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1  Discussions / Miscellaneous Topics / Re: Bought the Humble Bundle so I could play Insurgency; here's the rest of it. on: 2015-11-02 18:39:37
I like the humble bundle. These kind of public dissections of the humble bundle conflicts me.

On one hand the negative side-effects, proof of loss etc, are at best arguable. On the other it may have a net positive through a kind of word of mouth advertising.

Although these kinds of, sacrificial offerings for lack of a better term, are mostly coated in a syrup of good will - I can't help but view it as a simple form of open prostitution.

Then again maybe I'm just getting old.
2  Discussions / Miscellaneous Topics / Re: Battlestation Thread on: 2015-11-02 05:00:21
Just crop the right 10% off, will ya.

( ͡° ͜ʖ ͡°)
3  Discussions / Miscellaneous Topics / Re: Battlestation Thread on: 2015-10-29 22:20:36


4  Discussions / Miscellaneous Topics / Re: What are the viable alternatives to Sourceforge? on: 2015-10-27 20:15:55
If something comes "free of charge" from a for-profit organization, it means that I am the product or there is another way to make me or my users pay.

Standard industry practice. So what? You have a pretty cynical view on it but in reality I'd say it's generally more of a symbiotic relationship, not a parasitic one.
5  Game Development / Networking & Multiplayer / Re: Introduction to Network multiplayer game in Java on: 2015-10-22 19:41:08
If you know to make a chat server like you said, then you already have all the tools necessary to make a multiplayer game - which all boils down to sharing information between two (or more) programs. In other words, Networking.

Now it's generally up to you to decide the whats and hows concerning the sharing of information. This is the meat of multiplayer networking. Sharing and organizing the necessary information to achieve your desired effect. It isn't easy and can get messy very quickly.

Fortunately this isn't really a new problem and there are a few popular models that suit most cases concerning game development. Perhaps overkill for a simple game. Read more about these here.

SocketChannels etc are just are just another way of doing networking, i.e. sharing information, and thus doesn't hold within themselves any magical powers to do multiplayer in games.
6  Discussions / Miscellaneous Topics / Re: Programming Laptops on: 2015-10-21 05:49:28
Just... please not a Mac..

Why not?

I've been using a macbook air almost exclusively for development for about a year or so now. It's great. Then again I mostly do web development and devops these days so it's not like I need a lot of juice.

The main reasons I got it (aside from portability) was battery life and the solid, comfortable keyboard/arm rest. Something other laptops, at least at the time, didn't really compete with.

Although the 2015 line with the cord octopus strategy sounds like shit. The 13/14 models have been great.
7  Game Development / Newbie & Debugging Questions / Re: Sending data through Socket leads to lock-up on: 2015-10-16 08:42:03
Such high frequency updates are only going to have a chance to work on a LAN and with a max of a dozen or two clients.

There are better ways to do networking for multiplayer games. You could watch this talk to get an idea of the main advantages and disadvantages of the few popular methods:

What @pavul hints at is that socket reads are blocking so if you're running it in the same thread as your game you're going to have a bad time.

Other than that, what does this sentence mean?:

What's odd, is that this ONLY happens when I run both the client and server application on my desktop computer. If I connect to my server computer from the client, this does not happen.
8  Game Development / Newbie & Debugging Questions / Re: Advantages of games created with JAVAFX on: 2015-10-12 01:57:25
I thought JavaFX was dead. In fact I'm not entirely convinced it isn't.
9  Java Game APIs & Engines / OpenGL Development / Re: Standard Game Loops for lwjgl? on: 2015-10-09 03:46:13
And up until now all my game loops i've made/used run on a separate thread to the main one.


There's generally no benefit/need to use more than one thread. Unless you know exactly why and what you're doing in which case you wouldn't be asking this question.

@mattdesl has some nice tutorials:
10  Discussions / General Discussions / Re: Programmer jokes on: 2015-10-07 17:00:01

Why is he hovering over the trackpad mouse button?
11  Game Development / Newbie & Debugging Questions / Re: Best way to move actor along a path on: 2015-10-07 16:55:35
You say that interpolation doesn't move anything (it just transitions it from point A to B), but then you agree that transitioning from point A to B is the definition of moving something.
No, "it's just a function to smooth out a transition from points A to B.".

I'm not sure what your argument is.
Interpolation is sth you can use after you got movement - not before. And in the case of games you'll probably want simulation instead of a stock animation in which case interpolation goes out the window.

I mentioned interpolation as something the OP can start googling. I'm not sure how you can disagree with that,
I don't. But it's not what the OP is looking for (probably).
12  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-10-07 03:44:35
Finally got around to working on my non-existent web development skills Smiley.

Learning project 1: 'Welp'

I learned how to use some of Express, Node.js, Nginx and others. Very fun; I will probably work on this more in the future.


Link to it (may be down)

It's a super fun place with a lot of work too. It has and is changing fast. Almost too fast even.

Pretty solid backend tools those you listed - they work well together. Careful when jumping into front-end with the myriad of frameworks available (most of which are basically new programming languages in themselves) - learn the basics first (i.e., stay away from front-end frameworks).

Also unless you locally have something similar installed you may find this helpful:

Working with the backend is also a good time to get familiar with Vim. It may or may not change your life forever.
13  Game Development / Newbie & Debugging Questions / Re: Best way to move actor along a path on: 2015-10-07 03:19:55
This statement contradicts itself.

Once you've created a path (which OP has), you can use interpolation to generate points on that path over time.

Transitioning from point A to B is the definition of moving something.

Maybe this'll give u some ideas OP:
14  Game Development / Newbie & Debugging Questions / Re: Best way to move actor along a path on: 2015-10-06 19:06:59
Interpolation doesn't move anything - it's just a function to smooth out a transition from points A to B.

OT: Do you want to make a simulation or an animation? In case of simulation you probably already have some kind of movement system in place in which case you just have to bake the path in somehow. If it's a simple animation you can just move the actor along the path based on some speed.

It's a very vague question with no good answers.
15  Game Development / Game Mechanics / Re: How to properly avoid ConcurrentModificationException when running two threads on: 2015-09-29 19:43:27
To have FPS not impact physics speed in a 1 thread scenario, use a variable timestep (delta-time) for all your calculations.

That's not good nor appropriate advice at all.

OT: Idea #2 is pretty standard. Keep in mind the RenderController should be absolutely pure as in a pure function, i.e., not having any side effects.

Idea #1 is probably the best and most suitable for the general case.

Somewhat related you may find this talk useful (particularly half-way through):
16  Game Development / Newbie & Debugging Questions / Re: how to make scope in canvas ( J2SE ) on: 2015-09-28 19:36:45
A variety of ways. If you have multiple light sources you could simply save the "darkness" in a buffer, loop through the lights updating/clearing out the buffer and at the end draw the "light-filtered" buffer on top of the scene.

A lot of drawing API's come with some sort of masking built in though so you may as well use them if available.
In vanilla html5 it could look something like this:
17  Game Development / Networking & Multiplayer / Re: Why use serialization/kryo at all? on: 2015-09-21 12:44:35
It's easier and faster in most cases when you're sending general data over the wire. Instead of fiddling with the bytes/ordering/rebuilding let kryo do it for you while it packs and compresses it giving you a nice Object to work with in the end. The size kryo actually sends over the wire is probably way, way less than any kind of "lite hack" you'd come up with anyway. Remember TCP comes with a lot of overhead anyway so sending a few bytes back and forth isn't ideal.
18  Game Development / Articles & tutorials / Re: How to draw Tinto the Fox on: 2015-09-10 00:55:37
Welp, that fox is f**king adorable.
19  Game Development / Newbie & Debugging Questions / Re: Problem with splitting BufferedImage on: 2015-08-14 11:35:37
Then do what BurntPizza suggests. I used a similar method for a thing I scribbled some two years ago (also implemented it in NodeJS since I was getting into that at the time) which cuts a sprite sheet into smaller icon-sized images - which then serves a random of these icons on each request through http.

source for the nodejs implementation
20  Games Center / WIP games, tools & toy projects / Re: Yetis Snowman on: 2015-08-10 18:28:23
Welp, looks charming as always.
21  Game Development / Networking & Multiplayer / Re: Fast Paced Multiplayer Interpolation/Extrapolation or both? on: 2015-08-09 08:41:04
You might find this article useful:
22  Discussions / General Discussions / Re: Recurring issue with making games on: 2015-08-08 07:44:22
Motivation is whimsical and trying to make sure you have "strong" motivation throughout is not only absurd but also completely impalpable. Discipline is key - even in small amounts.

Expanding on #4,
4. Don't work on or think about the project full time - code on it every day for only 5-15 minutes. Do a little change, fix a thing, add a comment, debug a thing - baby steps
23  Games Center / WIP games, tools & toy projects / Re: Final Fantasy based game - Angel's Destiny on: 2015-08-04 18:38:48
Sorry to disturb you.

Apology accepted.

Sorry to contradict you but using copyrighted content without the consent of the copyright owner(s) even though you aren't selling anything is illegal.

Not a contradiction. A technical fact. A weak one at that, almost embarrassingly so, considering the context. Fair use doctrine and all that. But I forgive you and accept your apology.

Edit.: I agree with SHC. Moreover, it's good to accept to start a project by the beginning, even with crappy artworks. When you start making a cake, do you expect that the ingredients will magically appear in front of you? Making a game can require months or years of "work". If you want to get a nice result immediately lazily, maybe game programming isn't for you

There's a saying in my country, something about how nobody is born a smith. Granted it doesn't translate well - but what I'm trying to say, bearing no judgement of course, is that perhaps walking through life with a baguette up one's bum bum may not be the most graceful of parades.
24  Game Development / Newbie & Debugging Questions / Re: 2D-MMORPG physics engine on: 2015-08-04 18:08:55
If you want box2d level physics then you're better off sticking with it. Just be sure to make your game deterministic and probably opt for some kind of lockstep model for syncing the clients.
25  Games Center / WIP games, tools & toy projects / Re: Final Fantasy based game - Angel's Destiny on: 2015-08-03 15:24:00
Oh come on @gouessej

As long as you aren't selling anything asking forgiveness rather than permission is fine - don't worry about it. Plus you can always change the art later.
26  Discussions / General Discussions / Re: Recurring issue with making games on: 2015-08-01 04:37:38
@topic yeah we all know this problem... cows go moo :3

3. Try making a canvas (javascript/web) game or two. It's easy and fast to get feedback.

Thats interesting - I really dread making anything in javascript because javascript is weird, has no real OOP, is hard to debug and all.
What frameworks do you recommend?

Also sound programming seems to be a mess, I guess it would imply minimal or no sound...

The suggestion is based on my personal experience. At the beginning I didn't like javascript either - but I've found web development to be the most fun I've had with programming in a long time. And the most rewarding too in terms of quick feedback, development and work (aka money).

It's not necessarily harder to debug although the dev setup may take a bit more work/getting used to than a fully fledged IDE provides out of the box. Browser (Chrome especially) dev tools are great (even have hotswapping nowadays) + you can use pre-processors like jshint/lint to catch bugs immediately.

You can do OOP with javascript. Javascripts prototype system can mimic classical OOP. And now with ES6  (and Babel.js) it's as easy as using the familiar keywords 'extend' and 'class' (it still uses prototypes behind the scenes).

If you're specifically into game development Phaser.js or the Create.js suite are great alternatives. Another great rendering framework with game dev in mind is Pixi.js (which Phaser.js uses) or three.js for 3d. Or simply not use a framework at all.

For large projects (> 1000 LOC) you'll definitely want to be using some kind of bundler that will sort out your dependencies for you such as Browserify (my fav), WebPack or RequireJS.

As a side note, the web dev environment requires familiarity with the terminal/console or you'll struggle (at least at the start) using stuff like these bundlers and preprocessors.

A few things you might get inspired from: (JS wizardy) (talk by a dude who makes a kind of minecraft clone with javascript (software rendered, aka no webgl)) (space invaders game from scratch, no libs)
27  Discussions / General Discussions / Re: Recurring issue with making games on: 2015-07-31 08:21:14
Well, without going into "hard works trumps talent" and all that - here's a few ideas you could try.

1. Do code jams - with restrictions/time limits. Restrictions set you free
2. Simple simple simple. Stop making frameworks, make games.
3. Try making a canvas (javascript/web) game or two. It's easy and fast to get feedback.
4. Don't work on or think about the project full time - code on it every day for only 5-15 minutes. Do a little change, fix a thing, add a comment, debug a thing - baby steps
28  Game Development / Newbie & Debugging Questions / Re: Isometric Object Rendering on: 2015-07-22 23:13:26
This may help, maybe not:
29  Games Center / WIP games, tools & toy projects / Re: Babbie's first software-rendered ray-tracing on: 2015-07-02 04:51:10
Played around with raycasting myself a few months back in javascript. Never had the time to delve into transparent walls (windows) and variable height walls though - so keep us updated if you ever play around with that.

30  Discussions / Miscellaneous Topics / Re: What's your favorite OS and why? on: 2015-07-01 16:53:01
Win7 for play. OSX for work (laptop). Unix (most familiar with Debian) for both work and play.

Picking favourites is pretty meaningless.
Pages: [1] 2 3 ... 31
Dwinin (76 views)
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KaiHH (160 views)
2015-10-11 13:26:18

BurntPizza (174 views)
2015-10-08 03:11:46
Rendering resources
by Roquen
2015-11-13 14:37:59

Rendering resources
by Roquen
2015-11-13 14:36:58

Math: Resources
by Roquen
2015-10-22 07:46:10

Networking Resources
by Roquen
2015-10-16 07:12:30

Rendering resources
by Roquen
2015-10-15 07:40:48

Math: Inequality properties
by Roquen
2015-10-01 13:30:46

Math: Inequality properties
by Roquen
2015-09-30 16:06:05

HotSpot Options
by Roquen
2015-08-29 11:33:11 is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑
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