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1  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.
2  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:
3  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.
4  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):
5  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:
6  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.
7  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.
8  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
9  Games Center / WIP games, tools & toy projects / Re: Yetis Snowman on: 2015-08-10 18:28:23
Welp, looks charming as always.
10  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:
11  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
12  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.
13  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.
14  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.
15  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)
16  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
17  Game Development / Newbie & Debugging Questions / Re: Isometric Object Rendering on: 2015-07-22 23:13:26
This may help, maybe not:
18  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.

19  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.
20  Discussions / Miscellaneous Topics / Re: How to Learn Web Development for Java Programmers on: 2015-06-28 22:41:28
As far as I'm concerned, the only place you need to go to learn about web development is w3 schools. Literally that website, look at the menu down the left hand side. HTML, CSS, JavaScript (Including JQuery, AJAX and Angular and Bootstrap if you're interested in such things) and then goes onto all kinds of server side and more core technologies. And that's just the tutorials it shows there. There are plenty more on pretty much anything you'd ever need to know about developing anything for the web. The tutorials are great and they've even got interactive examples. Look no further.

This makes me cringe a bit, but maybe the site has improved over the past few years? Full disclosure I haven't touched the site in years. w3schools is, or at the very least, used to be notorious for misinformation and a good cause of major beginner web dev headaches. They're not in any way affiliated with w3c btw. See

Even so the Mozilla Developer Network (MDN) is a good place for accurate information

If you're more into a classroom approach is a good choice imho.
21  Game Development / Networking & Multiplayer / Re: Lag when sending position data on: 2015-06-28 17:51:03
Manage the state of the game server side and send an updated blob of state of the game to the clients at set intervals instead. Also you can interpolate between the most recent and second most recent states client side to achieve "smooth" looking movement.
22  Discussions / General Discussions / Re: IRC Channel for on: 2015-06-28 17:43:42
Have you considered A lot more user friendly and completely compatible with old IRC nerd tools.
23  Discussions / Miscellaneous Topics / Re: How to Learn Web Development for Java Programmers on: 2015-06-28 17:10:51
Learn the basics of HTML, CSS and JS (i.e. HTML5) and especially how they work together. Broadly speaking HTML is the content of the site, CSS is the styling/graphics and JS is the glue/functionality that ties it all together.

After you got the basics down, which is all client-side, you might want to look into the server-side of things. Which since a few years ago can also be done in JS using NodeJS - a very interesting project in both implementation and surrounding community - which can be used to build a web server with a few lines of code.

If you get into more sysadmin or webmin stuff you'll want to look into things like Apache and Nginx, not to mention basic DNS or unix know-how, and get familiar with how they can replace/substitute your web server and/or work with your web app.

The web is and has been moving forward extremely fast. Frameworks come and go and fall in and out of favor every few months.

Ajax is another thing you'll run into which basically only means getting content from a server without reloading the page on the browser (using JS). Traditionally, like, 10 years ago, every time you clicked something on the web you would send a request to the server and the server would send you back a pre-rendered completely new full HTML page. These days a variety of different things can happen such as rendering on client side and or inserting stuff to an already existing page (using JS) or fetching something from a server or another webpage. SPA vs Static sites etc. It's really the wild west of web development atm.

You can do a "blog" a variety of ways. Either edit the static sites each new blog post or have the site read from some database and edit the database. Or bundle up what I just said into an UI that you can use without yourself directly fiddling with the database (i.e., pretty much a mini CMS).

Along the way to server side you'll want to get familiar with databases and what they are. Basically they're an abstraction of writing text into a file, i.e., writing stuff down and getting it back. There's a lot of options. MySQL is the old school way while lots of new DB's have been popping up since the NodeJS age such as MongoDB, Redis or RethinkDB.

If you don't want to fiddle with server side and still have a database you can use services like which handles stuff like user authentication etc all for you with a simple client side library (again, JS) you can use. Services like these are very nifty and you don't have to know diddly squat about unix, servers and stuff like that. Comes with a nice webview of your database etc - of course, for enterprise apps it comes with a nice price tag as well but a great choice for front-end devs. You'd need a database to create sites like facebook which has comments and chat etc.

JSON is a big deal and it's simple as shit. It's the way JS presents objects - JavaScript Object Notation. People like it so much they use it everywhere nowadays where you want to send data in a tangible workable form to and from somewhere. Just like XML it's a way to present data. Essentially it's a just dictionary or in Java it'd be a HashMap. It's a lot easier to understand than XML IMHO.

There's a lot of open source stuff out there you can look at and learn from. Most of it on github. JavaScript can be tricky to wrap your head around at times but it's not complete garbage as some would have you believe. Async callbacks and function scope are powerful features that goes hand in hand with the async nature of the web.

You'll undoubtedly hear or come across jQuery at some point and all you need to know is that jQuery is essentially only a simple ("better") API of working with your HTML/CSS from JavaScript than pure vanilla JavaScript. For instance, getting a HTML tag with the id of main-content would be $('#main-content') instead of document.getElementById('main-content'). This isn't as true anymore as it was 5 years ago. 5 years ago browsers had a lot of unique quirks you would have to account for. So you would have to write code that checks for if the current browser is Internet Explorer and write different code to do the same thing - jQuery was an abstraction of these "quirks" so you didn't have to worry which browser the user was using when viewing your site. This is much less of a problem today but still exists to some extent - and if you want IE8 compatability you'd better stick with jQuery. jQuery has grown and does a few other things as well like animation etc. Just remember that jQuery is simply a JavaScript function that is loaded before your other code does. So the '$' mark is simply a function name. I suggest reading the jQuery source for more info. Also:

Also, press F12 (or Apple+Shift+J on Mac IIRC) in your browser to open up the console to fiddle around with/look at what's really making up the site you're currently viewing. F.ex you can type this into the console
$('img').animate([{opacity: "0.5", transform: "scale(.5)"}, {opacity: "1.0", transform: "scale(1)"}], {direction: "alternate", duration: 500, iterations: Infinity});

One more thing, when you look at sites source code you might see all jumbled up scribbly nonsense - this is because in production you'll want to minify and compress the files you are sending over the wire for better loading speeds. This also has the side effect of obfuscating the code.

24  Discussions / Miscellaneous Topics / Re: What are your habits while you're programming? on: 2015-05-14 08:31:15
25  Java Game APIs & Engines / Java 2D / Re: Mirroring Isometric image on: 2015-05-14 07:59:25
A negative width on g.drawImage might work.

26  Game Development / Game Mechanics / Re: Using delta time messes up movement on: 2015-05-06 08:44:53
What @Springrbua is describing is a simple time accumulator.

In code it could look like this (javascript):

module.exports = function(rate) {
   var accum = 0;
   return function(time, callback) {
      accum += time;
      while (accum >= rate) {
         accum -= rate;


Might also want to check out this:
27  Discussions / Miscellaneous Topics / Re: What do you define as a programming language? on: 2015-05-01 18:24:30
<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>
28  Game Development / Newbie & Debugging Questions / Re: Getting errors in CMD on: 2015-05-01 18:21:22
do you have the "public static void main(String[] args) {};" method in the class you're trying to run?
29  Games Center / Showcase / Re: You can't fight here, this is the War Room! on: 2015-04-30 14:40:15
The debug version didn't output anything but I ran the exe as admin and it ran fine.

As for the game, well, can't go wrong with some Dr Strangelove.

IMHO you should stick with HTML5 for simple/quick LD games - makes deployment much much easier and brings the audience within reach of a single click.
30  Game Development / Networking & Multiplayer / Re: Smartphone external IP problem on: 2015-04-30 14:16:12
I don’t want be rude.
But it not ethical, is this so hard write: “Ok” or “Thanks” or at least anything “I read it”
Or click “no one care” medal button.

This is so frustrating when you wasting time on some one and hi even can’t say that hi read answer on own question.

Nothing personal: I don't say all this if that was first time, or second, or third …^^

P.s That why I so rarely answer someone - many of them don't care answer XD

pp.s And yes many ppl here doing the same, but its wrong really)
Its destroy forum and mood to do something. People let be ethical and tolerant - please!!!

No reply doesn't mean they didn't read it. Also, I think that omitting the one-word "thanks" posts is better,
That why forum have "Appreciate" button  Pointing

If no one give you needed answer,
or you don't need it any more
or find self solution say THAT )

I would hope that most people don't need the confidence boost of someone saying "thanks" after their post,
IMHO: If you can't even say thanks to someone why other must help you?

IMHO 2: I understand that all useless, but at least I try.


Not everyone has time to read the forums every day. Or even care or notice the medal awarding system.  Plus you come off as a needy imaginary point hustler - it's only been a day.

More importantly, however, I don't see any particularly "medal" worthy (indulging their superficial merit for the moment) content other than a sign of interest to the OT.

p.s gratitude != respect

my 2cents
Pages: [1] 2 3 ... 31
BurntPizza (10 views)
2015-10-07 02:11:23

KaiHH (13 views)
2015-10-06 20:22:20

KaiHH (11 views)
2015-10-06 19:41:59

BurntPizza (23 views)
2015-10-06 19:04:48

basil_ (44 views)
2015-09-30 17:04:40

shadowstryker (22 views)
2015-09-29 15:55:06

TheSpaceHedgehog (28 views)
2015-09-29 01:58:48

GamerC4 (54 views)
2015-09-24 21:10:38

GamerC4 (71 views)
2015-09-24 21:09:48

htuy (28 views)
2015-09-24 04:57:24
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

Rendering resources
by Roquen
2015-08-17 12:42:29

Rendering resources
by Roquen
2015-08-17 09:36:56

Rendering resources
by Roquen
2015-08-13 07:40:51

Networking Resources
by Roquen
2015-08-13 07:40:43

List of Learning Resources
by gouessej
2015-07-09 11:29:36 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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