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1  Discussions / Miscellaneous Topics / Re: What I did today on: 2018-06-15 04:17:53
I've finally completed my BASIC V2 cross compiler that allows one to compile programs written in Commodore BASIC V2 on the PC for the C64.

 Shocked Shocked Shocked Shocked Shocked
He's a freak for sure Grin
I wrote my first lines of code ever on a C64 in Basic many years ago Smiley
2  Game Development / Newbie & Debugging Questions / Re: Game running slower with many objects on: 2018-06-12 20:30:22
You access a linked list by index, which is... could be improved.
Then you do this in a nested loop for collision checking, checking each bullet with each rock.
And in two methods.
So, refactor the object storage and collision handling.
I wouldn't call getSubImage() while rendering.

No need for LibGdx for this, but a better choice in the long run for sure.

Btw.: I see empty catch blocks. Dont.
3  Discussions / Miscellaneous Topics / Re: What I did today on: 2018-05-20 06:36:05
Copious amounts of magic complicating everything
Welcome to the beautiful world of Java business software Grin
You should definitely add Spring to your project and because that's hard to handle SpringBoot on top of it Grin
4  Java Game APIs & Engines / Engines, Libraries and Tools / Re: libgdx + textureatlas too many render calls on: 2018-05-20 06:26:59
What would a desktop profiler do that the android one can't? I'm asking as a legit question because i'm very new to using profilers. I'll try to find a desktop profiler, I don't think android studio has one built in so I have to research it a bit.
Because it's most probably still easier to handle and a quick way to make sure there are no general performance problems.
For simplifying rendering, ordering and avoiding too many calls I am using a little library:
https://github.com/voodoosoft/gameroots-batch-rendering
5  Java Game APIs & Engines / Engines, Libraries and Tools / Re: libgdx + textureatlas too many render calls on: 2018-05-19 19:29:23
First thing I would do is run the game through a profiler on desktop to see if there is anything obvious generally going on wrong (CPU hotspots, memory allocation, GC)
6  Java Game APIs & Engines / Engines, Libraries and Tools / Re: libgdx + textureatlas too many render calls on: 2018-05-19 10:26:55
Do you have a performance problem ?
7  Discussions / Miscellaneous Topics / Re: What I did today on: 2018-04-26 17:02:30
Reworked the homepage for Lethal Running and set up an Itch.io site.

www.lethalrunning.com
itch.io/lethalrunning

<a href="http://www.youtube.com/v/-jrifGzgVjs?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/-jrifGzgVjs?version=3&amp;hl=en_US&amp;start=</a>
8  Game Development / Newbie & Debugging Questions / Re: [Libgdx] Huge world with alot of entities fps drop on: 2017-12-29 14:26:28
If they all look alike, just reuse one texture and draw it 2.000.000 times each frame...
But I really, really recommend to get your game first working with 20 monsters, then 200 maybe, ...
9  Game Development / Newbie & Debugging Questions / Re: [Libgdx] Huge world with alot of entities fps drop on: 2017-12-29 13:52:54
Seems like each monster gets its own texture region - I don't assume each monster has a unique look.
10  Game Development / Newbie & Debugging Questions / Re: Newbie to Game Development on: 2017-12-02 06:38:08
Definitely use a library. Learn the basics of it, study small library examples.
You get working lifecycle and render hooks that are actually working and are able to concentrate on your game.
11  Discussions / General Discussions / Re: Move to Kotlin? on: 2017-11-07 17:03:23
shall we really evaluate a language based on how much we can understand by reading foreign code displayed via a browser outside an IDE?
With or without IDE is not the point.
A major part of my last 22 years as developer was reading other people's code. And one thing's for sure: that sucked. Everybody's thinks he's such a great coder. Which is rarely the case. Not to speak of producing readable code.
12  Discussions / General Discussions / Re: Move to Kotlin? on: 2017-11-07 15:42:50
Ever browsed github repositories looking for something useful while trying to understand what's going on in the sources ?
13  Discussions / General Discussions / Re: Move to Kotlin? on: 2017-11-06 09:49:09
my advice: first do finish a small project with java
14  Discussions / General Discussions / Re: Gosh, it's quiet in here on: 2017-11-03 13:36:33
Means everybody is doing actual work and not procrastinating on internet forums.  Grin
15  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-10-15 07:51:15
Our pixel master Richard shows how to create a big machine for Lethal Running.

Watch right here: <a href="http://www.youtube.com/v/vh_IkTVVl0k?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/vh_IkTVVl0k?version=3&amp;hl=en_US&amp;start=</a>
16  Game Development / Game Play & Game Design / Re: Open-source multiplayer FPS in Java on: 2017-10-14 20:19:51
Runescape is not a first person shooter.
17  Game Development / Game Play & Game Design / Re: Open-source multiplayer FPS in Java on: 2017-10-14 11:54:41
And then, once it's created comes the hardest challenge: getting people to play it.
Very difficult.
I think FPS/3D players want the best possible graphics and will always compare with AAA games.
Minecraft was the one and only exception.
18  Game Development / Game Mechanics / Re: LibGDX Trying to get my head around box2d lights on: 2017-09-19 16:41:18
It's not perfect.

If you want smoother lights without jitter, try: https://github.com/piotr-j/box2dlights
If you want smoother lights without jitter and crashes, try: https://github.com/voodoosoft/box2dlights
19  Game Development / Game Mechanics / Re: LibGDX Trying to get my head around box2d lights on: 2017-09-19 14:16:59
Does calling PointLight#setSoftnessLength(0) help ?
20  Game Development / Newbie & Debugging Questions / Re: 2 questions, coding MMORPG in Java on: 2017-08-20 10:18:39
We should be encouraging other devs to work on anything they want to.
I think you should only encourage on achievable projects. Because that is the deeper sense of giving advices and encouragement to me. Otherwise it leads to even more frustration.
21  Game Development / Newbie & Debugging Questions / Re: Using bytes to save space. Does that really optimise perfomance or not? on: 2017-08-18 13:10:29
An interesting question would also be whether a Java byte variable only consumes 1 byte or is aligned on 4- or 8 byte border, meaning you wouldnt save nothing.
22  Game Development / Newbie & Debugging Questions / Re: 2 questions, coding MMORPG in Java on: 2017-08-15 17:58:23
Do not try to create a MMORPG.
Really.

If you want to build skills for finding development jobs, look into web application development, databases, J2EE, SQL and all that stuff
23  Discussions / General Discussions / Re: Neat code or a early finish product on: 2017-08-13 06:43:56
There is a wide range between a having a neat academic code base and an unreadable horrible mess.
Finding the balance is an art to master as software developer. Smiley
24  Discussions / General Discussions / Re: Getting ready to release...any suggestions? on: 2017-08-04 19:31:17
Is the trailer music also the game music ?
If yes, change it.
25  Discussions / General Discussions / Re: JGO Twitter List on: 2017-07-27 19:23:44
@lethalrunning
26  Game Development / Newbie & Debugging Questions / Re: Is there an OOP way of doing this? on: 2017-07-21 05:20:35
Ok, let's say it like this: in opposite to your first solutions you now have one that is neither simple nor does it solve the original underlying design problems but adds a new (having to loop all characters to match a collision instead of a direct access).
27  Game Development / Newbie & Debugging Questions / Re: Is there an OOP way of doing this? on: 2017-07-20 20:52:50
Lots of looping now when always checking each character instead of only processing actual collisions.
28  Game Development / Newbie & Debugging Questions / Re: Is there an OOP way of doing this? on: 2017-07-20 16:01:33
A modified #2 looks like a viable and - very good - simple solution.
Except using enhanced loops maybe.

2. Keep a list of all characters ---

1  
2  
3  
4  
5  
6  
for (Collision collision : rigidBody.getCollisions()) {
   Character character = scene.getCharacters().get(collision.collider)
   if (character != null) {
      character.getEffects().applyAll(effects);
   }
}

29  Game Development / Game Play & Game Design / Re: Using default methods in interfaces effectively on: 2017-07-12 14:50:56
Interfaces are a useful concept, not least because it is simple. Simple is good. Which is no longer true for interface default methods.
The reason they were added was to be able to add the streaming stuff to collections classes. Alright, what we got is the ugly little brother of abstract classes.
There is another issue with your design: the probably unnecessary dependency from Collidable to the game and level classes. Minimizing dependencies is very important for developing maintainable software.
30  Discussions / Miscellaneous Topics / Re: Passion Projects and Life: Spreading Yourself Too Thin? on: 2017-06-30 15:07:05
Already been working on Lethal Running for more than a year and its far from being finished.
I work full day as freelancing developer for business software, so in a week I have only about ~15 hours for game programming. It is highly annoying to constantly having to interrupt your work. I try to keep a regular working schedule and add any additional time I get. That also means that there is no time left for other things like guitar playing or reading.
Outsourcing work is a must, for game design conceptual work, for graphics, sound, shader programming and testing later on.
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Java Gaming Resources
by philfrei
2017-12-05 19:38:37

Java Gaming Resources
by philfrei
2017-12-05 19:37:39

Java Gaming Resources
by philfrei
2017-12-05 19:36:10

Java Gaming Resources
by philfrei
2017-12-05 19:33:10

List of Learning Resources
by elect
2017-03-13 14:05:44

List of Learning Resources
by elect
2017-03-13 14:04:45

SF/X Libraries
by philfrei
2017-03-02 08:45:19

SF/X Libraries
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