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1  Games Center / WIP games, tools & toy projects / Re: FPS Engine on: 2016-05-03 22:46:50
Hi helioscat! Thanks for trying the engine! Smiley
Are you on linux? I've noticed a few linux people are having that same issue when running the game. I've made a "fallback" if it cannot load the images properly, so please redownload and let me know if it works!

I've updated a few things in the past few days...
  • The image loading fallback (listed above)
  • Console can be opened with ~ or F12
  • I added a decal system
  • I added a particle system
  • The gun now shoots properly. It create bullet holes and interacts with rigid bodies in the scene Smiley
  • I created a new test level to test multiple material sounds

Click to Play



[EDIT]
I released a small update again today. I changed the skybox so that it could support bright textures ( I.E. a sun ).
2  Discussions / Miscellaneous Topics / Re: Free Game Engine Ready 3D Models for game developers on: 2016-05-03 15:25:42
These are fantastic for lod skybox models ^^
3  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-05-03 15:12:51
are you adding some particles after the flash later on?
I will Smiley
4  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-05-03 05:34:02
Made a cool spark effect for when you shoot metal surfaces Smiley
Click to Play
5  Discussions / Miscellaneous Topics / Re: Free Game Engine Ready 3D Models for game developers on: 2016-04-30 18:46:55
I think office building 1 or 2 has the incorrect download link. They both download the same model Tongue
6  Games Center / WIP games, tools & toy projects / Re: FPS Engine on: 2016-04-29 23:50:39
I released an update just now.
A lot of little things have been tweaked internally. There's also some more commands in the console and a new map Smiley
Also, when you first launch the game, a file called "RenderSettings.cfg" is created. This is a list of all the rendering variables and their values. If you change these values they will be loaded in at next launch!

To load a map, type:
map path/filename.ext

To load the new map:
map map2/world.mm3d
7  Discussions / Java Gaming Wiki / Re: Website offering 3D Models specifically for games for free on: 2016-04-29 20:21:47
Those buildings are perfect for skybox fillers ^^
8  Games Center / WIP games, tools & toy projects / Re: [Android] Qubic: 3D Tic-Tac-Toe against an artificial intelligence on: 2016-04-28 20:17:53
Is there a way to play it on PC? Sad
9  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-04-27 17:31:19
Played around with outlines in my engine today Tongue
10  Games Center / WIP games, tools & toy projects / Re: FPS Engine on: 2016-04-26 23:42:37
I am not sure what is causing the enum error. It only happens on some GPUs and only some OS's; there's no correlation. It's probably both a driver thing, and something illegal that I am doing. It doesn't seem to be affecting anything at the moment, but I will keep looking for it Smiley

I posted this on the reddit gamedev section, and got some good feedback there. There was a problem with my timestep, and both the physics simulation and player movement were not consistent with framerates. I spent the day fixing that Smiley

I also added some animations/sounds to the gun for fun ^^
11  Games Center / WIP games, tools & toy projects / Re: FPS Engine on: 2016-04-26 03:21:16
Maybe ¯\_(ツ)_/¯
12  Games Center / WIP games, tools & toy projects / Re: FPS Engine on: 2016-04-26 02:49:11
Did you extract the game?  Huh
The skybox is just a standard buffered image loading thing.
13  Games Center / WIP games, tools & toy projects / Re: FPS Engine on: 2016-04-26 01:53:07
However it failed to launch on my work computer which has a Intel HD 4600, I tried to update the driver but still no luck,  here is the message:

This one is actually my fault! Tongue
I wanted to check if I was doing any illegal openGL calls (trying to fix EgonOlson's issue). In doing so I had to create a debug callback, and I forgot that those only work on OpenGL 4+.

I removed the callback and reuploaded the file. Hopefully it will run on your work computer now ^^

I also changed all of the physics sounds. And I added a "hard" and "soft" sound for each rigid body.

[Edit]
I showed this to my friend, and he couldn't believe that this was java  Smiley
14  Games Center / WIP games, tools & toy projects / Re: FPS Engine on: 2016-04-25 18:26:54
On my mighty work PC with an AMD Radeon HD5450 and Windows7/64bit, all it renders is the sky and the arm/weapon. It also says this:

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Starting up SoundSystem...
Initializing LWJGL OpenAL
    (The LWJGL binding of OpenAL.  For more information, see http://www.lwjgl.or
g)
OpenAL initialized.

Error occured: An OpenGL error was already present when the new LightingEngine o
bject was created.: Invalid enum
Error occured: An OpenGL error occured while creating the new LightingEngine obj
ect.: Invalid enum


I have this same problem but on a Intel Core m3. I'm running OpenGL 4.4. Will test on my tower when I get home.
I assume there must be a problem with the gbuffer vertex shader then. If you're seeing the arm then the frag shader must working fine; the arm model uses the same frag shader as the world geometry.

But for the life of me, I have no idea how this doesn't work on non NVidia cards:
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#version 330

uniform mat4 viewMatrix;
uniform mat4 projectionMatrix;
uniform mat3 normalMatrix;

uniform mat4 worldMatrix;
uniform mat3 normalWorldMatrix;
uniform vec4 modelColor;
uniform vec4 pipelineColor;

layout (location = 0) in vec3 in_Position;
layout (location = 1) in vec3 in_Normal;
layout (location = 2) in vec2 in_TexCoords;
layout (location = 3) in vec4 in_Color;


out vec3 vNormal;
out vec3 vViewSpacePos;
out vec2 vTexCoords;
out vec4 vColor;

void main(){
   vec4 viewPos = viewMatrix * worldMatrix * vec4(in_Position, 1.0);
   gl_Position = projectionMatrix * viewPos;
   vViewSpacePos = viewPos.xyz;
   
   vNormal = normalMatrix * normalWorldMatrix * in_Normal;
   vTexCoords = in_TexCoords;
   vColor = in_Color * modelColor * pipelineColor;
}



Perhaps the problem lies in the static model class...
15  Games Center / WIP games, tools & toy projects / Re: FPS Engine on: 2016-04-25 18:12:00
btw I can't open the console, tried ^ + ~ ´ ß < # and any other key.
Hmm it should just be the Grave key (~). The key right above Tab. Are you on a non qwerty keyboard?

EDIT:
Some google searches show that LWJGL 2 doesn't always work correctly with the grave key. Sad!
16  Games Center / WIP games, tools & toy projects / Re: FPS Engine on: 2016-04-25 18:04:00
The Intel Chip has the first generation Intel HD built in (at the university Cheesy).
http://ark.intel.com/de/products/43546/Intel-Core-i5-650-Processor-4M-Cache-3_20-GHz
I couldn't get LibGDX to run with these kind of graphics processors.
Did a quick search, seems that chip only goes up to OpenGL 2.1.
17  Games Center / WIP games, tools & toy projects / Re: FPS Engine on: 2016-04-25 17:51:55
    I have updated the engine a little bit today.

Added:
  • Physics objects make sounds when they collide with objects. At the moment they use the same sounds as your footsteps. This will be changed.
  • If the engine crashes on load it will pop up a simple error dialog.
  • I lowered the default settings slightly. No SSAO, and 60 fps
  • There shouldn't be a UnionFind error in Bullet anymore
  • Fixed a problem with the barrel material file. The textures will load properly now

There are two things to note:
Firstly, to exit the game, go to console and type quit instead of ALT F4ing. @SHC when you alt f4 it prints that error! Grin
Secondly, you need OpenGL 3.2 to run the engine. I completely forgot to mention this in the OP!

@VaTTeRGeR does your intel chip have 3.2? o: If it does I need to fix some things! Tongue

@EgonOlson I haven't found anything that explains why you cannot see the world geometry on an AMD card. I will keep looking though! Sad[/list]
18  Games Center / WIP games, tools & toy projects / Re: FPS Engine on: 2016-04-25 08:16:17
You may want to implement anti-aliasing now.
open console:
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post_fxaa 1
r_update
testsun

Wink


On my mighty work PC with an AMD Radeon HD5450 and Windows7/64bit, all it renders is the sky and the arm/weapon. It also says this:
Darn Sad I will look into this!
19  Games Center / WIP games, tools & toy projects / FPS Engine on: 2016-04-25 07:32:07
Hi! Smiley
About a month or so ago I started working on another 3d java game-engine. I wanted to release it here to see how it works on your guys computers!

At the moment it's a pretty simple fps engine, and as such you cannot do much in the demo.

Download:
Link!

Here's some screenshots:





Controls:
~ or F12 Console
E throw crate
Q throw barrel (first one is slow [loads model/tex])
1 gun animation
WSAD move
T put a test decal on the scene.

Console variables:
http://pastebin.com/6FV3DmRR
Please note that any variable with r_ or post_ requires that you type the command "r_update" to load it. However, use r_update sparingly; it has a memory leak.

Console commands:
quit quits game
r_update updates rendering engine. This also clears all lights from the scene!
testlight spawns a point light at the camera
testsun spawns a directional light in the scene
clear clears console
memstat prints RAM info
gpustat prints GPU info
noclip allows you to fly
clearlights clears all active lights in the scene
map loads a map at the specified location. ROOT is ./maps/
respawn If you fall off the map Smiley

Credit:
Adam Pasek: Art
Roland La Goy: Sound
TheAgentD: Lighting engine


Requirements:
OpenGL 3.2
Java 8

1000 points if you know where the van model is from!
20  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-04-24 06:39:18
Spent the day integrating bullet physics into my game engine! ^^
It is much faster than my own collision code, and it allows for much more complex scenes to collide with.

However, bullet's "player" collision class is retardedly bad. So I wrote a pretty nifty one! Smiley It creates a capsule for the player to "interact" with other rigid bodies in the world. However, I use about 100 rays (casted straight down from the players feet) to find the floor, and I hover the capsule off the ground by a few pixels. This allows me to have my own player movement/friction, but still get the added bonus of interacting with physics. This also easily lets me check for things like stairs; For example, if the player is 16 units tall, and his "stair height" is 4 units, I begin the ray 4 units above the players feet (cast them straight down). After I cast all the rays, I subtract 4 from from each ray. Any ray with a distance < 0 is a stair, anything greater than 0 is a floor I'm falling on!

There were a few gotcha's that I had to code though; I have to manually check for moving rigid bodies underneath the player, and move him with them. This isn't too hard, since the ray callback class can return a specific rigid body. I also have to code my own slope movement, but this is for the better, since using bullet to simulate "sliding" down a slope looks quit choppy.

All in all, this was definately the right move ^^
21  Game Development / Newbie & Debugging Questions / Re: [LWJGL] LWJGL 2.9.3 Mouse polling values not proportional with FPS on: 2016-04-22 19:56:20
Oops! That was dumb of me!
I was updating the rotation of the camera in the game logic thread instead of the rendering thread!

Problem solved! Smiley
22  Game Development / Newbie & Debugging Questions / [Solved] [LWJGL] LWJGL 2.9.3 Mouse polling values not proportional with FPS on: 2016-04-22 04:17:27
Hello!

In my engine I am trying to make a nice way to get the polled mouse data.

Currently:
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// handle mouse for game engine
GameMouse mouse = GameEngine.mouse_get();
mouse.clear(); // This resets all values modified below to 0. Not exactly needed in this case.
Mouse.poll();
while( Mouse.next() ) {
   mouse.mouse_dx = Mouse.getDX();
   mouse.mouse_dy = Mouse.getDY();
   mouse.mouse_x = Mouse.getX();
   mouse.mouse_y = Mouse.getY();
   mouse.mouse_wheel = Mouse.getDWheel();
}


Then to access/use the values:
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EditorCamera cam = camera_get();
cam.rotate( mouse_get_delta_x() * 0.003f, -mouse_get_delta_y() * 0.003f);


And this works, but I've noticed that if I run the game at say 30 fps I can rotate my camera 20-25 times fully. If I set the fps to 300 I can only rotate the camera 2 times.

My first thought was that multiple values were changing when Mouse.poll() was called. So I then tried:
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// handle mouse for game engine
GameMouse mouse = GameEngine.mouse_get();
mouse.clear(); // This resets all values modified below to 0.
Mouse.poll();
while( Mouse.next() ) {
   mouse.mouse_dx += Mouse.getDX();
   mouse.mouse_dy += Mouse.getDY();
   mouse.mouse_x += Mouse.getX();
   mouse.mouse_y += Mouse.getY();
   mouse.mouse_wheel += Mouse.getDWheel();
}


This however doesn't work either.

Thirdly, I tried multiplying the deltax/y by the games delta time, and this did not solve the issue either.

What do you guys recommend?

Here's a fun picture:
Click to Play
23  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-04-17 08:51:03
Anyway now my pipeline loads texture data directly from the blend files correctly.
Blender's blend file or FBX? o:

and i need to manually create binormals.
Can't this be done in the shader? I'm assuming you're using them to calculate a TBN matrix for your normalmapping. Though, I guess I've you've already went ahead and done it on the CPU then there's no reason to switch Tongue
24  Game Development / Newbie & Debugging Questions / Re: compress 2 bytes into 1 byte on: 2016-04-06 17:52:57
That was my first thought too, but that would still have an extra state-change on the GPU. Since there would be three textures to bind when drawing a material, instead of 2.

Since the math to get the values back (on the GPU) is super simple, it unrolls quite nicely.

[edit]
Just did a small test in my engine. I drew the model above 16 * 16 times. Using the compression thing I get 185 fps. If I send in 3 textures then I get 160 fps, and if I send in 4 then I get 150 fps.
25  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-04-06 06:44:24
Made a thing in my engine that packs the specular texture and gloss texture into the alpha channel of the normalmap.


It is a little noticeable, if you look for it, but I imagine in a full game, you won't really see it. Totally worth it to only have to send in a diffuse and normal texture when drawing geometry though! ^^

Plus, it doesn't need any changing for objects that don't have a spec/gloss map, since the alpha of the normalmap is always 1, they'll default to the uniform spec/gloss values sent in on a per-material level
26  Game Development / Newbie & Debugging Questions / Re: compress 2 bytes into 1 byte on: 2016-04-06 05:46:18
I was thinking about it the wrong way.

If I limit both of the values from 0-255 to 0-15, I can easily pack them Smiley

Result:


I packed the specular texture and gloss texture into the alpha channel of the normalmap Smiley
Reduces texture swaps by half! Cheesy
27  Game Development / Newbie & Debugging Questions / compress 2 bytes into 1 byte on: 2016-04-06 04:08:40
Hello! I had an idea earlier today, don't worry about what it's for; just a test I want to do for my game Smiley I already got the "dont do this" from TheAgentD Tongue

When reading texture data from 2 files, I only use the red channel, and I want to compress the red values of both textures into 1 byte (2 bytes --> 1 byte).

I tried:
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byte b1 = (byte) 200;
byte b2 = (byte) 255;

int i = ((b1 << 8) | (b2 & 0xFF));
System.out.println(i);

int val1 = i >> 8 & 0xFF;
int val2 = i & 0xFF;
System.out.println("b1: " + val1);
System.out.println("b2: " + val2);


Which... well... works, but not exactly, as the variable i is an integer, not a byte.

I know there will be some precision loss by doing this, but it's for texture data that doesn't need to be 100% accurate, just close.

How do I do this properly? and how would I extract the two bytes back out.

--

The only other thing I've thought of, is have one texture limited to 0, 1, or 2; and have the other limited to 0 to 55.
28  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-04-02 03:12:51
Playing around with SSAO again today Smiley
29  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Java Universal Model Importer (JUMI) - Early Alpha on: 2016-03-28 02:00:13
Has this been worked on at all? Smiley
Very interesting idea!
30  Game Development / Game Mechanics / Re: How To Rotate/Position a Camera at a Point on: 2016-03-10 04:28:55
You could use JOML's math library and had this done by now Smiley
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