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1  Games Center / Archived Projects / Re: "Zombies in mah house" - GGJ 2011 Entry on: 2011-02-03 11:09:05
Wasn't planned for anyone to be the team leader but it definitely panned out that way, perhaps a mixture of me being Tech lead in my normal job anyway, plus being much more experienced.

2  Games Center / Archived Projects / Re: "Zombies in mah house" - GGJ 2011 Entry on: 2011-02-02 01:15:13
Cheers for the feedback! Yeah I'm really not proud of the network stuff (only in that we could show people could actually see each other in the same room across the LAN) - the code is a mess. I liked the autodiscovery part too, first one to start on the LAN is the server, everyone else then autoconnects as clients.

Yeah there are a LOT of things not right with it but we had to totally cut corners. I'd also farmed most of the gameplay elements off to two students, so when you read '22 mins remaining' on the clock and you realise you still have to integrate the sound system, you kinda accept some of the clunkier parts!

Funnily enough we started off with tile-based map and the artists promised nice blended tiles for terrain/environment. Then they dropped that, popped in a single full screen texture of a bedroom (?) and got one of the student programmers to upload it. It wasn't a very good image either, but then one of the artists left, the promise of better graphics (and more of them) never appeared, and the last artist went AWOL before the start of the final day.

So, artist-less and programmer strong, we fell back upon the tile map and drafted some quick 'programmer art' and somehow managed to win the day! Smiley

Overall it's GREAT fun - if you can attend one of these things I'm sure you won't regret it!
3  Games Center / Archived Projects / "Zombies in mah house" - GGJ 2011 Entry on: 2011-02-01 01:55:18

Attended the Edinburgh site for the Global Game Jam 2011.
48 hr game development marathon (sleep is optional, if recommended).

Well, we won the local vote for our site!
As of 11pm UK time Monday 31st Jan, we were also listed 15th out of ~1,500 games from GGJ2011





Game info and downloads on the GGJ page:
http://globalgamejam.org/2011/zombies-mah-house

Feel free to play/comment! Smiley
I'd strongly recommend attending a game jam (or similar) to all those who haven't before.




4  Java Game APIs & Engines / JOGL Development / Re: Textures have blue tint suddenly in Ubuntu after update, no java/jogl change on: 2010-05-02 22:11:08
Yeah, that's very true, cheers!
5  Java Game APIs & Engines / JOGL Development / Re: Textures have blue tint suddenly in Ubuntu after update, no java/jogl change on: 2010-05-02 10:02:35
Aha! http://www.java-gaming.org/topics/transparency-problem-since-java-1-6-0-20/22305/view.html
This pointed me in the right direction.

There was an update to Java in that Ubuntu update.

a quick switch from:

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glu.gluBuild2DMipmaps(target, GL.GL_RGB8, img.getWidth(), img.getHeight(), GL.GL_RGB, GL.GL_UNSIGNED_BYTE, dest);

to:

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glu.gluBuild2DMipmaps(target, GL.GL_RGB8, img.getWidth(), img.getHeight(), GL.GL_BGR, GL.GL_UNSIGNED_BYTE, dest);

sorted this out.
(this code chunk applies to textures without alpha, that are mip-mapped)

6  Java Game APIs & Engines / JOGL Development / Textures have blue tint suddenly in Ubuntu after update, no java/jogl change on: 2010-05-02 09:27:36
After an update in Ubuntu (Karmic) suddenly all my apps that use JOGL have a blue tint.
I know this isn't strictly a java question, but it's seriously hampering my game development.

On the ubuntu forums there's a hint that people see this with Totem video player, but I don't get that.
It's only with my opengl apps, even the older ones where I haven't changed the code or libraries for years.

Anyone else had this experience and know of a fix? I've tried reinstalling the Nvidia drivers, that changes nothing. I've also tried grabbing the latest Nvidia drivers from their site but that doesn't fix it either.

Thanks in advance for anyone that finds a fix - I'm sick of everyone looking like a blue smurf!
Smiley
7  Java Game APIs & Engines / JOGL Development / Re: Objects lit with OpenGL lighting fade to black on rotate (old bug I'm sure) on: 2010-01-02 03:38:14
Ug... partly fixed. Forgot the light position. Now it's a bit on the dark side but at least the light doesn't change with the view.

TIP: A long stint coding is a double edged sword. Contains flashes of pure genius with some really *stupid* glitches to boot. yawn!
8  Java Game APIs & Engines / JOGL Development / Objects lit with OpenGL lighting fade to black on rotate (old bug I'm sure) on: 2010-01-02 03:15:04
3 MB WMV movie showing the issue: http://vault101.co.uk/downloads/fog_glitch.wmv

It's late/early (however you view it) and my brain is fried.
When rotating the camera left/right and even up/down any object that is lit using OpenGL lighting fades to black the further we get from an imaginary sweet spot.

I'm sure I've hit this issue before and can't remember how I solved it, or what was causing it.

A quick search on this forum and another opengl one turned up nothing obvious but I'm half asleep Wink

sample of the code - removed a load of setup junk included loading textures -  hopefully this is useful in solving this, I've pseudo coded a heap of the tree/terrain junk as it's very lengthy and spread across heaps of class files.
I just have my fingers crossed that I can find how I solved this last time (searches subversion repository logs) or someone can go "Ah yeah it's cos of this..."

Wink

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pre() { // before 'running'
          ortho_mode();

           gl.glClearColor(fog_colour[0], fog_colour[1], fog_colour[2], fog_colour[3]);

            // set the fog attributes
           gl.glFogf(gl.GL_FOG_START, near_distance);
            gl.glFogf(gl.GL_FOG_END, far_distance);
            gl.glFogfv(gl.GL_FOG_COLOR, fog_colour, 0);
            gl.glFogi(gl.GL_FOG_MODE, gl.GL_EXP);
            gl.glFogf(gl.GL_FOG_DENSITY, fog_density);

            // enable the fog
           gl.glEnable(gl.GL_FOG);

            // enable the default light
           gl.glEnable(gl.GL_LIGHTING);
            gl.glEnable(gl.GL_LIGHT0);

            if (!gl.glIsEnabled(gl.GL_DEPTH_TEST)) {
                gl.glEnable(gl.GL_DEPTH_TEST);
            }
}

main_loop() {
    draw_perspective();
    draw_ortho();
}

draw_perspective() {
 if (!perspective_mode)
    perspective_mode();

gl.glLoadIdentity();

gl.glPolygonMode(gl.GL_FRONT_AND_BACK, gl.GL_FILL);
glu.gluLookAt(MEngine.g_Camera.m_vPosition.x,
                    MEngine.g_Camera.m_vPosition.y,
                    MEngine.g_Camera.m_vPosition.z,
                    MEngine.g_Camera.m_vView.x,
                    MEngine.g_Camera.m_vView.y,
                    MEngine.g_Camera.m_vView.z,
                    MEngine.g_Camera.m_vUpVector.x,
                    MEngine.g_Camera.m_vUpVector.y,
                    MEngine.g_Camera.m_vUpVector.z);

pseudo -> turn off depth testing

pseudo -> draw sky box

pseudo -> turn on depth testing

pseudo -> turn on face culling (front)

pseudo -> draw terrain using display lists

pseudo -> cull face (back)

pseudo -> draw billboards

pseudo -> draw trees using display lists

pseudo -> turn off depth testing

pseudo -> turn off face culling

}

draw_ortho() {
 if (!ortho_mode)
    ortho_mode();

  // nothing here yet but a call to ortho_mode ensures we're still pushing those matricies to avoid GL_STACK_UNDERFLOW
}

perspective_mode() {
        gl.glMatrixMode(gl.GL_PROJECTION);
        gl.glPopMatrix();
        gl.glMatrixMode(gl.GL_MODELVIEW);
        gl.glPopMatrix();
        if (!gl.glIsEnabled(gl.GL_CULL_FACE))
        gl.glEnable(gl.GL_CULL_FACE);
        if (!gl.glIsEnabled(gl.GL_DEPTH_TEST))
        gl.glEnable(gl.GL_DEPTH_TEST);
}

ortho_mode() {
        if (gl.glIsEnabled(gl.GL_CULL_FACE))
              gl.glDisable(gl.GL_CULL_FACE); // Disable Face Culling, as this won't show blended

        if (gl.glIsEnabled(gl.GL_DEPTH_TEST))
             gl.glDisable(gl.GL_DEPTH_TEST);

        gl.glMatrixMode(gl.GL_PROJECTION);
        gl.glPushMatrix();
        gl.glLoadIdentity();
        gl.glOrtho(0, SL.getInt(SL.I_SCREENWIDTH), SL.getInt(SL.I_SCREENHEIGHT), 0, 0, 1);
        gl.glMatrixMode(gl.GL_MODELVIEW);
        gl.glPushMatrix();
        gl.glLoadIdentity();
}
9  Games Center / 4K Game Competition - 2010 / Re: Falcon4k on: 2009-12-02 23:26:57
This is great, love the smooth isometric graphics for 4K!
I'm a greater fan of the 'arrow key version' for sure Wink
10  Games Center / 4K Game Competition - 2010 / Re: Minecraft 4k (very early build) on: 2009-12-02 23:00:03

Uh..Huh!! The fact this is LESS THAN 2K and smooth first person movement in a 3D world is... staggering.

(bows at greatness)

Great work already (again) Markus!
11  Java Game APIs & Engines / JOGL Development / Re: Catch 22 for jogl on: 2009-12-02 22:14:20

I'd just like to say I'm eternally grateful for the work people have done maintaining GL4Java (Sven/Ken + others) years ago and in turn JOGL. It's helped me to learn loads about OpenGL using my main programming language (Java) without having to get back up to speed in C++ and I've been able to realise a lot of project ideas that were kicking around my head.

This is not a pro-JOGL / anti-LWJGL post (LWJGL is awesome too), I'm just showing my appreciation to contributors.

Thanks! Wink

On the anagram, I'm growing to like 'JUMP' ... it's catchy.

12  Discussions / Miscellaneous Topics / Re: John Carmack QuakeCon 09 Keynote on: 2009-08-23 21:24:20


During the development of the games that made him and id software big, he had few committments and was doing what he loved day in day out - games programming.

Now he has other committments and is doing what he loves *now* - X prize/rocket challenges - so I think it's only natural that life and other interests have started to take time away from his once constant love of games programming...

http://www.armadilloaerospace.com/n.x/Armadillo/Home/News

That's not to say he won't continue to drive excellent tech in his own company and with others (still on the Open GL ARB too I think?) but he himself has sung the praises of others doing grand job (e.g. Epic) and knows id software couldn't rule the roost forever. Besides, he just wanted "to make great games".

Don't worry Doom fans, I'm sure he'll take time out his rocket building and make time for games when it counts: (from ArmadilloAerospace) : "John has been so busy with his duties at id Software"

 Smiley




13  Java Game APIs & Engines / JOGL Development / Re: JOGL + GLSL: 1 texture ok, 2 textures = black on: 2009-06-30 22:44:53
I belive you have glClientActiveTexture confused with glActiveTexture.

Oh my ...



That's rather embarrassing!
Orangy Tang - thanks for pointing that out so quickly!
14  Java Game APIs & Engines / JOGL Development / Re: JOGL GPU affinity on: 2009-06-30 22:41:18
Sven Goethel - the man who's efforts originally got me into OpenGL with Java Wink

I'd be wondering about a similar thing - I'm using the GPU to do computation work rather than graphics work for another project and I'd considered putting 2x graphics cards into one dev system, one cheap one for the display and one powerful one for the computational work.

But like kristopher I'd been puzzled how to instruct JOGL to use the correct GPU.
15  Java Game APIs & Engines / JOGL Development / JOGL + GLSL: 1 texture ok, 2 textures = black on: 2009-06-30 22:11:18
Whenever I use a GLSL shader that uses one texture, the shader works perfectly. Simple test, three spheres one texture each:



Whenever I use a shader that uses more than two or more textures, the shader results in pure black output.

After using several more complex shaders with similar results I boiled this down to one very basic shader that still doesn't work:

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//VERT

void main()
{

   gl_TexCoord[0] = gl_MultiTexCoord0;
   gl_Position = ftransform();
}


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// FRAG

uniform sampler2D tex;
uniform sampler2D abc;

void main()
{
   vec4 color = texture2D(tex,gl_TexCoord[0].st) * texture2D(abc,gl_TexCoord[0].st);
   gl_FragColor = color;
}


This is what this looks like in ShaderDesigner. Note I've cut up the screen a bit so you can see more dialog boxes:



and this is the result in my JOGL app:



This is how I'm sending the uniform variables:

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        gl.glClientActiveTexture(GL.GL_TEXTURE0);
        gl.glBindTexture(GL.GL_TEXTURE_2D, OpenGL.textureLoader.getGLTextureArray()[texture[2]]);

        gl.glClientActiveTexture(GL.GL_TEXTURE1);
        gl.glBindTexture(GL.GL_TEXTURE_2D, OpenGL.textureLoader.getGLTextureArray()[texture[0]]);

        glsl_test.enableShader(); // effectively a call to gl.glUseProgramObjectARB (shaderprogram);

        gl.glUniform1iARB(gl.glGetUniformLocationARB(glsl_test.getProgram(), "tex"), 0);
        gl.glUniform1iARB(gl.glGetUniformLocationARB(glsl_test.getProgram(), "abc"), 1);

        gl.glPushMatrix();
        gl.glTranslated(0, 1, 10);
        glu.gluSphere(quadratic, 1.3f, 32, 32);      // Draw A Sphere
       gl.glPopMatrix();

        glsl_test.disableShader(); // effectively a call to gl.glUseProgramObjectARB (0);



Any ideas why this would come out black? I'm using DebugGL on and the shader complie checks and link checks, which all report ok.

Thanks

16  Discussions / General Discussions / Re: Copyright Issues - Who is an expert at this stuff ? ^^ on: 2009-06-16 11:27:04
Why should it still be yours 50 years after you're dead? Also, why should it still be yours if it's not going to make you any profit personally, but if made public domain could make a massive profit for everyone else (in the case of software)?

But yes, patents are more dangerous in terms of treading on your liberties. People will patent almost anything.

It's probably still yours 50-75 years after you're dead for two reasons:
 1. protect people from getting 'bumped off' just to get at their products
 2. allow the next generation of that person's family to reap some benefit, after inheriting their estate, and not have their inheritance torn away from them.


17  Discussions / Suggestions / Re: RSS on JGO on: 2009-06-16 00:23:36
Riven, you are a life saver!

Very impressed, cheers!
18  Discussions / Suggestions / [no action required] RSS on JGO on: 2009-06-16 00:14:02
The RSS page on JGO seems to just show the 5 most recent posts.

Any plans for it to show more, like 30/40 or give the option of getting an RSS feed per board so people can focus on particular forums if they want to?

Wink

19  Discussions / General Discussions / Re: Copyright Issues - Who is an expert at this stuff ? ^^ on: 2009-06-16 00:00:42
Copyright isn't too bad. It exists to protect the original author.
If it ain't yours, get permission or don't go near it.

It's patents you need to worry about, and the patent office that'll stamp any old crap for a quick buck, and the associated lawyers for the same reason.
20  Java Game APIs & Engines / JOGL Development / Re: "Correct" texture mapping switches and filter for environment mapping on: 2009-06-15 23:43:10
You shouldn't be using any kind of environment map when rendering your skybox.
You want the skybox to look like sky, not like walls that are reflecting sky.

That's what your sphere should do (with GL_TEXTURE_CUBE_MAP - google it for examples)

Just draw the skybox with normal calls.

Want some help making skies? try this: http://www.3dna.net/community/staticskies.htm
21  Game Development / Networking & Multiplayer / Re: Preventing cheating in network games written in Java on: 2009-06-15 23:33:10

I'd say apply the rule of diminishing returns: if there's some easy protection you can put in that costs  you little time and effort, while demotivating some script-kiddies, then do it.

But don't sacrifice your game/marriage/life coding away just to stop the 1% of cheaters.

That (like others have said here) are what patches and updates are for, if your game takes off.

22  Discussions / General Discussions / Re: Copyright Issues - Who is an expert at this stuff ? ^^ on: 2009-06-15 23:27:03
I entered this territory and asked a similar question on this forum a while ago. It seemed what I was considering (creating an image from a photo of an existing work) gets into grey-area territory (imagine taking a photo of a building, using that as your base image and then creating a lovely landscaped piece of artwork in photoshop)...

In the end I contacted the original owner - pretty large company - and they took the liberty to respond and ask for more information.

Lots of details later, I asked if it was ok to use my creations using a base image of a photo of their product and they went very very silent.

Not gonna-touch-that-with-a-barge-pole kinda silent.

So ... I dropped it. Pretty sure if I'd continued and distributed something they would have been on me with a lawyer and a shiny briefcase in no time.

Smiley

23  Java Game APIs & Engines / JavaFX / Re: How to convert KeyCode to text. on: 2009-06-11 18:30:48
You should have access to the KeyEvent object, from which you can get either the key code (int) or the key char (char).

From the javadocs:

char  getKeyChar()
          Returns the character associated with the key in this event.

 int    getKeyCode()
          Returns the integer keyCode associated with the key in this event.
24  Java Game APIs & Engines / JOGL Development / Re: New to JOGL - where to start? on: 2009-06-10 23:02:58

Things I found invalulable when starting out:
 
 - This forum (1st on the list, obviously)  Wink

 - The OpenGL 'Red Book' http://www.amazon.com/OpenGL-Programming-Guide-Official-Learning/dp/0321481003/ref=sr_1_1?ie=UTF8&s=books&qid=1244674379&sr=8-1

 - NeHe tutorials http://nehe.gamedev.net/

 - OpenGL.org http://www.opengl.org/

 - A good book on geometry (hope you like mathematics) http://www.amazon.com/Geometry-Demystified-Stan-Gibilisco/dp/0071416501/ref=sr_1_1?ie=UTF8&s=books&qid=1244674587&sr=1-1

 - General Java / Game Programming books such as these may be of use, but not specific to OpenGL/JOGL:
   http://www.amazon.com/Java-Cookbook-Second-Ian-Darwin/dp/0596007019/ref=sr_1_1?ie=UTF8&s=books&qid=1244674706&sr=1-1
  http://www.amazon.com/Killer-Game-Programming-Andrew-Davison/dp/0596007302/ref=sr_1_2?ie=UTF8&s=books&qid=1244674731&sr=1-2

How much OpenGL will you need to learn? A lot, to be honest because JOGL is simply giving you access to OpenGL calls via Java.
Eventually you'll may start amassing a collection of books to do with A.I., physics and also the 'Orange Book' (shaders).

Good luck!
Pete
25  Games Center / Archived Projects / Re: Mace on: 2009-06-02 22:23:47
FAO Moderator: Please move to WIP -Thanks
26  Discussions / Miscellaneous Topics / Re: A visit to Id Software (1993) on: 2009-04-24 21:39:17
Very good! Funny to hear how excited they were about simple things.

"Here, outside you can see the whole building"
"Oh wow!"

"See that light strobing? Man!"
27  Java Game APIs & Engines / Tools Discussion / Re: Sky/Space panorama generator on: 2009-04-02 22:23:03
Not bad - I'd love to see you do a normal sky version or have an option for that.
28  Discussions / Miscellaneous Topics / Re: Holy shit! They made the flash version of DOOM!! on: 2009-04-02 22:12:56
You never cease to amaze Markus! Well done! Wink
29  Games Center / 4K Game Competition - 2009 / Re: Left 4k Dead in the latest issue of Super Play! on: 2009-02-12 22:28:24
Well done Markuss, on both the game and the recognition! Surely with publicity like this it will help cement your upcoming win! Wink
30  Discussions / Miscellaneous Topics / Re: who taught you on: 2009-02-12 22:23:45
A C64 magazine! Ha ha! To be honest the first thing that got me into programming was a book called 'Spectrum graphics and sound' from 1984. Everything from for loops to poke and peek and 3D maths.

I remember making a game in BASIC on the spectrum where you moved your guy though a forest and avoided a monster, and had to reach a red flag to complete the game. Simple, yes but I was about 9 years old!

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