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1  Games Center / WIP games, tools & toy projects / Re: WIP Publication Reel on: 2014-09-17 18:01:35
Continuing work on my first person shooter, First Recon Smiley~





2  Game Development / Newbie & Debugging Questions / Re: Paulscode - Soundsystem - Load from bytebutter? on: 2014-09-05 22:30:15
The reason I switched to an OpenAL sound library was because JavaSound wouldn't cut it.

I wasn't suggesting you change library (though personally, I'd much rather use JavaSound - just most people use it wrong!).  The AudioInputStream is JavaSound - I'm suggesting you make sure that JavaSound can play that stream - then you'll know whether the problem is the stream implementation or how Paul's library is using it.  For that matter, are you sure that Paul's library implements playing a JavaSound stream through OpenAL?

I'm quite sure, yes. I was looking through his lwjgl api and it uses a similar method to what I tried.
3  Game Development / Newbie & Debugging Questions / Re: Paulscode - Soundsystem - Load from bytebutter? on: 2014-09-05 18:08:03
The sound loads into the sound system with no error, however it doesn't seem to make a sound when played.

Have you tried it with plain JavaSound?  I'd rule out issues with the sound library to start with.
The reason I switched to an OpenAL sound library was because JavaSound wouldn't cut it.

I seem to be getting somewhere though Wink
When I use this soundSystem's "loadSound()" method, and supply all the information (byte[] of audio, audio format), and I pick a Name, it loads the sound into memory.
4  Game Development / Newbie & Debugging Questions / Re: Paulscode - Soundsystem - Load from bytebutter? on: 2014-09-05 14:03:26
I still haven't figured this out, however. I do not want to have to create a temporary file just to load a sound; there has to be a way to use Pauls soundsystem to load a sound from a bytebuffer Sad

I keep meaning to try wrapping a ByteBuffer in an InputStream (and wrapping in eg. AudioInputStream) Something like this might help you on your way - http://stackoverflow.com/questions/4332264/wrapping-a-bytebuffer-with-an-inputstream  That of course depends on whether Pauls system has a way to provide an input stream directly.

Quite helpful! I feel as though I'm almost there! Smiley

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// Get bytebuffer from the sound lump in the wad
ByteBuffer audioByteBuffer = lump.getRawLumpData().getByteBuffer();

// Create new byte array
byte[] audioBuffer = new byte[audioByteBuffer.remaining()];

// Fill byte array with wad buffer data
audioByteBuffer.get(audioBuffer);

// Flip the buffer for reading
audioByteBuffer.flip();

// Create Inputstream based on Bytebuffer
InputStream audioStream = new ByteBufferInputStream(audioByteBuffer);

// Buffer the Inputstream
BufferedInputStream bufferedAudioStream = new BufferedInputStream(audioStream);

// Create AudioInputStream from BufferedInputStream
AudioInputStream audioInputStream = AudioSystem.getAudioInputStream(bufferedAudioStream);

// Send to sound system
soundSystem.rawDataStream(audioInputStream.getFormat(), true, "testSound", 0, 0, 0, SoundSystemConfig.ATTENUATION_ROLLOFF, SoundSystemConfig.getDefaultRolloff());
soundSystem.feedRawAudioData("testSound", audioBuffer);


The sound loads into the sound system with no error, however it doesn't seem to make a sound when played.
Thanks for the idea with the bytebuffer - input stream Smiley
5  Game Development / Newbie & Debugging Questions / Re: Paulscode - Soundsystem - Load from bytebutter? on: 2014-09-04 17:08:04
I did a similar thing with Slick2D's OpenAL code for OGG files. I did all the decoding, and serialized it in a byte array to a .buffer file. Then I simply added some code that if the filename loading the file ended with .buffer it would skip OGG decoding, and then load the buffer data right from the byte array. I know this is probably different than your situation, and I know that OGG files and WAV files are decoded differently but if you want the code I can post it.

Edit: My code has been trimmed down to just work for .ogg files, but if anybody wants to use it they can. You load clips by creating Music and SoundEffect objects, and you serialize sound data by modifying the SerializableSoundWrapper class with the filenames and where to get the files.
http://github.com/copyablecougar4/OpenAL-Reader I know when you post links to code it shouldn't need much updating to work, but for that code to be modified you need to change SoundStore line 18 and 626 and ObjectLoading line 11 to not use
warlord.opengl.Game
to either construct a file for use another method to get the file, and remove those two imports.

CopyableCougar4
Thanks for the reply!

I still haven't figured this out, however. I do not want to have to create a temporary file just to load a sound; there has to be a way to use Pauls soundsystem to load a sound from a bytebuffer Sad
6  Game Development / Newbie & Debugging Questions / Re: Noob Questions from Nickropheliac: Your stories, programming lifestyle, etc. on: 2014-09-02 11:41:33
I started programming using a tool called Game Maker (8 years ago). I was 10 at the time. It wasn't until I was 12 when I started learning Game Maker's programming language.

When I found Java, I already had a decent programming background which allowed me to pick it up relatively easily. However, over the past 4 years of it, I have become a tremendously better programmer. One of the best things in my opinion that you can do, is develop something like Minecraft plugins. It's nice because it gives you the satisfaction of writing something which has a huge impact on a game, without having to write the whole game.

About 3 years ago, I started making Minecrafft servers using the base server, Bukkit. I created MCBrawl with a friend of mine. It became incredibly popular, and in fact still has a ton of people that play on it, even though I left to focus more on my own projects.

Stick with programming though! There's no feeling like making something awesome in code Wink
7  Discussions / General Discussions / Re: Performance Test for the Voxel Thing on: 2014-09-01 21:57:50
280-310 fps (generally above 300)

CPU: Intel i7-4960 2.6 Ghz
GPU: NVidia GeForce GT 750M
RAM: 16 GB
8  Games Center / WIP games, tools & toy projects / Re: JGB (Java Game Boy) emulator on: 2014-09-01 19:37:04
Works with:
-Super Mario Land
-Super Mario 4
-Super Mario Bros DX

Nice work! Smiley
9  Games Center / WIP games, tools & toy projects / Re: Oppugno on: 2014-08-31 19:53:01
Your file host seems to be down. I tried 12 hours ago, and now.
10  Game Development / Newbie & Debugging Questions / Re: Paulscode - Soundsystem - Load from bytebutter? on: 2014-07-31 22:23:19
I'm using the Wad file architecture for storing external files together, they're not being stored inside of the Jar.
11  Discussions / Suggestions / Re: Pre-WIP section on: 2014-07-31 20:26:59
orange451, you already posted some screen captures, you don't seem far from a demo, am I completely wrong?
Quite far from a demo Smiley
12  Game Development / Newbie & Debugging Questions / Re: Sending data with ServerSocket on: 2014-07-31 20:04:52
@orange451: If you share code, you have some responsibility over it, as people may actually use it. Your code is broken in so many ways I'd simply strongly suggest to remove the link to it, as it can only do more harm than good. Emo I'm sorry if that comes across a tad harsh persecutioncomplex
It works perfectly fine for me, and I've used it in a number of projects too o:
It's been tested across the world; all data sent across is sent in the correct order, and also received in the correct order. It's sent quickly, and does not force the client nor the server to hang while waiting for data.

Apart from being "hacky", what is broken about it?
13  Game Development / Newbie & Debugging Questions / Paulscode - Soundsystem - Load from bytebutter? on: 2014-07-31 20:03:56
Hello all! Smiley

In my game, I am currently using the Soundsystem written by Paulscode. Seeing as he is no longer an active member of these forums, I was hoping someone else would be able to help with this issue. I want to package a lot of my resource files so that they're not in a tree of folders outside of the Jar. I have made it so models and textures could be loaded from these packaged files by using their bytebuffer data. However, I am not quite sure how to use the sound system in the same way.

I am using the WAD file format to store external resources, and from a wad I can only access a resources bytebuffer data.
14  Game Development / Newbie & Debugging Questions / Re: Sending data with ServerSocket on: 2014-07-31 15:59:21
Heres two networking methods I wrote like 2-3 years ago. http://pastebin.com/8pCdtr3r
It's a little bit messy...

However, I would recommend looking at the updated nio library for java.
15  Games Center / WIP games, tools & toy projects / Re: [MAC OSX] JarBundle - A simple jar bundling application on: 2014-07-24 18:24:00
Because I like to have a gui display Smiley
16  Games Center / WIP games, tools & toy projects / Re: FPS Engine on: 2014-07-24 18:07:53
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Exception in thread "LWJGL Application" com.badlogic.gdx.utils.GdxRuntimeException: ERROR: 0:334: No matching function for call to min(vec4, vec3)

   at com.badlogic.gdx.graphics.g3d.shaders.BaseShader.init(BaseShader.java:158)
   at com.badlogic.gdx.graphics.g3d.shaders.DefaultShader.init(DefaultShader.java:572)
   at com.badlogic.gdx.graphics.g3d.utils.BaseShaderProvider.getShader(BaseShaderProvider.java:35)
   at com.badlogic.gdx.graphics.g3d.ModelBatch.render(ModelBatch.java:269)
   at org.jrenner.fps.View.render(View.java:118)
   at org.jrenner.fps.Main.render(Main.java:59)
   at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:206)
   at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:114)


Doesn't seem to run on macs Sad
17  Games Center / WIP games, tools & toy projects / Re: [MAC OSX] JarBundle - A simple jar bundling application on: 2014-07-24 17:14:22
I've thought of making a GUI version, but didn't had OSX installed right now. Why not add more options? Allow native libs? and custom VM args?
I might do that Smiley
18  Games Center / WIP games, tools & toy projects / Re: [MAC OSX] JarBundle - A simple jar bundling application on: 2014-07-24 16:51:31
Ah you were the one that posted that!
I used this as a reference when I made the application Smiley
19  Games Center / WIP games, tools & toy projects / [MAC OSX] JarBundle - A simple jar bundling application on: 2014-07-24 10:17:02
I was looking for a simple way to package my jar file into a mac Application Bundle a few hours ago. It appears that you can no longer get the bundling application through xcode, or at least, I couldn't find it... So, I made this Smiley



Download it here.

Features:
  • load jar file
  • load icon (uses any PNG file)
(I know that's quite a hefty list).

This will not work on any os besides mac OSX, as I used two shell commands that are OS specific. (One for converting the icon preview image to a .icns file, and the other to execute the "launcher" file).

--
This might be the messiest application I have written in awhile; I started writing this at 4:00 AM.
20  Game Development / Newbie & Debugging Questions / Create a separate JFrame ontop of a fullscreened LWJGL display on: 2014-07-21 02:04:31
So I'm fooling around in lwjgl, and making this little multi-purpose game engine as a side-project. I wanted to make it so that I could have my own "popup" dialogue boxes using JFrames. They work perfectly fine, when the window is not in fullscreen. However, when the window IS in fullscreen, the JFrame is created behind the lwjgl Display, and not ontop of it.

to get into fullscreen I use:
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Display.setFullscreen(bool);


I also made sure that "always stay ontop" was enabled on the JFrame.

Any ideas?
21  Game Development / Newbie & Debugging Questions / Re: Should JGO have a JGO Store? on: 2014-07-07 18:10:53
Not to mention, this site is advertised on Minecraft's community page. That's how I found the forums Smiley
22  Game Development / Newbie & Debugging Questions / Re: Ordering draw calls for alpha blending on: 2014-07-05 17:06:42
You can order everything based on distance to the camera.
23  Game Development / Newbie & Debugging Questions / Re: [GLSL] Simplify this vertex passthrough on: 2014-07-02 23:54:14
Yah I just figured that Smiley
Makes everything much faster.
24  Game Development / Newbie & Debugging Questions / [GLSL] Simplify this vertex passthrough on: 2014-07-02 23:25:51
In a shader I'm making for a simple little side-project, I ended up needing to do this to make the shader be more flexible:
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if (useViewMatrix == 1) {
   gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(position, 1.0);
} else {
   gl_Position = projectionMatrix * modelMatrix * vec4(position, 1.0);
}


I was wondering, however, if there was a way to simplify this down to 1 line.
25  Game Development / Newbie & Debugging Questions / Re: Phong Shading giving a black line on: 2014-07-02 07:15:52
My only "advice" is to look in to how you create your diffuse variable in the shader. You are doing something incorrect when calculating it. It appears as though all the vertices/normals are being passed in properly.
26  Discussions / Suggestions / Re: Pre-WIP section on: 2014-07-01 17:52:32
Isn't what you describe precisely what the WIP-section is for? I dont think you need a playable demo to document your progress there, just some screenshot to give an idea of what you are doing.

WIP rules:
Quote
...as long as it is executable...
So a demo is needed.
27  Discussions / Suggestions / Pre-WIP section on: 2014-07-01 17:00:50
I sent this idea to Riven a little bit ago, and didn't get a response, so I'll post it here Smiley

My suggestion is that a Pre-WIP section should be added to the JGO forums. a Pre-WIP section would be used to document progress (via pictures) of a game before it enters into its WIP stage (which should then provide a playable demo). It would help to organize which projects are done to a point where they can be played, and which are still small in scale, and not yet ready for testing.

If there is fear that the pre-WIP section might not be used, then we could always take the approach that the Game Maker Community uses. As you can see, in their WIP section, there is a stickied thread entitled "Previews of upcoming games". In this thread, users are allotted one forum post to provide pictures/media and a description of their game. The thread is cleared at the start of every month.

I feel like this would be a useful addition to the JGO forums, as I myself have a couple projects that are not ready for public testing, but I still want a place to document my progress Smiley

Thank you,
Andrew


[EDIT]
My idea was added Smiley Thank you Riven.
28  Game Development / Newbie & Debugging Questions / Re: Phong Shading giving a black line on: 2014-06-30 23:48:38
It's something to do with how you calculate your diffuse variable in the fragment shader. I commented that part out of the shader, and the black spots no longer appeared.

However, I've never written a phong shader, so if someone else knows more than me, feel free to jump in Smiley
29  Game Development / Newbie & Debugging Questions / Re: Phong Shading giving a black line on: 2014-06-30 23:24:37
Now that is just odd o:

May I see your complete source? I'll see if my machine yields the same results.
30  Game Development / Newbie & Debugging Questions / Re: Phong Shading giving a black line on: 2014-06-30 23:17:13
If you make your shader just a normal passthrough, what does it look like? (without the phong).
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2014-08-16 10:40:00

List of Learning Resources
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2014-08-05 19:33:27

Resources for WIP games
by CogWheelz
2014-08-01 16:20:17

Resources for WIP games
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2014-08-01 16:19:50

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2014-07-31 16:29:50

List of Learning Resources
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2014-07-31 16:26:06

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