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1  Discussions / General Discussions / Re: would any of you guys be offended if on: 2017-12-01 16:07:57
Ok I'll do it, but no Muhammad.
But why not though? You could pit every religion together, and just like that triple your replay-ability. There's only so many biblical characters that have distinguishable characteristics. Could be quite useful for unlockable characters at a later time, DLC, ect.

Furthermore, the sheer fact of including Muhammad would create so much controversy everyone who heard about it would try it. You're throwing away a great chance to have your game played if you ask me Sad

In the start you'd probably get a ton of negative press. Those "PC police" scour the internet for anything that's on the "offensive list". And will instantly cry into their blogs trying to bury your game. But luckily enough for every one of them, there's also someone that does the opposite on youtube; that'll praise your game, and give you free advertising to hundreds of thousands of people.
2  Discussions / General Discussions / Re: would any of you guys be offended if on: 2017-11-30 16:42:16
Only if muhammad is a character Smiley Game will blow up, guaranteed.
Though maybe not in the way you want.
3  Java Game APIs & Engines / Tools Discussion / Re: assimp jvm porting on: 2017-11-23 00:03:20
Do I have to do anything special to use this library? As it's written in Kotlin; That language makes me really upset.
Any plugins I need with eclipse?

Just want to make sure before I dive into it.
4  Games Center / WIP games, tools & toy projects / Re: Isotröma 2017 on: 2017-11-16 14:32:34
That's what I ended up doing in my engine Smiley
Decals can modify the diffuse, normals, and specular.
5  Games Center / WIP games, tools & toy projects / Re: Isotröma 2017 on: 2017-11-14 17:03:51
Oops, I hadn't seen your reply. I will test it out when I get home later today.

The main cause of the problem on my NVidia card is (how TheAgentD put it to me) due to the tile-based rasterization. Leads to faster graphics drawing, but can create some more graphical headaches if you don't follow graphics programming rules strictly.

To better clarify what I wrote before. If I bind a texture for a shader, sample from that texture, and also write to that texture (at the same time), it can lead to the tiling issue (on certain drivers (newer ones) on certain NVidia cards (newer ones)).

[EDIT]
Just tried the new demo. The tiling issue is fixed Smiley
6  Discussions / General Discussions / Re: Move to Kotlin? on: 2017-11-14 00:07:13
This post got me to go look at Kotlin.

I've never actually smashed something and said "But why" before...
7  Games Center / WIP games, tools & toy projects / Re: First Recon - Multiplayer FPS on: 2017-11-03 23:06:45
Hello,
just a little post of encouragement, i felt on this project on itch.io and match "hey it's the guy from the forum !" Wink .
The demo is pretty classy, runs perfecty, even if i didn't find how to incarnate the "cop" team (who must be outdoor if i understood).
Just a question : i found the 50 fps limitation for the render a bit unfortunate, is it a choice or a constraint (maybe with multiplayer) ?

There isn't a 50 fps constraint. Default should be 120 (or maybe 60 in your version, I cant remember). Though this can be changed in the console via:
g_fpsmax 200
8  Games Center / WIP games, tools & toy projects / Re: Isotröma 2017 on: 2017-10-30 14:39:03
Had a similar problem in my engine a few months ago. I just created a temporary copy of certain pieces of the GBuffer, wrote to them, and then afterwards wrote the temporary copies to the original.

Not sure if that's an efficient way to do it... but it worked out fine, and stll runs alright on my laptop.
9  Games Center / WIP games, tools & toy projects / Re: Isotröma 2017 on: 2017-10-29 03:03:10
Cool to see this again! Smiley Runs and feels really nice. Load times are great.

The only graphical problem I found was the overlapping blood splatters on scene 2, which just looks like a shader trying to write to itself while reading itself.
10  Game Development / Newbie & Debugging Questions / Re: LuaJ, creating a vector class on: 2017-10-18 22:10:45
I've found an interesting problem. Not sure if it's due to my own incompetence or an issue with LuaJ...

If I define a class with a metatable such as this:
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// Setup Vector class
LuaValue vectorClass = CoerceJavaToLua.coerce(Vector3Lua.class);
globals.set("Vector3", vectorClass);

// Metatable stuff for Vector3
LuaTable t = new LuaTable();
t.set("__add", new TwoArgFunction() {
   public LuaValue call(LuaValue x, LuaValue y) {
      System.out.println("TEST1: " + x);
      System.out.println("TEST2: " + y);
      return x;
   }
});
t.set("__index", t);
vectorClass.setmetatable(t);


And then in lua I create an instance of "Vector3Lua":
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print( "Vector3 Metatable:", getmetatable(Vector3) );
local test1 = Vector3.new(9, 8, 7);
print("Test1 Metatable:", getmetatable(test1));


Vector3 contains a metatable, but Test1 does not. So what seems to be happening is that metatables do not pass from parents to their children from the .new() lua function. But I've seen this done before in other game engines. Hmm.
11  Game Development / Newbie & Debugging Questions / Re: LuaJ, creating a vector class on: 2017-10-18 04:14:06
Here is my current implementation:
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package math;

import org.luaj.vm2.LuaValue;
import org.luaj.vm2.lib.ThreeArgFunction;
import org.luaj.vm2.lib.jse.CoerceJavaToLua;

public class Vector3Lua {
   public float X;
   public float Y;
   public float Z;
   
   public Vector3Lua unit;
   
   public Vector3Lua() {
      // Empty
   }
   
   // Java constructor
    public Vector3Lua(float X, float Y, float Z) {
       this.X = X;
       this.Y = Y;
       this.Z = Z;
       
       this.unit = new Vector3Lua(); // TODO Make this automatically calculate
   }
   
    // Lua constructor
    static public class New extends ThreeArgFunction {

      @Override
      public LuaValue call(LuaValue arg0, LuaValue arg1, LuaValue arg2) {
            return CoerceJavaToLua.coerce(new Vector3Lua(arg0.tofloat(), arg1.tofloat(), arg2.tofloat()));
      }
    }
   
   // Lua Function - Dot Product
    public float Dot(Vector3Lua other) {
       if ( other == null ) {
          return 0;
       }
       
        return X * other.X + Y * other.Y + Z * other.Z;
    }
   
    // Lua Function - Cross Product
    public LuaValue Cross(Vector3Lua other) {
       Vector3Lua result = new Vector3Lua( Y * other.Z - Z * other.Y,
                                  Z * other.X - X * other.Z,
                                  X * other.Y - Y * other.X );
        return CoerceJavaToLua.coerce(result);
    }
}


Testable example:
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package math;

import org.luaj.vm2.*;
import org.luaj.vm2.lib.*;
import org.luaj.vm2.lib.jse.*;

public class luaj {
   public static void main(String[] args) {
      // Normal Lua defaults
      Globals globals = JsePlatform.standardGlobals();
     
      // Setup Vector class
      LuaValue vectorClass = CoerceJavaToLua.coerce(Vector3Lua.class);
      globals.set("Vector3", vectorClass);

      // Bind .new() to constructor function
      LuaTable t = new LuaTable();
      t.set("new", new Vector3Lua.New());
      t.set("__index", t);
      vectorClass.setmetatable(t);

      // Test it
      LuaValue chunk = globals.load("local test1 = Vector3.new(9, 8, 7); local test2 = Vector3.new(1, 2, 3); print(test1.Z); print(test1:Dot(test2)); print(Vector3:func())");
      chunk.call();
   }
}
12  Game Development / Newbie & Debugging Questions / LuaJ, creating a vector class on: 2017-10-18 03:27:59
Hiah. I am trying to implement luaj into my project, and I was hoping to get some help!

I want to implement a Vector class similar to this structure:
http://wiki.roblox.com/index.php?title=API:Vector3

The problem is I can't seem to find proper documentation on a few things that are necessary. Firstly, I like the .new() convention for constructors, but I am not sure how that would translate to java, as "new" is a protected keyword.

Secondly, how would I go about operator overloading? i.e. Vector3 * Vector3, ect.

Thirdly, I don't know how to go about creating a property that automatically updates as other properties are changed. For example, in the Vector class I linked: X, Y, Z, Unit, and Magnitude are all fields of a Vector. If X, Y, or Z changes then the Unit and Magnitude variable automatically change. There are no setters or getters.

Ideally I would have most of the functionality in java, and just expose some methods to the user via lua.
13  Games Center / Showcase / Re: Heroic Jumpers - Alpha 0.0.10 - Windows on: 2017-10-14 16:35:41
"I converted my JAR to an EXE"
Welp, now you've limited your audience. Looks like it's a cool game though.
14  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-07-29 15:53:06
If you don't like the concept for the game, then you just aren't the person that I want to target to play the game! It's fine, I totally understand that. However, as stated on the kickstarter, the $4000 is for more polish before I can move onto a platform like Steam. My friends that do art are from remote places on the earth, and as such the cost of living there is quite low.

I don't mind if you disagree; It doesn't phase me. I won't cry!

However this is the game I want to make, and I want to give it my best shot to share this with the rest of the world Smiley
15  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-07-28 14:30:37
I don't know too many randomly generated FPS's on the market. Tongue
That's what the game is all about at its core. You cant call it a CS clone because it's a fps with a bomb gamemode. That's like calling overwatch a tf2 clone
16  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-07-28 03:56:54
Released a kickstarter for my game!
https://www.kickstarter.com/projects/1970666827/first-recon

Really hope I can find an audience Smiley
17  Game Development / Game Mechanics / Re: Trying to load JBullet examples in Eclipse! on: 2017-07-26 16:28:46
You just include it the same way you include other libraries (Open the Build Path and click add library).
18  Discussions / General Discussions / Re: JGO Twitter List on: 2017-07-26 16:27:11
@orange451
19  Games Center / WIP games, tools & toy projects / Re: First Recon - Multiplayer FPS on: 2017-07-24 16:12:34
My friend created all of the assets (with the exception of the G36c, blue door ).

He used a combination of blender and a 3d sculpting software.
20  Discussions / General Discussions / Re: Security in server-based multiplayer games on: 2017-07-23 02:21:46
Well the variable hash is in case someone uses Cheat Engine to manipulate movement speed, jump height, friction, ect.
That's the only reason it exists; for that specific case.
21  Discussions / General Discussions / Re: Security in server-based multiplayer games on: 2017-07-23 01:52:42
No I know that someone with the client can reverse engineer it. That's not what I'm talking about. I'm simply wondering if there are any articles out there that explore topics like these.

Everything is already validated on the server (position, shooting, health, ammo, ect).

I know there's no way to foolproof an online game. I just want to strengthen it!
22  Discussions / General Discussions / Security in server-based multiplayer games on: 2017-07-22 23:00:18
In my game in the WIP section, First Recon, I host a server and any client can connect to it. It's a fairly straight forward system.

I was wondering about how to stop clients that are not real from joining the server.

Currently I do a few sort of handshake checks. When the client connects, he sends his clients version number (major.minor.patch) in the form of a string. Then he sends his username. If that information is received in under 2 seconds of the established connection, then the client is allowed into the server and will spawn on everyone elses screen.

Since I released my game I've noticed on more than a few occasions people creating sockets manually to my server, or creating a socket and supplying incorrect data (resulting in a DC of the socket).

I some-what planned for this, and coded these things:

1) The server asks the client to hash a bunch of variables to in integer and send to the server every couple of seconds. If this data is not sent, or is incorrect it results in a DC.

2) The server requires you to send specific packets at a specific frequency (like movement). If you send outside of this frequency range, it results in a DC.

Is this enough of an initial security? I've never really dove into these kinds of topics. I know there isn't a playerbase for my game, and it shouldn't "matter" at the moment. However, I am still curious about the topic.

After I integrate an account system into the game, I'll add an additional layer of security using a login-salt.
23  Game Development / Game Mechanics / Re: Trying to load JBullet examples in Eclipse! on: 2017-07-22 20:51:59
Here's a version of JBullet that doesn't use jStackAlloc: Hosted via Host-a.net

I use it in my project... Not sure if there's any negative consequences, but eh, I haven't noticed anything out of the ordinary yet.
24  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-07-21 16:07:46
Finally released an alpha trailer for my game:
<a href="http://www.youtube.com/v/3WeDVtZAdSk?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/3WeDVtZAdSk?version=3&amp;hl=en_US&amp;start=</a>
25  Discussions / General Discussions / Re: RuneScape going mobil on: 2017-07-20 22:24:41
Like I said, two different games are going mobile. RS3, and OSRS. With RS3, who knows what they'll do. It's no longer Java anyways.

I imagine OSRS will remain java to keep it consistent with the Desktop version, at least for android. If they do release on iOS, who knows. The whole game is a software renderer anyways, so I imagine porting it wouldn't be too bad.
26  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-07-19 23:03:15
Starting to re-implement the gen!



This is going to take a LONG time!
27  Discussions / General Discussions / Re: RuneScape going mobil on: 2017-07-19 21:50:08
Maybe you should have read what I posted:
Quote
After the release of NXT, Jagex plans to phase out the use of the Game Client to free up resources to make further improvements to NXT, rather than continuing to maintain two clients. The timescale for phasing out the Java client will be based on beta data
That's related to RS3, not OSRS. Your article relates to the game engine change of around 2015, where RS3 still used a java client. RS3 and OSRS are two different games. So maybe you should have read what I posted

That game (osrs) is staying java, as that is the sole reason the game exists. The userbase loves the classic feel, and Jagex wants to put as little effort into it as possible while maximizing on their profits.

Both games are coming to mobile though.
28  Discussions / General Discussions / Re: RuneScape going mobil on: 2017-07-19 21:03:14
The most popular version of runescape, Old School Runescape ( OSRS ), still uses its 2007 java engine (with some modifications). I would imagine they would be keeping the same engine for the mobile version of OSRS, as it is supposed to be compatible with the desktop version. The OSRS team is too small to write a whole new engine like the RS3 team.

Really funny though, when you put it in perspective... The OSRS team is like 10 people, but their game is more popular (and brings in more money) than the newer Runescape (which costs more).

(I'm still an avid runescape player)
29  Games Center / WIP games, tools & toy projects / Re: Killer Crates - Multiplayer same-screen FPS on: 2017-07-19 20:10:08
Nice little demo Smiley I've never used JMonkey before, but it seems like a good little prototyping engine.
30  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-07-18 23:31:39
Revisiting the gen code for my project. Making it room based now to allow for more realistic building feeling Smiley

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