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1  Games Center / WIP games, tools & toy projects / Re: Isotröma 2017 on: 2017-11-16 14:58:48
Great !
I think i finally got it Roll Eyes : if you write decal parts in a separate buffer, it must be to manage the normals (which can't be read and updated).
To solve this i have already a feature : my gbuffer contains also a "flat tris normals" buffer (i did that to have clean cascaded shadow maps with normal bias...), which could be read instead of the regular normals one. Theorically it should end up the same than your solution.
2  Games Center / WIP games, tools & toy projects / Re: Isotröma 2017 on: 2017-11-16 13:52:15
Oh thank you very much !

Yes actually i met this damned fbo read/write issue a couple of times !
And i think that's what happened to my gbuffer : to write correctly on the "diffuse" fbo, i need to read the "normals" fbo.
But to write on this diffuse attachment i binded all my gbuffer for draw, including the normals attachment, which surely caused this read/write problem in this normals fbo.

That leads me to realize another issue : if we want the decal to also update normals, specular, gloss, etc... it must take 2 passes : one for the blended diffuse and one, with raw replacement, for the other channels...
3  Discussions / General Discussions / Re: Gosh, it's quiet in here on: 2017-11-03 15:16:56
Actually it striked me (but i'm part of it i'm not a guy who took part a lot, so i can't blame anyone...).
Certainly partially an effect of "free" game engines (same effect can be noticed on other gaming/programing sites), and perhaps a dulling of the "minecraft motivation" for java specifically...
4  Games Center / WIP games, tools & toy projects / Re: First Recon - Multiplayer FPS on: 2017-11-03 15:01:48
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) ?
5  Java Game APIs & Engines / Engines, Libraries and Tools / Re: [Slick2D] Inconsistent collision because of frame rate dependency. on: 2017-10-31 15:39:50
Quote
Can anyone tell why it might be failing for that particular weapon, but not the basic weapons (Pistol, Assault Rifle, Shotgun)?
Yes, your other guns projectiles must be bigger, if your particle takes 1 pixel you must test it pixel by pixel on its trajectory !
6  Java Game APIs & Engines / Engines, Libraries and Tools / Re: [Slick2D] Inconsistent collision because of frame rate dependency. on: 2017-10-31 13:51:47
I'm not the best guy to answer (i'm all in 3d) but your idea is right, it's the widely used discrete detection : when a move risks to fail to hit something, divide it in several steps and test each one.
To fix permanently the problem you might use continuous detection which tests collision not on a fixed position but on the move, but it's more complex (and i can't talk of it seriously in 2D...).
7  Games Center / WIP games, tools & toy projects / Re: Isotröma 2017 on: 2017-10-31 12:22:16
Sorry for answer time,

Thank you for the advice, before trying it i modified 2 little things which could make the error :
i binded all the gbuffer attachments even when i currently write the decals on 1, so i try to only bind my "albedo" one and switch from gl_FragData[xx] to gl_FragColor in the decal shader.

Theorically, it would be the same than for example displaying blended meshes in a fbo...

For me, it's ok on my pc with radeon and laptop with intel chip,
please, may i ask you, if you have time, if you could try the new version if there's a change ?
( http://tesseract-fps.sourceforge.net/isotroma/isotroma_sample.zip )
8  Games Center / WIP games, tools & toy projects / Re: Isotröma 2017 on: 2017-10-29 17:40:51
Thank you !

Actually the meshes are rather low polys so the loadings follow, the slow part is the tris generation of the marching cubes terrains, but multithreading finally fix it pretty well.
Ok for the decals, it's a deferred display, i must get tangled up between gbuffer configuration, blend setup, ... I'll take it back, thank you.
9  Games Center / WIP games, tools & toy projects / Re: Isotröma 2017 on: 2017-10-27 20:04:29
Thank you,
actually it will be definitely a fps ! i will try to exploit smartly a few "reflexion" things without lowering action, which is perhaps not so easy Wink .
Thanks for reporting me itch.io, i didn't know and it seems actually more "convenient" than steam to release his little game.
10  Games Center / WIP games, tools & toy projects / Isotröma 2017 on: 2017-10-27 16:50:05
Hello,

Today i'd like to share with you some of my progresses on this project i develop episodically since many years, with the hope to have one day a real game...

The goal is to make a nervous fps in a set of many short and intense stages (after loosing myself in several gameplay tries, like too big procedural maps, i finally went back to this idea, which was the very first one).

The possible "originality" could be in the resolution of different "puzzles" based on the switch of gravity, taking control of opposite mobs, and terrain shapes modifications.

The technical part is still based on a homebrew game engine using LWJGL, Paul Lamb Sound System and PNGDecoder, so i hope this topic can help me verify its functioning at this point.

So i submit you a little demo, short to test, containing 2 basic stages. As i have at this time no communication platform, i can put a simple direct link :

http://tesseract-fps.sourceforge.net/isotroma/isotroma_sample.zip

Compatibility :
- Java 1.5 and more
- OpenGL 3.0 and more

Thanks for your attention Wink .

Screenshot :

11  Games Center / WIP games, tools & toy projects / Re: TUER: Truly Unusual Experience of Revolution, FPS using JOGL on: 2015-11-03 20:13:33
Hello, i tried the current TUER pre-beta (Windows / zip / 64 bits) and here it crashes immediately...

Here's the console :

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C:\Users\Proprietaire\Desktop\tuer-0.0.0-0.windows.amd64\tuer>jre\bin\java.exe -
server -Xmx256m -XX:MaxDirectMemorySize=128M -Djava.ext.dirs= -jar tuer.jar
nov. 03, 2015 8:35:09 PM engine.integration.DesktopIntegration <init>
INFOS: operating system: windows 8.1
nov. 03, 2015 8:35:09 PM engine.integration.DesktopIntegration <init>
INFOS: operating system family: Windows
nov. 03, 2015 8:35:09 PM engine.integration.DesktopIntegration <init>
INFOS: tries to create a temporary file to contain the WSH script...
nov. 03, 2015 8:35:09 PM engine.integration.DesktopIntegration <init>
INFOS: temporary file C:\Users\PROPRI~1\AppData\Local\Temp\getDesktopFolder67018
23823237295006.js successfully created
nov. 03, 2015 8:35:09 PM engine.integration.DesktopIntegration <init>
INFOS: temporary file C:\Users\PROPRI~1\AppData\Local\Temp\getDesktopFolder67018
23823237295006.js successfully filled
nov. 03, 2015 8:35:09 PM engine.integration.DesktopIntegration <init>
INFOS: registry value used as a desktop path: C:\Users\Proprietaire\Desktop
nov. 03, 2015 8:35:09 PM engine.integration.DesktopIntegration <init>
INFOS: operating system supported. Desktop path: C:\Users\Proprietaire\Desktop
nov. 03, 2015 8:35:09 PM engine.misc.SettingsProvider load
AVERTISSEMENT: Cannot find the configuration file C:\Users\Proprietaire\.TUER\co
nfig
nov. 03, 2015 8:35:09 PM engine.misc.SettingsProvider readLocalePropertyValue
INFOS: Language code not found, uses the default language franþais for the prope
rty LANGUAGE
nov. 03, 2015 8:35:09 PM engine.misc.SettingsProvider readBooleanPropertyValue
INFOS: Boolean property VSYNC not found, set to the default value false
nov. 03, 2015 8:35:09 PM engine.misc.SettingsProvider readBooleanPropertyValue
INFOS: Boolean property FULLSCREEN not found, set to the default value true
nov. 03, 2015 8:35:09 PM engine.misc.SettingsProvider readIntPropertyValue
INFOS: Integer property SCREEN_WIDTH not found, set to the default value 0
nov. 03, 2015 8:35:09 PM engine.misc.SettingsProvider readIntPropertyValue
INFOS: Integer property SCREEN_HEIGHT not found, set to the default value 0
nov. 03, 2015 8:35:09 PM engine.misc.SettingsProvider readIntPropertyValue
INFOS: Integer property SCREEN_ROTATION not found, set to the default value 0
nov. 03, 2015 8:35:09 PM engine.misc.SettingsProvider readBooleanPropertyValue
INFOS: Boolean property SOUND not found, set to the default value true
Warning: Caught Exception while retrieving executable temp base directory:
java.io.IOException: Could not determine a temporary executable directory
        at com.jogamp.common.util.IOUtil.getTempDir(IOUtil.java:1287)
        at com.jogamp.common.util.cache.TempFileCache.<clinit>(TempFileCache.jav
a:81)
        at com.jogamp.common.util.cache.TempJarCache.initSingleton(TempJarCache.
java:88)
        at com.jogamp.common.os.Platform$1.run(Platform.java:309)
        at java.security.AccessController.doPrivileged(Native Method)
        at com.jogamp.common.os.Platform.<clinit>(Platform.java:287)
        at com.jogamp.opengl.GLProfile.<clinit>(GLProfile.java:147)
        at com.ardor3d.framework.jogl.CapsUtil.getProfile(CapsUtil.java:26)
        at com.ardor3d.framework.jogl.CapsUtil.getCapsForSettings(CapsUtil.java:
90)
        at com.ardor3d.framework.jogl.CapsUtil.getCapsForSettingsWithHints(CapsU
til.java:67)
        at com.ardor3d.framework.jogl.JoglNewtWindow.<init>(JoglNewtWindow.java:
76)
        at com.ardor3d.framework.jogl.JoglNewtWindow.<init>(JoglNewtWindow.java:
68)
        at com.ardor3d.framework.jogl.JoglNewtWindow.<init>(JoglNewtWindow.java:
62)
        at engine.service.Ardor3DGameServiceProvider.<init>(Ardor3DGameServicePr
ovider.java:279)
        at engine.service.Ardor3DGameServiceProvider.main(Ardor3DGameServiceProv
ider.java:155)
Exception in thread "main" java.lang.UnsatisfiedLinkError: Can't load library: C
:\Users\Proprietaire\Desktop\tuer-0.0.0-0.windows.amd64\tuer\natives\windows-amd
64\\gluegen-rt.dll
        at java.lang.ClassLoader.loadLibrary(ClassLoader.java:1854)
        at java.lang.Runtime.load0(Runtime.java:795)
        at java.lang.System.load(System.java:1062)
        at com.jogamp.common.jvm.JNILibLoaderBase.loadLibraryInternal(JNILibLoad
erBase.java:624)
        at com.jogamp.common.jvm.JNILibLoaderBase.access$000(JNILibLoaderBase.ja
va:63)
        at com.jogamp.common.jvm.JNILibLoaderBase$DefaultAction.loadLibrary(JNIL
ibLoaderBase.java:106)
        at com.jogamp.common.jvm.JNILibLoaderBase.loadLibrary(JNILibLoaderBase.j
ava:487)
        at com.jogamp.common.os.DynamicLibraryBundle$GlueJNILibLoader.loadLibrar
y(DynamicLibraryBundle.java:421)
        at com.jogamp.common.os.Platform$1.run(Platform.java:317)
        at java.security.AccessController.doPrivileged(Native Method)
        at com.jogamp.common.os.Platform.<clinit>(Platform.java:287)
        at com.jogamp.opengl.GLProfile.<clinit>(GLProfile.java:147)
        at com.ardor3d.framework.jogl.CapsUtil.getProfile(CapsUtil.java:26)
        at com.ardor3d.framework.jogl.CapsUtil.getCapsForSettings(CapsUtil.java:
90)
        at com.ardor3d.framework.jogl.CapsUtil.getCapsForSettingsWithHints(CapsU
til.java:67)
        at com.ardor3d.framework.jogl.JoglNewtWindow.<init>(JoglNewtWindow.java:
76)
        at com.ardor3d.framework.jogl.JoglNewtWindow.<init>(JoglNewtWindow.java:
68)
        at com.ardor3d.framework.jogl.JoglNewtWindow.<init>(JoglNewtWindow.java:
62)
        at engine.service.Ardor3DGameServiceProvider.<init>(Ardor3DGameServicePr
ovider.java:279)
        at engine.service.Ardor3DGameServiceProvider.main(Ardor3DGameServiceProv
ider.java:155)


Sorry for the bad news Undecided .
12  Games Center / WIP games, tools & toy projects / Re: Isotröma on: 2015-11-02 20:37:10
Omg, sorry Julien for answering late !

Thanks to you if you can do it ^^ , even if gaming at work is a scandal Grin .
13  Games Center / WIP games, tools & toy projects / Re: Isotröma on: 2015-10-22 15:41:09
Thanks a lot !
actually Blade Runner is a major reference for me, and i wish to make a game in the same mood Cool !
14  Games Center / WIP games, tools & toy projects / Re: Isotröma on: 2015-10-22 14:31:26
Up Undecided
15  Games Center / WIP games, tools & toy projects / Re: Isotröma on: 2015-10-17 18:51:55
Hello,

as scheduled i put online the first experimental version of the engine evolution.

The level in the demo is wip too, in fact i had decided to upload it this evening whatever the progress, so be indulgents on the level design Grin .

For the rest, you can be mercyless on the least strangenesses you meet, these demos will be more a tech alpha test than anything else ^^ .

The requirements have a bit evolved :
- Java 1.6 or +
- 512 Mb RAM for Java
- OpenGL 3.0 or +

Download link :
http://tesseract-fps.sourceforge.net/isotroma/index.html ("Experimental version")

Thanks for your attention and good test ^^ .
16  Games Center / WIP games, tools & toy projects / Re: Isotröma on: 2015-09-26 23:34:36
Hello,

finally deferred shading it's cool ^^ .

This is the kind of material which can constitute now the "diggable" zones :


(you said glossy ? persecutioncomplex)

Otherwise, the test level is still unfinished but progresse... I give myself 2 weeks / 3 max to upload the first version.

Until then, a little preview ^^ ?


17  Games Center / WIP games, tools & toy projects / Re: Isotröma on: 2015-09-05 12:53:05
 Grin Grin !

Thank you ^^ .
18  Games Center / WIP games, tools & toy projects / Re: Isotröma on: 2015-09-04 15:50:04
Hello, a small post to give a few news of the project.

Finally, i started a try to increase again the visual level of the game, which drives me to make a deferred rendering pipeline.
Today the geometry pass and lights display are ok, and the shadow maps too. I currently work on ssao and cascaded shadow maps (which, i admit, is not easy to integrate).

I also started the model of a new level, which will be used both as the beginning of the campaign and as a testing zone of the visual improvements.
Here is a little view (still a bit empty ^^) :



My plan for a few time is to put this finished level online, then successive experimental versions following the visual progresses.
First versions should be :
- cascaded shadow maps (maybe with ssao)
- vegetation integration
- water integration

Hope it won't take too long ^^ ...
19  Games Center / WIP games, tools & toy projects / Re: Isotröma on: 2015-05-14 10:23:29
Ah great, thanks a lot ^^ .

For the gl issue, yes maybe it's not so serious, i found this page , but it's old and concerned specific features.
Actually, hard to have an idea of the current state...
20  Games Center / WIP games, tools & toy projects / Re: Isotröma on: 2015-05-13 11:23:38
Yes, it seems Apple, Amd, Nvidia simply don't mind providing a decent Opengl support, since a long time...
Even the OsX maintener for Blender have informed he stops the Apple support ( here ).

I'm using LWJGL Wink .

Said that, i just found a LWJGL flag to enable native fullscreen !
May i ask you a favor ?
Can you try this run script instead of the current one ?
http://tesseract-fps.sourceforge.net/isotroma/run_mac.sh
21  Games Center / WIP games, tools & toy projects / Re: Isotröma on: 2015-05-13 09:30:52
Hello,

I uploaded a new version trying to fix the reported problems :

- bug fix on keys choice (mea culpa Drenius), and WASD as default
- better setting of the player speed
- modification of the incomprehensible tutorials
- light modification of the "wip level with mountains"

The progress is light, i've been busy this w-e and i added an embyo of cut-scenes system which has been surprisingly a pain Grin .

Download link :
http://tesseract-fps.sourceforge.net/isotroma/index.html

Don't hesitate to report me your impressions !
Next step : finish the wip level and add a few others i kept warm Smiley .

Ps : for the Mac (fullscreen pb, ...), i didn't know but it seems OpenGL/Apple is a recurrent well-known big issue, i'm afraid there's nothing to do...
22  Games Center / WIP games, tools & toy projects / Re: Isotröma on: 2015-05-07 11:36:57
Haha, yes i think i put it in almost all my projects Cheesy !
23  Games Center / WIP games, tools & toy projects / Re: Isotröma on: 2015-05-06 17:02:27
Oh ok, yes it's a good idea, kind of presets ^^ , i can do that.
24  Games Center / WIP games, tools & toy projects / Re: Isotröma on: 2015-05-06 16:30:15
Quote
Don't draw all of us into this!  Smiley
Large parts of Europe, maybe more, also use QWERTZ.
Ha ha, ok, sorry for the offense Grin .

Quote
Using ESDF seems just... wrong to me... maybe some toggle shortcut between both?...
Hmm, in theory you can change keys in the options (which is saved between the launches)... Maybe you have a bug, is this working ?
25  Games Center / WIP games, tools & toy projects / Re: Isotröma on: 2015-05-06 13:51:09
Great thanks to you for the complete tests ^^ .

@orange451
Hmm, this fullscreen problem dazzles me because this part of code only uses lwjgl standard functions...
Maybe i do something in the wrong order... i will inquire about that.

For the BSPs, absolutely, there was file path bugs on Linux/Mac, now it's repaired ^^.
(I'm sorry, you have to download again the demo...)

@Jesse
Ok for the resolution menu, that's true that can be annoying...

The very low fps doesn't really surprises me, it's certainly because of the large volume of 3D data in this level, and the loading/releasing operations it causes, i noticed the same thing on a little notebook.
In this case, it would be be even better that the game crashes ^^ .
26  Games Center / WIP games, tools & toy projects / Re: Isotröma on: 2015-05-05 22:00:16
Thanks for the test ^^ .

Quote
i quit at the digging intro, its just so easy to not even find the hints.
Ha, yes, maybe really too enigmatic  Roll Eyes , Ok i'll work at it.

Quote
is there any good reason why you torture people by forcing them to move their WASD fingers one step to the right?
What about that : in Europe keys positions are different (azerty) and esdf fits to both keyboards  Grin .
I understand that can be annoying, but you can change keys in the options (in fact you can only do that  Cheesy ).
27  Games Center / WIP games, tools & toy projects / Isotröma on: 2015-05-05 18:29:59
//////
News report

Experimental demo (18/10/2015) :


//////

Hello,

I make a new topic of this game (following this one ) because, after 1 year of giving up, i took this project back a few mounths ago.
Since then i tried to upgrade the graphic quality from crappy to average Grin , without handicap too much the low configs.

So i did a new demo !

The basics are still the same : FPS, short maps, terrain destruction, gravity switch, changing character ingame Shocked .

A few screens ?





This demo is still a tech one, so the gaming time is short (15-20 mins) because it's made of 7 micro-tutorials and a short wip level.
I must warn some elements are still...controversial (explosions, menu screens, ...).
(if you finish a campaign, i think you may laugh...)

Technically, the requirements are :
- OpenGL 2.0 and +
- Java 1.6 and +

I haven't tested on Linux and Mac (but it must be ok...).

nevertheless i count on you to sharply report each bug ! (especially collision ones, still my nightmare...)

And here is the download link :
http://tesseract-fps.sourceforge.net/isotroma/index.html

Thank you and good test ^^ !

@saucymeatman
Thank you, really sorry for not answering on old topic Cry .
28  Games Center / WIP games, tools & toy projects / Re: Isotröma (Tesseract 2) on: 2013-12-19 19:14:33
Hey, thank you very much for your support Cheesy ! (sorry for the late answer)


@gmmaster
Yes, many people told me the same thing, actually i'll keep this design (among some others) and try to improve it ^^ .


@AullenVerch (1)
Well, precisely i'm just trying a few more "realistic" materials for the next level, like some normal maps ^^ :





by hoping the different designs will be coherent !


@Drenius
Ha ha, yes i'll try to keep it stylish and a little less cheap ^^ !


@AullenVerch (2)
Thanks for the test ^^ !

Argh !! For the exception, you must be on Mac, i actually typed a wrong path in the .sh persecutioncomplex ... Thank you, i'll fix that for the next demo (which shoud be completed soon...)

Quote
Just set the player up in a room like that with the blow up gun and let them go to town.
Yes, actually this gun hadn't been really exploited well yet, which will not last ^^ ...
29  Games Center / WIP games, tools & toy projects / Re: Isotröma (Tesseract 2) on: 2013-09-03 12:32:13
Hey, thanks !
Unfortunately this code seems to work only for power of 2 sizes and i have to support any size Sad .
I guess i have no choice but a "regular" mapping :
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private byte getType(int i, int j, int k) {
   return types[(k * width_x_depth) + (j * width) + i];
}

But this code is actually pretty clever, i'll remember it, thank you Smiley !
30  Games Center / WIP games, tools & toy projects / Re: Isotröma (Tesseract 2) on: 2013-09-02 06:21:48
Hey, i just uploaded the 1 dimension arrays version, it works fine now Smiley .
Actually, the memory now increases of about 300 MB at a 1024x1024 map instanciation,
Thanks again Cool !
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