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1  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-02-13 22:21:19
I just find it so hard It so hard to find John Oliver and Trevor Noah on Comedy central funny Sad

I liked having colbert on 24/7 on the station; Was a lot more enjoyable.
2  Java Game APIs & Engines / Java 2D / Re: Blu-Play: An introduction to developers on: 2017-02-13 17:38:03
If there was any way to get OpenGL working with it, I would be all over it Sad
3  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-02-11 04:42:53
Implemented a shape util, fxaa, and bloom Smiley

4  Game Development / Newbie & Debugging Questions / Re: How to learn openGL? on: 2017-02-08 17:38:55
For learning specific functions in practice, ThinMatrix is pretty useful.

If you want to learn specific rendering techniques for modern Game Programming, read research papers from NVidia and other game companies. For example, GPU Gems.

Here's a neat article on how the rendering pipeline works in the new Doom Game. Same guy also wrote a few other articles on the same subject but for GTA5

I learned by diving into post-processing shaders. I wrote a bunch of SSAO/HBAO implementations using different functions to test how they all work.
5  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-02-05 07:01:15
Got cubemaps working with the SSR today Smiley


6  Game Development / Newbie & Debugging Questions / Re: Load a GMMOD File on: 2017-02-02 16:38:15
I've worked with that format a bunch, as I originally came to Java from Game Maker.

SHC, you're mostly correct Smiley

line 0 is the magic number
the FIRST number on line 1 is the amount lines after line 1. So if you have 5, you'll have a start line, 3 vertices, and an end line. You can ignore every other number on this line. For the most part they are meaningless.

However, the start and end lines are technically meaningless, as I don't think they were ever implemented as they were intended. So when reading the file, you can ignore them.

This is also a little annoying, because sometimes game maker models (When saved from older versions of Game Maker) have a start and an end line every 600-1000 lines or so, so the model is being split for no reason. However Model Creator just uses 1 on the start and end of each vertex type.

I wrote a little bit of java code maybe 3-4 years ago to load gmmod models when I first started with LWJGL. Here it is:

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public void loadFromString(String[] loadStrings, boolean flipX) {
   int pointer = 0;
   int white = Color.white.getRGB();
   if (loadStrings[0].equals("100")) {
      String header = loadStrings[1];
      String[] headerStrings = header.split(" ");
      int amtPolys = Integer.parseInt(headerStrings[0]);
      if (amtPolys >= 5) {
         this.vertices = new Vertex[amtPolys];
         for (int i = 2; i < loadStrings.length; i++) {
            String[] dat = loadStrings[i].split(" "); //read the line of the D3D model, and split it into an array

            // This is the triangle type. Most cases this is equal to 9.
            float polyType = Integer.parseInt(dat[0]);
            if (polyType <= 1)
               continue;
           
            // Vertex position
            float vx = Float.parseFloat(dat[1]);
            float vy = Float.parseFloat(dat[2]);
            float vz = Float.parseFloat(dat[3]);

            // Vertex normal
            float nx = Float.parseFloat(dat[4]);
            float ny = Float.parseFloat(dat[5]);
            float nz = Float.parseFloat(dat[6]);

            // Texture coordinates are not always defined. Default to 0.
            float tx = 0;
            float ty = 0;

            // Color and alpha are not always defined. Default to 0.
            float c = (int) white;
            float a = 1;
         
            if ( polyType == 3 ) {
               // Just simple triangle. No color or texture data.
            }else if ( polyType == 8 ) { // Polygon type 8
               tx = Float.parseFloat(dat[7]);
               ty = Float.parseFloat(dat[8]);
            }else if ( polyType == 9 ) { //Polygon type 9
               tx = Float.parseFloat(dat[7]);
               ty = Float.parseFloat(dat[8]);
               float col = Float.parseFloat(dat[9]);
               float alp = Float.parseFloat(dat[10]);

               if (alp > 0) {
                  c = (int) col;
                  a = alp;
               }
            } else if ( polyType == 5 || polyType == 13 ) {
               continue;
            }

            // Flip vertex and normals
            if (flipX) {
               vx = -vx;
               ny = -ny;
               nz = -nz;
            }
           
            // Add vertex to model
            addVertex(pointer++, vx, vy, vz, nx, ny, nz, tx, ty);
         }
         
         // Clip the model as it might has some blank vertices
         clip();

         if (flipX) {
            // Flip the model, as the x component was inverted
            flipFaces();
         }
      }
   }
}

It's pretty messy, but then again, so is the Game Maker Model format. It only loads the polygons from a GMMOD file. It will not load things like shape definitions (cube shapes, sphere shapes, ect). You need to convert those to triangles first before saving.

The gmmod format is still quite nice to be honest. It's a very lightweight model, with no other files. However, it is also extremely basic. No multi-texturing, or material support. And Model Creator will always flat-shade your model.
7  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-02-02 05:51:07
Thanks basil Smiley
8  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-02-01 23:20:33
@basil_

Where did that model come from? I want to use it to run some rendering tests Smiley
9  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-01-27 14:24:03
Havent written an AA shader yet. It's on the list Smiley

The white halo is just a little bit of rim lighting.
10  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-01-27 01:36:11
Nearly done with the rendering functionality for my lwjgl3 engine Smiley

11  Discussions / Miscellaneous Topics / Re: What's in your gamedev software rig ? on: 2017-01-25 17:31:44
Hardware:
Intel i7 6700k
NVidia GTX 1080
16 GB RAM

Software:
Java 8
Eclipse
Paint.NET
Misfit Model 3D
12  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-01-25 04:34:56
Worked on my SSR a little bit more today.
Found some nice high-res textures to test it with Smiley



Decided to rewrite most of my engine for lwjgl3. It's almost there now.
13  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-01-20 00:15:16
Going to Beijing, China next week. My dad speaks Chinese and I'd like to learn it, there are many great Android apps for it. But I wanted something where I could gradually add words and it would pick out sentences for me to translate - so I made my own app for it.
Download apps like QQ, Wechat, and MoMo.

QQ and WeChat because they're how everyone communicates there; MoMo to pick up girls.
14  Games Center / WIP games, tools & toy projects / Re: First Recon - Small Online First Person Shooter on: 2017-01-16 00:49:36
Seems to be working fine for me. I changed the download link as we talked about in our PMs Smiley
15  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-01-14 21:15:48
That'd require another texture to be passed in when calculating the shadows. Which would be fine, but I am not sure about the bandwidth usage.
16  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-01-14 19:42:51
Yes
17  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-01-14 08:37:08
Was playing the new cod4 Modern Warfare remaster and noticed that the shadowmapping filtering seems to use a noise texture.

I tried implementing it in my engine. Looks kinda cool:

18  Games Center / WIP games, tools & toy projects / Re: Ot - 3D voxel engine on: 2017-01-03 18:57:23
i really like the fps on the video Smiley

Joking aside, looks like a cool project!
19  Game Development / Newbie & Debugging Questions / Re: LWJGL2 using LWJGL3's image loading on: 2016-12-22 14:50:01
Then I guess it's time to give it a try again Smiley
20  Game Development / Newbie & Debugging Questions / Re: LWJGL2 using LWJGL3's image loading on: 2016-12-22 03:13:57
I haven't been following lwjgl3 lately. Last time I tried it, I couldn't change from fullscreen to windowed dynamically, and that made me upset.
21  Discussions / Miscellaneous Topics / Re: What I drew today on: 2016-12-21 01:35:05
It's a good thing you were committed.
22  Game Development / Newbie & Debugging Questions / LWJGL2 using LWJGL3's image loading on: 2016-12-15 17:39:25
Hi. Dumb question, but I am not on a computer at the moment.

Can I use lwjgl3's stb image loading library with LWJGL2?
23  Games Center / WIP games, tools & toy projects / Re: First Recon - Small Online First Person Shooter on: 2016-12-15 04:22:02
There was a bug in the last version that I released, that I never found. Basically, no one on the last client could connect to the server running on my server box. hah.

That's fixed  Pointing
24  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-12-15 00:26:44
found my SSR implementation today. I havent worked on it in nearly a year.

Finally got around to fixing the error in traversing the depth:


Though, it still has horrible errors with filtering through bad reflections:
25  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-11-16 18:08:35
Friend sent me this great java error.

26  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...
27  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
28  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
29  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.
30  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
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