction( CAMERA.x, CAMERA.y, x, y ) - CAMERA.yaw;

    // Set drawing variables for this object
    DRAW_X = view_wview[0]/2 + lengthdir_x( dist, dir );
    DRAW_Y = view_hview[0]/2 + lengthdir_y( dist, dir );
    DRAW_ANGLE = angle - CAMERA.yaw;
}


  • PAR_3D is an object that has an x, y, z position.
  • view_wview[0]/2  is the middle of the screen (x component)
  • view_hview[0]/2 is the middle of the screen (y component)
  • lengthdir_x( dist, direction ) is the same as: cos(dir) * dist
  • lengthdir_y( dist, direction ) is the same as: sin(dir) * dist

each PAR_3D object is then drawn at the DRAW_X, DRAW_Y position on the screen, and it is rotated around its origin by DRAW_ANGLE.

You can also play around with the height component of your orthographic projection matrix to give the sense of "pitch" in the camera.


Click to Play
17  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-10-19 21:22:56
I sold all my gun skins in Counter Strike for just over $1000
Turned out to be a profitable investment.
18  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-10-06 17:42:11
Also, is this as far as you're gonna go in your game engine, graphics-wise? I mean, it looks stunning as it is, but I'd love to see a Java game engine with graphical capabilities that rival that of Unreal and CryEngine Tongue
There's a lot more to do before I'm happy with the engine Smiley
19  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-10-06 06:58:43
Been writing a blender exporter to support my games model format.


I hope to never come back to python once I'm done with this.
20  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-10-04 16:19:36
Sweet!  Is that software or GPU skinning?
GPU. It's part of my game engine. You can play it in the WIP section Smiley
21  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-10-04 04:28:58
Fixed a bug in my animation system today. Makes transitions between animations much smoother.

Click to Play
22  Games Center / WIP games, tools & toy projects / Re: First Recon - Small Online First Person Shooter on: 2016-10-01 07:47:52
This weeks progress:
  • Added map loading music.
  • Added game winning/losing music.
  • Added crash log when game fails to start.
  • Made aimed in and moving animation look nicer.
  • Fixed some crash bugs on the server.
  • Fixed some crash bugs on the client.
  • Added more detail to shipment map.
  • Made proper hitbox system.
  • Other players now have footstep sounds.
  • Added "winner" to the FFA gamemode.
23  Game Development / Newbie & Debugging Questions / [LWJGL] Best way to handle resizing textures on: 2016-10-01 03:00:37
Hi!

In my engine, I'm starting to battle with load times. This is due to how textures are loaded. Currently, when I load a texture I use a nice image loading library called Thumbnails. It takes in many image formats, handles resizing, and outputs a bufferedImage. This is useful for having a "Texture Quality" setting in the game, as I can use thumbnails to easily resize the buffered image before it is packed into a buffer and sent to the GPU.

This, however, is a little costly. So my question is how do most 3d games handle texture quality settings? Are the texture sizes pre-generated? Are they resized using FBO's? I would like to move away from BufferedImages, as they seem to be slow to load and take up a lot of memory.
24  Java Game APIs & Engines / Engines, Libraries and Tools / Re: LibZ - 2D Java Game Library on: 2016-09-26 00:22:02
You should really rethink sprite-sheets. They're your friend.
25  Games Center / WIP games, tools & toy projects / Re: Cardinal Gaming Library on: 2016-09-25 02:22:03
Looks very nice!
26  Games Center / WIP games, tools & toy projects / Re: First Recon - Small Online First Person Shooter on: 2016-09-23 04:55:58
Today's update:
  • All player movement variables (from the console) are checked on the server-side as well. So, you can not use reflection to change them.
  • A server with "g_cheats" set to 1 will allow any player variable to be changed
  • Fixed memory leak between map loading.
  • Fixed issues with lag compensation
  • Created "autoexec" file. If there is a file called autoexec.cfg in the games directory, when the game starts it will read this file and put each line into the console. This is useful for having specific console commands run on startup (will work for server too)
  • Added a little more detail to the Mainstreet map
  • Fixed an issue with the server teleporting players (spawning). This also fixes an incorrect "rubberbanding" when you lag.
  • Added texture size setting to options menu
  • Fixed a display issue with the scoreboard
  • Fixed JVM crash

The server-sided variable check does not prevent against hacking. It only prevents users from changing some specific player movement variables via reflection ( gravity, acceleration, friction, run speed, noclip, third person, ect )
27  Games Center / WIP games, tools & toy projects / Re: FFP Software Rendered - GFX/Game Progress on: 2016-09-21 01:58:31
The phong looks really nice! Smiley
28  Games Center / WIP games, tools & toy projects / Re: First Recon - Small Online First Person Shooter on: 2016-09-20 00:33:22
I released another update just now:
  • Server-sided inventory system.
  • Added AK47 (animations not complete)
  • Added knife (not programmed)
  • Made a new map. It is 70% complete.
  • Added leaderboard. Press Tab
  • Fixed bug with old spawn locations not being destroyed between map changes
  • Added texture size option
29  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-09-19 15:28:51
Are you using CSM? I don't see a trace of perspective aliasing on the shadows.

Yes, I am
30  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-09-19 06:40:35
Started making a new map in my fps. Excuse the mipmaps.

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List of Learning Resources
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Rendering resources
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