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1  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-11-16 18:08:35
Friend sent me this great java error.

2  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...
3  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
4  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
5  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.
6  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
7  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.
8  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
9  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
10  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.
11  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.
12  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.
13  Games Center / WIP games, tools & toy projects / Re: Cardinal Gaming Library on: 2016-09-25 02:22:03
Looks very nice!
14  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 )
15  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
16  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
17  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
18  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.

19  Games Center / WIP games, tools & toy projects / Re: First Recon - Small Online First Person Shooter on: 2016-09-17 07:29:30
@Archive
Not yet, but I will soon!

I did a bit of work on the game this week Smiley

  • Worked more with player visibility
  • Created server-sided ammo
  • Created game-mode system on server end
  • Created game timer
  • Wrote environment mapping system
  • Added recoil
  • Server can now load have custom maps.
  • included server in game download.
  • Serverlist supports custom servers
  • Added connect/disconnect commands to client

It is uploading right now. It will be done within the hour; my internet is quite slow.
20  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-09-17 04:26:10
I changed how the cubemap texture is derived for the environment mapping.

Click to Play


Before I precalculated a blurred cube sampler and lerped between the high quality and lowquality one. This looked fine for the spheres with low and high glossiness, but not good for the middle ones.

So today I changed it to use a single cube samplers, but get the blurriness from its LOD in the shader Smiley
The result is much nicer.
21  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-09-16 04:23:24
Tried making environment mapping...


Turned out alright I guess...
22  Java Game APIs & Engines / OpenGL Development / Re: *testing needed!* Vertex cache shenanigans on: 2016-09-12 15:00:20
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Batch size test invocations: 32768 / 3145728
Calculated vertex cache batch size: 96

Cache size 1 invocation test: 32768 / 3145728
Cache size 2 invocation test: 65536 / 3145728
Cache size 3 invocation test: 98304 / 3145728
Cache size 4 invocation test: 131072 / 3145728
Cache size 5 invocation test: 163840 / 3145728
Cache size 6 invocation test: 196608 / 3145728
Cache size 7 invocation test: 229376 / 3145728
Cache size 8 invocation test: 262144 / 3145728
Cache size 9 invocation test: 294912 / 3145728
Cache size 10 invocation test: 327680 / 3145728
Cache size 11 invocation test: 360448 / 3145728
Cache size 12 invocation test: 393216 / 3145728
Cache size 13 invocation test: 425984 / 3145728
Cache size 14 invocation test: 458752 / 3145728
Cache size 15 invocation test: 491520 / 3145728
Cache size 16 invocation test: 524288 / 3145728
Cache size 17 invocation test: 557056 / 3145728
Cache size 18 invocation test: 589824 / 3145728
Cache size 19 invocation test: 622592 / 3145728
Cache size 20 invocation test: 655360 / 3145728
Cache size 21 invocation test: 688128 / 3145728
Cache size 22 invocation test: 720896 / 3145728
Cache size 23 invocation test: 753664 / 3145728
Cache size 24 invocation test: 786432 / 3145728
Cache size 25 invocation test: 819200 / 3145728
Cache size 26 invocation test: 851968 / 3145728
Cache size 27 invocation test: 884736 / 3145728
Cache size 28 invocation test: 917504 / 3145728
Cache size 29 invocation test: 950272 / 3145728
Cache size 30 invocation test: 983040 / 3145728
Cache size 31 invocation test: 1015808 / 3145728
Cache size 32 invocation test: 1048576 / 3145728
Cache size 33 invocation test: 3145728 / 3145728

Results:
  Renderer: GeForce GTX 970/PCIe/SSE2
  Calculated vertex cache batch size: 96
  Cache size: 32
23  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-09-12 14:52:36
I doubt he regrets his decision
Though, once everyone found out he was a fraud, he and his family moved to the dictatorship of Qatar. persecutioncomplex
24  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-09-12 14:12:38
Careful Ahmed. don't go bringing that into school.
25  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-09-12 04:06:31
Little bit of work on my online FPS today:
Click to Play
26  Games Center / WIP games, tools & toy projects / Re: FFP Software Rendered - GFX/Game Progress on: 2016-09-12 03:29:04
Looks really good! Smiley
Just gotta get some of that lighting stuff pre-generated!
27  Games Center / WIP games, tools & toy projects / Re: First Recon - Small Online First Person Shooter on: 2016-09-11 20:09:55
I created a server browser. It also works with the games website. I'll put a link to it in the original post!
28  Games Center / WIP games, tools & toy projects / Re: First Recon - Small Online First Person Shooter on: 2016-09-10 15:11:52
It is the high ping.

 The server is pretty strict on how fast you can move at the moment, and it doesn't take ping into account yet.
29  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-09-10 05:52:57
Seems like a pretty standard graphics pipeline Tongue

Cool though, none the less. Most interesting thing is the mega textures; Only thing I cant figure out how to do efficiently.
30  Games Center / WIP games, tools & toy projects / Re: First Recon - Small Online First Person Shooter on: 2016-09-09 23:31:07
The server doesn't recognize crouching yet. Since the bullets are serverside, they will also shoot as if you are standing. This will be fixed soon enough Smiley
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List of Learning Resources
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2016-09-09 09:47:55

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2016-09-08 09:47:20

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List of Learning Resources
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Rendering resources
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