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1  Games Center / WIP games, tools & toy projects / Re: 2D Terrarian engine on: 2015-04-17 13:00:39
Cool. You might be interested in http://google.github.io/liquidfun/
2  Game Development / Newbie & Debugging Questions / Re: How to detec Collisions in open world games? on: 2015-03-29 16:11:56
http://c2.com/cgi/wiki?PrematureOptimization
3  Discussions / Miscellaneous Topics / Re: Python Load Balancing. on: 2015-03-29 10:40:29
Oh, but it is. And so is the ritual of trout slapping.
4  Game Development / Newbie & Debugging Questions / Re: Game loop not accurate. How can I make a better one ? on: 2015-03-29 10:29:45
You can take a look at what LWJGL uses: https://github.com/LWJGL/lwjgl/blob/master/src/java/org/lwjgl/opengl/Sync.java
5  Discussions / Miscellaneous Topics / Re: Python Load Balancing. on: 2015-03-29 10:05:19
Then tell your friend his or her question is utterly meaningless, in not only one but multiple levels, and implicates general, deeper misconceptions about networking. The most on-point answer anyone can give to a question such as this is "... What?"

If your friend is trying to compare the two programming languages, Java and Python, in terms of networking suitability by posing such a question then his misconceptions overflow outside of simple networking but into general computer science and even possibly magnets (and how the f**k do they work?) - in which case the correct answer is to slap him or her in the face with a trout.
6  Game Development / Networking & Multiplayer / Re: Solved Kryonet How to update sprite animation in client/server on: 2015-03-28 13:56:37
You should try and identify the core state of your objects. Have it live in a single place, i.e., minimizing the state.

Ideally, for instance, to render the scene you should be able to pass only a single blob of state to the renderer to render the whole scene. This way you'll only have to pass blobs of state around instead of trying to haphazardly synchronize data between multiple clients.
7  Game Development / Newbie & Debugging Questions / Re: Best Practise - Quad Trees on: 2015-03-28 11:47:57
There isn't really a best practices kind of thing for this. It depends on what you need. Generally you'd either check neighboring cells or have the objects that fit inside two or more cells pushed up to a top level cell.

Skimmed through the first links on google:
http://www.kyleschouviller.com/wsuxna/quadtree-source-included/
http://gamedev.stackexchange.com/questions/31021/quadtree-store-only-points-or-regions
http://stackoverflow.com/questions/6974495/problem-with-huge-objects-in-a-quad-tree
8  Discussions / Miscellaneous Topics / Re: Python Load Balancing. on: 2015-03-27 23:21:29
The question you've posed is flawed, as is the conclusion you've reached regarding Java Servlets. The replies clearly reflect this. What are you really trying to do?
9  Discussions / Miscellaneous Topics / Re: Crash - Corrupt File, Months of Work Lost on: 2015-03-21 04:55:10
Even as single developer, version control is invaluable.
- for tracking down bugs
- for developing features in separate branches
- for freezing published software and applying fixes independent of the ongoing work
- for just throwing away recent work that has gone into the wrong direction
- for looking up older implementations
- for freezing milestones

Yeah I can see that. but that implies a lot of skill, knowledge and experience with a version control system. I had so many conflicts and many times destroyed the whole repository that I just got burned too much to trust such a system. I do backup old versions of my code as zip files with time stamps. I wouldnt use branches because while someone skilled sees them as incredible useful, I only see them as adding a lot of risk.

So basically: If you are really good with those systems, I would agree.

1. "Implies a lot of skill" - No. The basics are simple as shit and already infinitely imporoves your workflow.
2. "Those systems" - No, we're not talking about 10 year old centralized SVN tomfoolery here.
3. "I had so many conflicts and many times destroyed the whole repository that I just got burned too much to trust such a system." - Tea, Rocket launchers and barbie dolls makes as much sense as what you just said.

Nobody cares what anyone uses personally - but please don't spread misinformation based on almost a decade old prejudiced experiences.

Throwing around tarballs was viable and even preferred well over half a decade ago but times have changed. And for the better, too. Sweet silky smooth baby jesus they have.
10  Game Development / Game Mechanics / Re: Push objects when walking into them on: 2015-03-20 06:00:53
My real goal is too find the appropriate ways of doing things. The cleanest ways.

This almost never happens. Approximately 0% per cent of the time. At least not on the first, second or even eleventh attempt. And when you finally do get it just right - someone has already done it better. This will mostly always be 100% of the time.

At best you are doing premature optimization - which is very bad: http://c2.com/cgi/wiki?PrematureOptimization

At worst you'll never get anything done.

On the other hand reinventing the wheel for your own amusement has its own merits but only with the expectation that you'll probably do a piss poor job at it.
11  Discussions / Miscellaneous Topics / Re: Crash - Corrupt File, Months of Work Lost on: 2015-03-20 05:47:20
Get Git (msysgit/Git Bash for windows).

Learn the basics (like 10 commands).

Use the cloud (dropbox, bitbucket, github, gitlab...).

Be living the dream.


As a side note: Why aren't/weren't you using version control?
12  Discussions / General Discussions / Re: What's your day job? on: 2015-02-16 15:45:36
As a part time Scout for a global sports information gathering company and web developer. Game development has been on the down low for quite some time now.

What about yourself kevglass?
13  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Root Framework – a game library written for the creation of 2D games on: 2014-06-08 18:23:55
Ok, but why?
14  Game Development / Game Mechanics / Re: Isometric game characters? on: 2014-06-08 18:15:15
Ok. Any good article on how to make these sprites so that you can have all these combinations of character moving in different sets of equipment?

Lots of sprites.
15  Game Development / Game Mechanics / Re: Isometric game characters? on: 2014-06-08 17:20:41
They are 2d sprites, not 3d models.
16  Discussions / General Discussions / Re: "No, You Can't Make Video Games" on: 2014-05-21 09:19:12
Intelligence.

<a href="http://www.youtube.com/v/G2y8Sx4B2Sk?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/G2y8Sx4B2Sk?version=3&amp;hl=en_US&amp;start=</a>
17  Discussions / General Discussions / Re: "No, You Can't Make Video Games" on: 2014-05-21 07:30:17
Yes, but the higher your intelligence the less luck has an impact on outcome. does luck help? of course. But luck is definitely not a "major" factor. That's just something people say to feel better about their failures. Although there are cases where straight-up bad luck screwed someone over, but generally speaking and ignoring all exceptions to the rules, a higher intelligent person has a insurmountably greater chance to obtain their goals. Whatever they may be! Cheesy

What a remarkably insignificant and profoundly meaningless conclusion.

Not unlike much of what has been unveiled in this thread, however.

18  Discussions / General Discussions / Re: "No, You Can't Make Video Games" on: 2014-05-20 17:41:20
Please read the entire discussion. I never said intelligence was a constant or that there is a hard threshold, I even addressed analytical and social intelligence, including how you get more intelligent through training, but that you're limited in your potential by your brain structure/physiology (the ratio of types of braincells in certain areas in the brain).

Limited by ones potential, what does that even mean, really? Ones potential? A tiny gray - startling little cat with diarrhea - sitting on a mattressless iron strung bed mewing at you?

Well I dont count myself to those, because as I said, I do believe most people are utter idiots and not worth my time,

Not worth your time - as if your time would be of value to most people?
19  Discussions / General Discussions / Re: "No, You Can't Make Video Games" on: 2014-05-20 16:10:05
I think you missed the point? I was addressing people here.

http://instantostrich.com/

Intelligence comes in many forms. I don't think it's that black and white. Much like any muscle you can train the brain and a lot of that has to do with your surroundings/environment/education/support etc.

There are much more important traits than the relative 'intelligence'.
20  Discussions / Miscellaneous Topics / Re: All You Need Is Cash on: 2014-05-19 04:22:45
You should watch Spinal Tap.

[edit]: ah, too slow.
21  Game Development / Game Mechanics / Re: Best way to handle wall jumping? on: 2014-05-15 15:02:16
What is the significance of ignoreCollisions? Remove it.
22  Discussions / Miscellaneous Topics / Re: Drinking Java on: 2014-05-14 00:07:02
Click to Play
23  Game Development / Newbie & Debugging Questions / Re: Drawstring health from an int to a string on: 2014-05-10 21:08:17
To subtract, simply use the minus symbol, like this:

1  
health = health - 1;


or

1  
health -= 1
24  Java Game APIs & Engines / Java 2D / Re: SOLVED - ISOMetric Sort Order Issue on: 2014-05-10 07:26:42
Try this:

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  @Override
   public int compare(GameObject e1, GameObject e2) {
      int a = e1.getX() + e1.getZ();
      int b = e2.getX() + e2.getZ();
      if (a < b) return -1;
      if (a > b) return 1;
      // if same, order by Y value
      return e1.getY() < e2.getY() ? -1 : 1;
   }
25  Game Development / Game Mechanics / Re: [Math] Kinetic energy of impact between two moving objects on: 2014-05-09 12:32:47
I'm not sure. From a game balance perspective it might make more sense to use something that depends linearly on the velocity difference between the objects. However, from what I know the actual "damage" of an impact at a certain velocity should depend on the square of the velocity.

In a collision the difference in velocity doesn't mean anything by itself. It's all about momentum. Especially if you want to calculate damage.
26  Java Game APIs & Engines / Java 2D / Re: ISOMetric Sort Order Issue on: 2014-05-09 11:42:57
Depends a bit on how you are storing/drawing your objects. If you only have a 2d array, e.g., you can simply draw them in order from lowest to highest like Riven suggests. But glancing at your comparator, simply sorting by depth (x+y+z) should work:

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   @Override
   public int compare(GameObject e1, GameObject e2) {
      int a = e1.getX() + e1.getY() + e1.getZ();
      int b = e2.getX() + e2.getY() + e2.getZ();
      return (a < b) ? -1 : 1;
   }
27  Discussions / General Discussions / Re: Size of games written in Java. on: 2014-05-07 12:19:07
Java itself is a programming language, not a gaming library. Although, of course, gaming libraries exist for it.

If you only want to make games, I suggest you go with some kind of gaming engine, like Unity perhaps, that has less to do with programming in itself.
28  Discussions / General Discussions / Re: Must have Software for Game Creation on: 2014-05-07 07:41:00
Not sure if this is a good place, but speaking of which, what do you guys use?
Also: Git vs. Mercurial, which do you say is better?

Used SVN for a long time (was used in school). Using Git when possible. Chose Git because of Linus basically.
29  Discussions / General Discussions / Re: [JAVA] Threads vs Timers on: 2014-05-07 06:36:14
By figuring out I hope you mean that you figured out that you shouldn't use them.
30  Discussions / General Discussions / Re: [JAVA] Threads vs Timers on: 2014-05-06 22:08:23
You don't want to do timings with by spawning more threads. Either you hack together something yourself (e.g: http://www.java-gaming.org/topics/would-there-be-any-thread-sleep-problems/28774/msg/262512/view.html#msg262512) by figuring out how much time/how many game loops have passed or you might be interested in some kind of Tweening engine (found this for Java: http://www.aurelienribon.com/universal-tween-engine/gwt/demo.html)
Pages: [1] 2 3 ... 29
 
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