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1  Discussions / General Discussions / Java 9 Module on: 2017-04-21 22:05:37
Has anyone tried installing Java 9 and making a standalone JRE?
2  Discussions / General Discussions / Re: C++/Java Engine without GC in graphics on: 2017-03-31 20:30:27
Ok, so I figure I will make the rendering in C++ and only interact with it asynchronously from Java.

That way I can avoid the GC pause but still hot-deploy changes directly into the running engine saving alot of development time.

And I need the performance of C++ because I want to build a VR MMO.

I already have the collada to OpenGL skinned mesh C++ code almost done (it works with a perfect example animation, but not with a real human made animation because there are bones that are unused and such)...

So the usage would look something like:

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public class Meadow extends Game {
    Animal fox;
    public void init() {
        fox = new Animal("model/fox.dae", "texture/fox.tga");
        scene.add(fox);
        camera.distance(3f);
        camera.position(fox);
        camera.rotation(mouse.rotation());
    }
    public void tick() {
        if(key.up() && fox.velocity().x == 0) {
            fox.velocity().x = 1;
        }
        if(!key.up() && fox.velocity().x != 0) {
            fox.velocity().x = 0;
        }
    }
}


And the C++ thread would just render automatically.

So basically a very high level control game engine from the Java perspective.

I'll see where the physics will happen, probably in Java first, then I'll move it when/if it becomes too slow.

So atleast the system will use 3 cores since it will have 3 threads interacting asynchronously.

Java -> Physics -> Rendering
3  Discussions / General Discussions / C++/Java Engine without GC in graphics on: 2017-03-25 19:10:47
So I'm thinking about building this C++ engine, but I really don't like working in C++/C, so I'm thinking of having the core engine be C++ and then you script the game in Java very similar to Unity but with the rendering thread in C++. Has anything like this been done before.

Also do you know if there are many other small open source game engines like this one out there:

http://www.gameplay3d.io
4  Game Development / Networking & Multiplayer / Fuse Multiplayer Platform on: 2016-11-06 14:41:44
After the successful launch of Meadow, I can confidently push my open-source multiplayer Java platform:

http://fuse.rupy.se/fuse.html

The Java client is not worked on since nobody makes games with LWJGL any more, but this platform with C# (Unity), C++ and HTML5 clients is really delivering on the strengths of the Java VM on the serverside (Classloader Hot-Deployment, Concurrency and NIO).
5  Games Center / Showcase / Re: Aeon Alpha on: 2014-09-04 22:42:49
There is a read.txt for controls. You automatically get assigned to one of the teams, just start the game with a friend you'll see.
6  Games Center / Showcase / Re: Aeon Alpha on: 2014-09-01 22:18:31
Thx, you need to be minimum 2 players:

    - There are two factions: the star-team and the destroyer-team.
      - As a star-shuttle you kill the destroyer by hitting it's core.
      - As a destroyer-drone you shoot shuttles and asteroids to make
        the destroyer swallow the star.

I'm contemplating if I should port it to Android or build a "multiplayer quest engine" next.
7  Games Center / Showcase / Re: MageQuest on: 2014-09-01 17:52:52
I hate returning to a project I didn't touch in 1 month.... and you want to return to a project from 7 years ago.. ? OH MY-

Damn bullen, welcome back after 7 years Grin

@Bullen
I praise you for being able to remember a password to log in a programming forum after 7 years.

Haha! Well I'm back again, this time only 2 years later!

New game, new visit: http://www.java-gaming.org/topics/aeon-alpha/34211/view.html
8  Games Center / Showcase / AeonAlpha on: 2014-09-01 17:51:35


Click to Play


AeonAlpha
9  Games Center / Showcase / Re: MageQuest on: 2012-06-29 00:36:53
So I'm considering working on this again... adding text quest items and maybe getting some new graphics.
10  Games Center / Showcase / Re: MageQuest on: 2005-06-13 21:45:35
How important is realtime enemy AI like the current one (not very smart, I know, but it's distributed in realtime)... would replacing it with random movements like in the original zelda affect the game feel much? If not is the current lag ok? BTW it would be neat if you could type /l (for latency) in the game chat (should return your latency in milliseconds) and tell me from where you are and how much latency you got.
11  Games Center / Showcase / MageQuest on: 2005-06-10 01:33:18
This MMORTAAPG (real time action adventure puzzle) is still in development, but its playable! I'm curious what you think of it? And what features you think should be added to it?

Click to Play


MageQuest
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