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31  Game Development / Articles & tutorials / Re: Getting Started with JavaFX Game Programming (for Java Programmers) on: 2018-05-30 13:44:15
Here's a comparison from a performance graph of a game that I'm developing currently:
AnimationTimer

Timeline


Timeline is much more spikey than AnimationTimer, so I used the latter, as it's very smooth.

Cheers
32  Games Center / WIP games, tools & toy projects / Re: The Vehicular Epic on: 2018-05-29 14:29:10
There should be textures, actually  Huh
What are your computer specifications?

Where are some textures, to check for sure? I tested the game on a HD 6450, on which other JavaFX apps run fine with all graphical features. I mean, there are no image textures at all, but all of the shapes are properly colored and lighted. No errors in command line, except those with the music files, but thats my fault as I saw in the readme.

Also, the LOD makes those triangles on the ground appear and disappear all the time… maybe let them fade in and/or set the LOD distance higher?

Cheers
33  Games Center / WIP games, tools & toy projects / Re: Apparatus (now the playable prototype avalible -- test it) on: 2018-05-26 07:02:43
Looking pretty cool! Also like the robot hacking/programming aspect. Did you do graphics and coding alone or are you a team?

Also, nowadays it's usually better to do everything in 3D and then view it from a certain perspective. That makes realisitc lighting a possibility. Because I think rendering 3D models to 2D sprites wastes some of the opportunities of 3D graphics… but it's your choice after all.

Cheers
34  Discussions / Miscellaneous Topics / Re: What I did today on: 2018-05-25 14:56:16
Introduced parallax scrolling with multiple backgrounds in my platformer today (thanks, opengameart.org Smiley ). That really adds to the overall feeling.
Also added some sound effects for water etc. (this time from freesound.org).

Spent the last few days playing with my new Oculus Go. Amazing thing!
I wish I could invest into a VR set as well, amazing tech. But that'll have to wait till I earn my own money in a few months…

Cheers
35  Game Development / Networking & Multiplayer / Re: Entity Interpolation & Client side prediction where to begin? Networking? on: 2018-05-25 09:34:02
I don't have much experience with networking in games, but I think that 500ms are quite long. A more reasonable delay would be something like the 20 snapshos per second as you mentioned, so a client would get updates from the server every 50ms. Do you have a specific reason behind this rather large delay?

Cheers
36  Games Center / WIP games, tools & toy projects / Re: Billboard Sprite World on: 2018-05-08 19:27:44
This looks quite interesting, a entirely new way of doing 3D graphics, though it would be kinda hard to add something like animated game objects (e.g. mobs). You would have to invent your own system for "billboard-sprite based animation in 3D" Smiley

Cheers
37  Discussions / Miscellaneous Topics / Re: What I did today on: 2018-05-07 15:47:10
Boosted my level creation pipeline by adding a ton of improvements to my level editor. At least making a GUI is comfortable with JavaFX Wink

Successfully used JLink with my ToneCircleDrone project.

The tcd-image file folder is 74MB. (Still have to figure out how to incorporate this into packaging.)

A previously packaged iteration with the complete runtime was 179 MB. So that's a reduction to what, about 2/5th of the larger size?

179MB really isn't too bad given the ever growing storage space today.

Cheers
38  Games Center / WIP games, tools & toy projects / Re: The Vehicular Epic on: 2018-05-07 14:12:18
Nice work, no crashes so far, tough it complained (in the console) about being unable to load sound files from within the jar when simply running it. Otherwise it ran fine, still the selected menu entry is flickering a bit (or rather the border around it), see my previous post.

Is it intentional that there are no textures at all in the game? Also the graphics look a bit pale and dull.
What are your experiences with JavaFX? I think it isn't really suited for games, especially not 3D games. In my next game I'm gonna use either LibGDX or JMonkeyEngine.

Cheers
39  Games Center / WIP games, tools & toy projects / Re: Vangard on: 2018-05-06 20:14:05
Is this project dead? I would´ve loved to see this evolve further...

Cheers
40  Discussions / Miscellaneous Topics / Re: What I did today on: 2018-05-06 10:37:32
Not today, but over the last few days I've cleaned up and refactored many things in my platformer game that I'm working on since 1½ years now. I hope that I'll be done with the programming parts in a few weeks and can start making more levels, more art and the story soon.

There are three things I learned during development so far:
- don't write your own markup language (inspired by TreeML) for data files, use JSON instead
- if you're not good at drawing, use vector graphics, either Blender or Inkscape for in-game art
- the first 90% of code take 90% of time, the last 10% take the other 90% of time Wink

Haven't visited here since quite a few months now, and Gosh, it's quiet in here! Does no one use Java for game programming anymore?

Cheers
41  Games Center / Showcase / Re: [Libgdx][Akka] TAnima- mmo rogue-like on: 2018-05-06 10:07:17
Seeing your progress every day is quite interesting, wish I was similiarly productive.

Over time I've learned that you've to be skilled in many different areas when making a game on your own: programming, art, music, maybe storywriting, etc. And as I can see you are exactly that Smiley. For me there's still a long way to go…

Are you planning on realeasing this game on Steam or something? I was just thinking because it's a MMO with multiplayer and so on…

Cheers
42  Game Development / Newbie & Debugging Questions / Re: Polygons are not moving... on: 2017-08-22 08:28:09
(Reminding me why I'm glad I switched to JavaFX.)
Would all the graphical stuff be easier to do things with, such as moving objects and collision interactions, if I switched my game over to JavaFX?

I've heard of JavaFX but never looked into it before.

Yes, it definitely would be much easier, as JavaFX is more modern, robust and object-oriented as the good ol' Java2D Smiley. It has classes for any Shapes, including Polygons. Many people think that JavaFX works the same way as Java2D, so they draw their stuff on a JavaFX Canvas. But to benefit from the scenegraph and hardware acceleration, you should use the scenegraph objects like Rectangle, Circle, Polygon, ImageView etc. Just to give you this tip.
Switching to JavaFX a few years ago was much better for me as well.

Cheers
43  Game Development / Newbie & Debugging Questions / Re: Javafx vs libgdx vs LWJGL on: 2017-08-16 16:06:14
Quote
I really like JavaFX but I've come across some real facepalming issues with it, mostly to do with performance... or lack thereof. It will get a lot faster - keep an eye on the JavaFX mailing lists for news on that horizon - but right now it isn't guaranteed particularly high or consistent performance. And it can't do any post-processing effects or fancy shaders either.

Yeah, I agree. JavaFX isn't super performant, but actually is good enough for simple games.
I'm a "ghost reader" of the OpenJFX mailing lists.  Cheesy
Sadly, you have no access to any of the deeper layers of the 3D API. And they don't plan on making that possible as they aren't planning to add more features to it…

But as I don't expect @alphacoder plans to use DoF or motion blur, he could use JavaFX Wink

Cheers
44  Game Development / Newbie & Debugging Questions / Re: Javafx vs libgdx vs LWJGL on: 2017-08-16 10:50:19
I would advise you to use JavaFX, as you can do both 2D graphics and UI (and also simple 3D if you want to), all integrated into a stable and high-level toolkit. That will at least be enough for your first games.
LWJGL is very low-level, so only use it for heavy 3D games, as @princec said.
Libgdx also helps a great deal in the 2D area, when you want to do 3D, however, it's getting much more complicated.
Also, setting it up can be tricky for some.

Use JavaFX! Cheesy

Cheers
45  Discussions / General Discussions / Re: Setting resolution for your game? on: 2017-08-14 07:48:38
I would try the following:
Find out which axis of the screen is smaller than the other one and then calculate the new dimensions for the game so that the game is "maximized" on one axis and then leave some black stripes on the bigger axis (center the game)
That also means that your game could keep its aspect ratio (e.g. 4:3).
At least thats what I did when I had similiar problems.

Cheers
46  Games Center / WIP games, tools & toy projects / Re: The Vehicular Epic on: 2017-08-10 10:27:23
I had around 20-40 FPS and some stuttering in the camera flow (the game itself was fluent, only the movement of the camera was strange – is this intentional?).
My computer is pretty old (dual core 2.6 Ghz CPU), but the game ran fine. JavaFX runs well if you have OpenGL 3.0 support (on Linux for my part).
Another strange thing: The menu is a bit slow and the selected entry is flickering?!
I also had a look at your source code because I am considering which graphics engine I am going to use for future projects. I found was a bit messy with methods called "pp" or "pl" Cheesy
But all in all – well done!
47  Games Center / WIP games, tools & toy projects / Re: The Vehicular Epic on: 2017-08-05 09:06:14
Nice game... actually the first playable JavaFX 3D game with actual content.  Cheesy

Cheers
48  Discussions / General Discussions / Re: How do you Guys manage it? on: 2017-01-26 14:58:46
I can only agree with bmanmcfly here…
You should first create some simple games with placeholder/programmer art, a process in wich you are learning to draw pixel art (or whatever kindo of art you are using) as well.
Then if you finally are at the stage where you want to release a game publicly and are in need for an artist, you still can show him your previously written games, and he might see that you are a talented programmer for whom it would be worth drawing art, aaaand you wouldn't have to tell him that you are a beginner Cheesy
There actually isn't much free, usable art out there, so don't hope for that too much.

I hope that's helpful.

Cheers,
from someone who is drawing programmer art ever since he started coding…  Wink
49  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-11-04 09:55:46
Quote
Working derping with blender again, this time with a HDR Sky and better PBR Shaders.

Nice render! I wish I was as good as you in Blender Cycles too! (But one thing I share with you are these nasty little fireflies everywhere in cycles  Cheesy)
50  Discussions / Business and Project Management Discussions / Re: Mentor Needed! on: 2016-11-04 09:50:00
Good luck with your project/thesis!

By the way I'm going well with JavaFX, it's a standard Java library, it's faster than Swing/Java2D and capable of basic 3D and multimedia (clips, audio etc.)

I don't actually like LibGDX, because it's very bad to learn programming since everything is built-in. And isn't it better to being able to say "I wrote this from scratch" than "look, that's my game – I made it using Libgdx persecutioncomplex"
51  Games Center / Showcase / Re: Super Mario Bros - World 1 remake - Libgdx on: 2016-08-12 15:46:43
To throw in some content-related comment: nice game  Tongue
What approach did you use for your entities? The OOP-inheritance or the entity component system (ECS) based way?
52  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-08-11 15:54:36
Had a quite productive day…
Integrated an Artemis-style ECS (Entity-Component-System) into my game and prepared everything for parameterizing my entity class and component classes with class reflection (makes loading entity templates into memory much easier)
Also finished the JavaFX-GUI for the World Editor of that game (using FXML and Scenebuilder) and started to work on the logic (JavaFX-Components are harder to handle than the good old Swing components *PHEW*)
53  Games Center / WIP games, tools & toy projects / Re: Pixel Tales - A 2D Action RPG on: 2016-08-09 08:53:15
Great work man! Very exited for the next update…
Though your art is great despite you had no artist.  Tongue

Continue your good work!
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