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1  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-07-19 12:48:23
I started working on my Army Men game again.
2  Games Center / WIP games, tools & toy projects / Re: Mario Engine on: 2016-07-15 10:40:00
Look fine to me
3  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.
4  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!
5  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.
6  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
7  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!
8  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!
9  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
10  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
11  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
12  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
13  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
14  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
15  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.
16  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
17  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.
18  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-07-04 13:22:35
Got my chinese girlfriend to start playing Runescape...

Smiley
19  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?
20  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
21  Discussions / Miscellaneous Topics / Re: Graphics Cards on: 2016-06-07 10:49:28
I don't care if my shit is conflict free. I just want my shit when I pay for it.
22  Java Game APIs & Engines / OpenGL Development / Re: Global Illumination via Voxel Cone Tracing in LWJGL on: 2016-05-26 22:15:59
Looks absolutely fantastic!
23  Discussions / General Discussions / Re: Best way to play sound? on: 2016-05-24 21:26:44
the best way to play sound in a game if FMOD.

http://www.fmod.org/
Have fun selling the game Tongue
24  Discussions / Miscellaneous Topics / Re: Going to China for 2 months on: 2016-05-22 17:17:32
Good to know! Smiley
Thanks ^^

If you're not asian you will encounter mild racism, nothing horrible or obvious though.
Blond hair, white skin, blue eyes. Damn!  persecutioncomplex
25  Discussions / Miscellaneous Topics / Going to China for 2 months on: 2016-05-21 17:11:44
I've been learning chinese for about 6 years in school. 4 years in Highschool, 2 in college so far.

I'm going to shanghai for an internship. I'm working for a company my uncle used to do business with.

Any tips?  Grin
26  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Java Universal Model Importer (JUMI) - Early Alpha on: 2016-05-18 22:19:23
If only we had someone working on a sound library like this.


What's wrong with paulscode?
27  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-05-16 17:01:10
Spent this morning setting up an external GPU for my macbook pro. Using a GTX 960 connected by a thunderbolt cable I went from 40 fps to 200 fps in my java fps engine! Smiley

This is going to be quite useful when I am out of the country for two months.

28  Game Development / Newbie & Debugging Questions / [LWJGL] Choosing your GPU on: 2016-05-15 14:38:10
I recently bought a new GPU to use with an external PCIe to Thunderbolt connector, so that I can work on my game engine at a reasonable FPS on my laptop. Next week I wont be able to get on my desktop for three months.

While this isn't a problem for windows, as I can choose which GPU to use on an OS level... On OSX however, I cannot choose which GPU I want to use. I know that some applications, like adobe premier, do let you choose. Is this possible with LWJGL? It would make things easier when working on osx Tongue
29  Games Center / WIP games, tools & toy projects / Re: FPS Engine on: 2016-05-15 03:30:25
20 fps? Ouch! Tongue
Was it an Intel HD 4000?
30  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-05-13 07:55:36
Started working on my level editor again Smiley

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