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1  Games Center / WIP games, tools & toy projects / Re: Isotröma on: 2015-09-26 23:34:36

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 ^^ ?

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

Thank you ^^ .
3  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 ^^ ...
4  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...
5  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 ?
6  Games Center / WIP games, tools & toy projects / Re: Isotröma on: 2015-05-13 09:30:52

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 :

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...
7  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 !
8  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.
9  Games Center / WIP games, tools & toy projects / Re: Isotröma on: 2015-05-06 16:30:15
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 .

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 ?
10  Games Center / WIP games, tools & toy projects / Re: Isotröma on: 2015-05-06 13:51:09
Great thanks to you for the complete tests ^^ .

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...)

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 ^^ .
11  Games Center / WIP games, tools & toy projects / Re: Isotröma on: 2015-05-05 22:00:16
Thanks for the test ^^ .

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.

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 ).
12  Games Center / WIP games, tools & toy projects / Isotröma on: 2015-05-05 18:29:59

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 :

Thank you and good test ^^ !

Thank you, really sorry for not answering on old topic Cry .
13  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)

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 !

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...)

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 ^^ ...
14  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 :
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 !
15  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 !
16  Games Center / WIP games, tools & toy projects / Re: Isotröma (Tesseract 2) on: 2013-09-02 03:20:36
Thank you very much !!
Actually i didn't consider a n-dimensionnal array is an array of pointers on some other objects (didn't know, shame on me it's rather important !) .
I'll implement 1 dimension arrays quick Grin !
17  Games Center / WIP games, tools & toy projects / Re: Isotröma (Tesseract 2) on: 2013-09-02 02:42:59
Thanks a lot !
Actually it's not the most innovative idea of the year Grin , i consider it most as an ingredient we could use among others, maybe it would be fun to mix these different styles of scenery in same maps Wink ...

Thanks !
Well, the cubes are stocked in a simple bytes array :
private byte[][][] types;

There's also a 2D array of vertical chunks that read this bytes array to build geometry and send it to chipset as VBOs.
Each chunk only stores 6 floats for frustum and its VBO id.
Is there a trap somewhere that i don't see Undecided ?
18  Games Center / WIP games, tools & toy projects / Re: Isotröma (Tesseract 2) on: 2013-09-02 00:37:31

I walk back out of my coffin again (hin hin) to give a few news of this project abandoned for numerous mounthes.

To calmly take it up again, i tried to take advantage of the code functionalities to start a cubes sceneries system (it would be cool to provide this possibility, and it fits well to the game vectorial design Wink ).

A few screens ?

So here is the result of my debuts (a little map generator), after a week (cubes really simplify a lot of things !), that i submit to your merciless judgement Cheesy :
(Keys : E, S, D, F, Space  |  Mouse : Direction  |  Left click : Destruct  |  Right click : Construct)

Requirements :
- Support 1024 MB heap size
- Support GLSL

Warnings :
- Huge maps + several octaves = awfully slow generating time !
- Don't choose 1024x1024 cubes map, it can cause weird memory behaviors (EDIT : Yeah, fixed !)

About this last point i'm puzzled : each cube takes 1 byte in RAM so hugest maps in the demo (1024x1024x256 cubes) must take 256 MB, how can it cause problems with 1024 MB of heap (i don't think the rest of the app takes 768...) ? Have you an idea Sad ?
19  Games Center / WIP games, tools & toy projects / Re: Isotröma (Tesseract 2) on: 2013-04-27 12:24:55
Thank you Cheesy (sorry for answering late)

For the shaders, i can't ! It's not a joke, i currently develop on a laptop that doesn't even support GLSL...
But you're right, it would be fine, and i'd love even to try some GPGPU for this project Wink .
Arf, soon it's my birthday Grin .

For the shoots, yes, i will add a new weapon which will do that (a machine gun) for the intensive shooting times Wink .

Otherwise, still no new demo Sad , i progress very slowly on some new level... I hope it'll be complete next week.
20  Games Center / WIP games, tools & toy projects / Re: TUER: Truly Unusual Experience of Revolution, FPS using JOGL on: 2013-04-18 23:01:08
Hello, i tested !

- I confirm the mouse is now visible ^^ . But i didn't see any crosshair, but i have still a textures problem on my laptop (black fog very near), that could explain... (however it's weird, i'll look at the code how the textures are set)

- The enemies who shoot, the loss of health, that's cool, it progresses toward a real gameplay Cheesy .

I'm not satisfied by the behaviour of the weapons used by the player
After taking the guns, i couldn't shoot (but i didn't understand if it's currently possible, sorry, forget if not...).

I'm now able to clone enemies without making unnecessary copies of geometric data.
Cool ^^ ! How did you do finally ? Because theorically no need to clone keyframes too, in my case i store one instance of the animated mesh and the "Enemy" objects only store and manage the parametric variable of the animation (but maybe that depends on the Ardor3D structure ^^ ).
21  Games Center / WIP games, tools & toy projects / Re: Isotröma (Tesseract 2) on: 2013-04-18 14:30:51
Hello, some few news ^^ :

sorry, there still isn't a new demo because this week i lost time again on the code... but it's for a right cause : i succeded at least to get smooth normals from terrains Cheesy . (without shader nor GPU manipulation, nor more memory use, which wasn't so easy Grin )
Graphically, that doesn't suit to all shapes, but combined to broken grounds it could give some kind of "liquid" aspect that can fit to the project :

Otherwise i abandonned the 3D textures for good old 2D ones because i found an efficient (and simple) way to map UV's on any terrains (but textures must have some features : tileable + symetric according to the diagonal, but procedurally it's not difficult to generate Wink ).

Now i can go back to my new level to put a new demo online quickly ^^ .
22  Games Center / WIP games, tools & toy projects / Re: TUER: Truly Unusual Experience of Revolution, FPS using JOGL on: 2013-04-11 19:29:03
Quote from: gouessej
I've just updated the demo, OpenAL-Soft works very well under Windows now
Congratulations Cheesy ! (sorry, i didn't find time to help you...)
I'll try the new version ^^ .
23  Games Center / WIP games, tools & toy projects / Re: Isotröma (Tesseract 2) on: 2013-04-10 23:30:10
Thank you ^^ .
Yes, the more we can have voxels, the more we can make "curvy" shapes, which graphically takes away the project from a certain famous game Grin ...
24  Games Center / WIP games, tools & toy projects / Re: Isotröma (Tesseract 2) on: 2013-04-10 23:15:48
Hello, a few news Wink :

After having realized (lately) that the main problem in a marching cube system is the memory, i worked on it and decreased dramatically the volume of the terrains. So bigger levels generation is now available Wink .
Exemple : this "naked" 400x400x100 voxels terrain :

Its size is "only" 213 Mo, which lets the possibility of really huge environments on a current computer. The problem in that case is the generation time which is currently slow, but numerous optimizations can still be done Wink . I think with a bit more of work infinite terrains (with threaded generation) will be available, it's not really the goal of the project but it would be cool ^^ .
25  Games Center / WIP games, tools & toy projects / Re: Isotröma (Tesseract 2) on: 2013-04-04 21:46:09
Thank you deathpat Cheesy .

For the smoothing normals, yeah it would be fine but it's difficult in my case because the geometry is in numerous separate vbo/display lists and currently i can't know which triangles own a point... Difficult but NOT impossible ! I guess it may cost a few neurons, but i'll think about it Wink .

Otherwise, i'm glad to share with you my evening progresses in texture generation  : soon numerous shapes will be available because i just succeeded to implement random perturbations of a repetitive shape. the result can currently look like this :

Ha ha, i found the secret of tileable textures Grin !
26  Games Center / WIP games, tools & toy projects / Re: Isotröma (Tesseract 2) on: 2013-04-03 21:16:20
Sorry for answering late, i hadn't internet Wink .

Many thanks, cool, that reassures me Cheesy .

Thanks a lot for the test Wink .
Yes, the current levels are actually really not clears, dued to my crappy designer talents ! I hope i'll get better, with a lot of work, ha ha !
In fact health packs are power-ups Grin , and they work only if "cypher" weapon is selected (another confusing stuff, that's true, i have to change model...).
Currently being trapped into new matter makes you die actually Wink . In fact i didn't want to make multi, but i'm about to change my idea Wink .

While i'm here, i can give a few news : the editor progresses well (soon i'll be able to place boxes into levels, amazing no ? Grin ).
Otherwise i still work on terrain generation. recently i felt on a terrific algo to dig pretty underground galleries (ridged multi-fractal noise, conceited no ?). moreover, i decided to add textures. After several failures with classical textures (uv correct computation, which demand the normal of all points, but geometry is only stocked on graphic card to gain memory...), i thought about 3D textures procedural generation. It's only the beginning, but here is the result with classical chessboard texture :

The goal is to allow the player to generate different types of random textures in the editor Wink .
27  Games Center / WIP games, tools & toy projects / Re: Isotröma (Tesseract 2) on: 2013-03-21 17:02:20
Quote from: gouessej
Let me know when that's worth another try.
Thanks, Julien ^^ . Well, now I repaired all the versions from the bug you found, maybe you could give a try with your Packard Bell EasyNote, just to confirm all is fine...

Quote from: gouessej
Anyway, it would be fine that we find a solution for OpenAL-Soft.
Yes, it would be great ! But i'm a complete noob, i inquire a little about it and maybe we could mail ^^ ...

Otherwise, nothing really new to show, i work on the editor's model part (from the classical MVC), except now the possibility to add skyboxes (didn't want to start to use external graphical resources, but i must admit it really improves a scene !). So the tutos look like :

And a terrain of the experimental version :

These repaired and "extended" versions are still online on :
28  Games Center / WIP games, tools & toy projects / Re: The Puzzlez Project on: 2013-03-11 19:45:56
I have to say i try on an old laptop which doesn't support shaders (that could explain, with the ambient occlusion...)
I'll try in other materials Wink .
29  Games Center / WIP games, tools & toy projects / Re: The Puzzlez Project on: 2013-03-11 19:26:27

sorry but all i had was a pretty "could not find main class" window ...
Besides, the screenshot is very fine ! I hope it'll be playable for me soon Smiley .
30  Games Center / WIP games, tools & toy projects / Re: TUER: Truly Unusual Experience of Revolution, FPS using JOGL on: 2013-03-11 12:39:55

Quote from: gouessej
It's completely unintentional. I don't mind, I'm not a patriot.
Ha ha, i was sure ^^ !

Quote from: gouessej
Can someone test this version under Windows and tell me whether the mouse pointer is visible when the menu is displayed?
Sorry, Julien, on my poor laptop there's no pointer (even when i click), i had to press Esc...

Quote from: gouessej
The bug of the mouse pointer comes from NEWT (JOGL 2.0) Microsoft Windows implementation
Ok, i find that cool that you deal with those libs, personnally i wouldn't have the patience (nor the skill Grin ) !

For Paul Lamb Sound System, thanks for the "30 seconds" info, i wondered why it freezed on some systems Roll Eyes , good to know.
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