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1  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-08-22 20:55:47
Yeah your first mistake was going to Southern instead of Tech. Are you hoping to transfer over?
Was thinking about it, but it's far cheaper here.
2  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-08-20 16:45:19
I've already met a bunch of other computer engineering majors.
I loathe meeting some computer engineer majors. They wear edgy tshirts to let people know they're into coding, and they have absolutely no coding experience. Some think they know java after just barely passing the required Java 1 and 2 classes.  Undecided
Probably because I go to Georgia Southern, instead of Georgia Tech Pointing
3  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-08-20 05:36:18
Made the gun have a smooth sway to it when you turn the camera Smiley
Click to Play


I think the left-right turning is too dramatic though. I'll definitely tone it down.
4  Discussions / General Discussions / Re: About The Mario Clone on: 2016-08-18 01:39:47
orange451, you don't respect me
That's probably because I'm not a nice person.
5  Discussions / General Discussions / Re: About The Mario Clone on: 2016-08-17 00:46:25
Where have you seen that Nintendo backs those websites? Making false peremptory claims with wrong references doesn't mean that you're right. Just to be sure that there is no misunderstanding, "to back something" can mean the same thing than "to support something". The claim at the bottom "All Nintendo material is © Nintendo" ... doesn't mean that this website is allowed to use those copyrighted materials.
There's a Mario convention every year. Mfgg is one of the main booths there. Nintendo execs play the games made by the sites users. They obviously don't care. You're being entirely too analytical. Get that stick out of your butt! :^) I'm not going to run around and get you source after source. You can choose to believe me or not; If not, that's fine.


Yes Super Mario 64 HD was silenced, I quoted it earlier but maybe you don't fully read my posts.
Of course not, they're giant text walls.


You assume that nobody cares but I assume that illegal things have nothing to do on JGO, both for pedagogical reasons (what J0 explained, i.e the bad habit of using illegally copyrighted contents and infringing licensing terms) and for legal reasons (I assume that the people liable for this forum don't want to waste their time with handling DMCA/LCEN takedown/staydown notices).
Correct. Though anyone on here making a mario clone has a 0.0001% of getting a DCMA. And even then if they do, it's just as simple as removing their game.


Sorry to insist but tolerating this in general puts us into a vicious circle, not specifically when the artworks come from Nintendo. I discussed several times with some (computer) artists reluctant to participate to unpaid projects because of the lack of "respect" for their artworks.
Well this topic is about artwork coming from Nintendo. So that is all I will talk about.


The more the developers take the bad habit of infringing the licensing terms of the artworks, the more the computer artists will be reluctant to help the developers, the more the developers refusing to create the artworks they need will infringe the licensing terms of the existing artworks, etc. I suggest a virtuous circle: the more the developers are forced to use only the artworks they are allowed to, the more the computer artists will have some consideration for them, the less they will be reluctant to help the developers, the more the artworks available under free sharing licenses or specifically licensed to be legally used in some projects will gain visibility, the less the copyrighted artworks will be attractive and considered as unavoidable or "must have". This virtuous circle favours cultural diversity.
There is no evidence of this. To say that artists wont help developers because developers steal artwork from Nintendo is absolutely insane.


I understand the temptation of using the contents of your favourite games as J0 said but infringing the licensing terms isn't the best way of showing respect to the authors. Programming a game takes some time, creating nice artworks too, both deserve some respect.
If someone wants to make a Mario clone, the best thing they can do is use Mario art. People have been doing it for years, and you're figuratively the only one upset about it!
6  Discussions / General Discussions / Re: About The Mario Clone on: 2016-08-16 17:04:53
Considering Nintendo backs websites like The Mario Fan Games Galaxy which "steals" a lot of their art content, I don't really think there's a problem with Mario-clones at all.

Also considering they are a software giant, most likely anything you create with their art wont distract from their products.
That being said, there was a complete unity-made Super Mario 64 remake which was silenced. Though, this was a giant project, and it still applies to what I wrote above.

It's technically illegal, but no one cares. Nothing will happen to you. The worst that will happen is getting an angry gouessej, and that's already came.
7  Games Center / Showcase / Re: Super Mario Bros - World 1 remake - Libgdx on: 2016-08-15 03:51:54
Nintendo isn't going to come after you. Look at www.mfgg.net it's the largest mario fan-gaming website around. Think they're creating original art for each of their games? No. Get that stick out of your butt goussej! Pointing

Sure it's illegal. No one should argue against that. The question is, does anyone care?

Literally everyone and their mother starts out by making fangames. This is a great project, and I hope you continue it! Smiley
8  Java Game APIs & Engines / OpenGL Development / Re: Global Illumination via Voxel Cone Tracing in LWJGL on: 2016-08-10 16:57:35
Stunning...
9  Discussions / General Discussions / Re: Why is Minecraft bad? on: 2016-08-10 16:53:59
I think it's much better now.

I used to think it was bad because I barely got 60 fps on a very good computer. Though, the game has had a lot of rendering improvements over the years. Shit code or not, it runs well now!
10  Games Center / WIP games, tools & toy projects / Re: Mario Engine on: 2016-08-01 07:03:53
This is cool!
Any inclination to add your own art?
A lot of it is actually my art Tongue

Have you thought about swapping the mario art out with something non-trademarked and releasing it as a game?
I haven't. Don't think I will either. Working on other projects at the moment!
11  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-07-19 12:48:23
I started working on my Army Men game again.
12  Games Center / WIP games, tools & toy projects / Re: Mario Engine on: 2016-07-15 10:40:00
Look fine to me
13  Games Center / WIP games, tools & toy projects / Re: Mario Engine on: 2016-07-15 10:26:57
No, they're 3d models Tongue

Also, you should probably decrease your near plane. Make it 0.1 or 0.01 or something like that. Sometimes when the camera moves too close to the objects, they just disappear.
That has nothing to do with the near plane. That's the per-object frustum culling.
14  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-07-15 06:59:57
I forgot to post my Mario Game to the JGO. I made it a year ago!

It's now in the WIP section!
15  Games Center / WIP games, tools & toy projects / Mario Engine on: 2016-07-15 06:57:38
This was a game I started a little over a year ago. I meant to release it here, but I guess I forgot... So here it is!

This engine is nearly 2 years old. It's rendering abilities are about the same as my current engine, but on many things it is very unoptimized.

Here is the current version from October 22nd of 2015.

Screenshots:





Requirements:
- OpenGL 3.2+ Enabled GPU
- 1 GB of Free RAM
- Java 7

There was a problem with this engine. Whenever I exported it from windows, it would not run on a mac. When I exported it from a mac, it ran on both mac and windows. This version, I believe, is windows only.
16  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-07-15 02:57:37
Acorns are quite a widespread food, especially in times of famine, and is a regular part of korean food today. I remember trying to eat them as a kid. My older brother said they were yummy.
Every time I see your name, I think of the quote "Taste Vengeance"  Clueless Undecided
17  Java Game APIs & Engines / Engines, Libraries and Tools / Re: JGLOOm - Object Oriented OpenGL on: 2016-07-14 06:01:50
Pretty interesting project. Good luck with it!
18  Game Development / Newbie & Debugging Questions / Re: [LWJGL] How to fix texture bleeding? on: 2016-07-13 07:13:47
Keep at it! Smiley
Not many people decide to pursue modern graphics programming using LWJGL!
19  Game Development / Newbie & Debugging Questions / Re: [LWJGL] How to fix texture bleeding? on: 2016-07-13 05:26:41
If you're going to want anyone to use it, it's going to have to be very advanced.

You're going to at-least need:
- a modern g-buffer based rendering pipeline
- material support
- Animation support
- Sound support
- Collision support ( more than basic ray testing. Smooth collision response )
- Networking
- Some sort of world editor

Something like this doesn't really exist with Java yet. There's JMonkey and it's close, but it's quite old and could be made more efficient.

But if it's just for you, have fun! Smiley
20  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-07-12 04:38:11
Implemented disconnected tiles in my astar pathfinding! Smiley


This is useful for things like super thin walls; You can still walk on the tiles directly touching them. The only way to get to the other side of the wall is to walk around Smiley
21  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-07-11 16:22:41
Started making an RPG during work today.

Just finished making an astar implementation.
Uses the same engine as my FPS engine from the WIP forum Smiley
22  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-07-11 10:02:29
I'm sure if I told him, he would do the same.
As far as he's concerned, I just finished page 3 Smiley
23  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-07-11 08:38:48
Boss gave me one of our competitors spreadsheets (in paper form) detailing all of the products they supported over the past year. It was a nice thick 80-page spreadsheet. He wanted me to type it into excel and run some numbers on it; said I could have up to 2 weeks.

Went to their website, got a downloadable copy in PDF form. Noticed that it was in an easy-to-convert format, and got the whole thing in excel in 5 minutes. Had to play w/ some regex in MS Word first.

Now I have 2 weeks to f**k around and do some programming during office hours Smiley
24  Game Development / Newbie & Debugging Questions / Re: Trouble converting 2d mouse coordinate into 3d ray. on: 2016-07-11 08:04:33
Figured it out. I was being stupid!

I forgot to subtract the cameras position from the coordinates before normalizing Smiley
25  Game Development / Newbie & Debugging Questions / Trouble converting 2d mouse coordinate into 3d ray. on: 2016-07-11 06:39:41
Hello!

I am trying to convert 2d mouse coordinate into a 3d ray to do some object-picking.

However, I am having some issues. With my current implementation, it appears as though the direction of the ray changes when the position of the camera changes.

For example. If I look straight down, and click in the center of the screen at world-position ( 0, 0 ), then the ray vector is close to ( 0.01, 0.01, -0.998 )  Pointing Just an example

If I re-test at world-position (200,200), then the ray vector is close to ( 0.03, 0.03, -0.95 ).

It's not much of a change but it's there and leads to annoyingly imprecise object selecting.

Here is my current code:
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int mx = Mouse.getX();
int my = Mouse.getY();

// Calculate mouse coords in NDC space
Vector3f mCoords = new Vector3f( mx / (float)Display.getWidth(), my / (float)Display.getHeight(), 1.0f );
mCoords.x *= 2;
mCoords.y *= 2;
mCoords.x -= 1.0;
mCoords.y -= 1.0;

// Calculate inverse matrices
Matrix4f projMat = cam.getProjectionMatrix();
Matrix4f viewMat = cam.getViewMatrix();
Matrix4f iProjMat = (Matrix4f) new Matrix4f( projMat ).invert();
Matrix4f iViewMat = (Matrix4f) new Matrix4f( viewMat ).invert();

// Put coords from NDC space into view space
MatrixUtils.mulProject(mCoords, iProjMat, mCoords);

// Put coords from view space into world space
MatrixUtils.mulProject(mCoords, iViewMat, mCoords);

// Normalize
mCoords.normalise();

// Print coords
System.out.println(mCoords.toString());


MulProject:
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public static Vector3f mulProject(Vector3f left, Matrix4f right, Vector3f dest) {
   float invW = 1.0f / (right.m03 * left.x + right.m13 * left.y + right.m23 * left.z + right.m33);
   dest.set((right.m00 * left.x + right.m10 * left.y + right.m20 * left.z + right.m30) * invW,
         (right.m01 * left.x + right.m11 * left.y + right.m21 * left.z + right.m31) * invW,
         (right.m02 * left.x + right.m12 * left.y + right.m22 * left.z + right.m32) * invW);
   return dest;
}


I am certain that my matrices are the same ones used for rendering, and I am certain that the rotation of the camera has not changed between the two points.
26  Game Development / Shared Code / Re: Fast sRGB conversion GLSL snippet on: 2016-07-11 04:27:01
So a few questions, what does the 'step' function do, what is the 'mix' function, and does the vec3 constructor vec3(n) return a vector (n, n, n)?
1) step() https://www.opengl.org/sdk/docs/man/html/step.xhtml
2) mix() https://www.opengl.org/sdk/docs/man/html/mix.xhtml
3) Yes it does! Smiley
27  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-07-05 06:32:35
Congratulations! Aren't your 2 months of China over yet?
Planning to stay in China?
Another 3 weeks before I return home.

I can't stay. Only have a 90 day visa, and I still have school! Smiley
Maybe next summer though. Already got another internship offer from another branch of this company.
28  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-07-04 13:22:35
Got my chinese girlfriend to start playing Runescape...

Smiley
29  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-06-16 11:18:15
This is software rendered, 11,000 polygons, 3 light sources, 25fps, texture mapping, full frustum clipping,
Apart from being more advanced, is it any faster than the previous rendering tech you wrote?
30  Discussions / Miscellaneous Topics / Re: Graphics Cards on: 2016-06-08 06:55:19
Idk where you guys live but money isn't necessarily hard to get, but hard to save
Then you're doing something wrong. It's super easy to save money. Don't spend it.

Everything I make, after my living expenses, goes right into stocks Smiley
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