Hi !
Featured games (91)
games approved by the League of Dukes
Games in Showcase (799)
Games in Android Showcase (236)
games submitted by our members
Games in WIP (865)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
   Home   Help   Search   Login   Register   
  Show Posts
Pages: [1] 2 3 ... 26
1  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-07-23 14:54:49
Maybe not open source but tell us a little on how you accomplished all that.
2  Games Center / Archived Projects / Re: MERCury - 2d Game Library | Experimental release in development; test it out! on: 2014-07-16 11:11:09
Indeed Riven you should create a sprite class to abstract much away but we are talking about just the batcher here which will need to know all that information in order to render properly. The sprite class would pass everythin into the batcher. That is a step ahead of making the batcher. Would also be nice to specify where you would like to rotate around I suppose.
3  Games Center / Archived Projects / Re: MERCury - 2d Game Library | Experimental release in development; test it out! on: 2014-07-15 21:16:10
The batcher is just to batch everything into one draw call ideally.You can batch things like rotation, scale, mirroring, etc for sprites. The next thing that could hit performance is texture switches which really do not matter if you are using an atlas or modern opengl. The geometry shader allows you to just give a single point and color and then the shader creates the geometry. Let me put it this way. You should try and batch everything.

This is how my render method works in no particular order.

drawImage(x, y, scaleX, scaleY, rotation, color, mirror up, mirror down)

The x and y will be the center of where the image is drawn. So drawImage(0,0,4,4) would be an image at the origin and a half width/height of 2. This I think is the most logical way for people to render a sprite. You give the location in the world where the sprite will be centered at and then some attributes like scale and rotation.

I would really look into doing a spritebatcher using the technique riven poste on here a while ago. People may use the graphics object for some stuff but when they want performance, they use a batcher. Heck I would make the backend of the graphics object batch everything.
4  Discussions / Miscellaneous Topics / Re: A rant on OpenGL's future on: 2014-07-15 07:22:09
I think that the root of this is that the average person does not get hardware capable of using new functionality until years after it has made its debut. We then need to cater to the lowest common denominator. DX11 is finally really starting to be used widely in games it seems. It is now becoming the new DX9. However, because there are still people out there who have computers that only support up to DX9 game programmers have to use old crap.

I think it is funny how opengl 3 is now on freaking phones and the like.

I REALLY think they could completely ax everything under opengl 2. Like for the love of God I do not get why that shit still exists. It I think adds the most bloat. It seems once shaders came around all the old crap should have been dropped.
5  Games Center / Archived Projects / Re: MERCury - 2d Game Library | Experimental release in development; test it out! on: 2014-07-15 07:05:59
Well ignoring whatever was going on in this thread, I tried out the lib and it really gives a java2D flavor. That is good as doing basic things in java2d is very easy.

However I wanted to see how easy it would be to port my particle lib and well...the batcher was kinda bad or more of missing things. I couldn't figure out how to specify rotation, scale, mirroring, etc. So I never made t very far. It took me a few minutes to port to libgdx and I was hoping it wold be the same for this lib but things I guess are still too immature.

Keep working on this if you like. I made my own engine'ish stuff and it was really fun for a while.

Requested feature that would really help game devs and greatly speed up rendering. Automatically adding textures onto an atlas unless specified not to.

PS: Look into using a geometry shader for sprite batching. I got about 100-150k particles or in your terms like 400-600k verts with basic batching. With a simple geometry batcher I made it p to 500k particles. It also has the advantage of smaller bandwidth.
6  Games Center / Featured Games / Re: We Shall Wake demo (v6.0) on: 2014-07-13 09:05:26
Well the story seems a little like Casshern Sins.

The movement, camera angles, jumping, dashing, and combat is so damn fluid and satisfying that it is a shame that this will never go outdoors into city like scape.

Gripes: UI theme seems to clash a bit with the rest of the art style at least to me. UI menu is a little small. Odd that the tittle and logos are not in the center of the screen on start up.

Performance wise it went perfectly smooth. Loading took a bit but I am not on a ssd.

Many projects have come out that really show quality recently here and I am blown away. I haven't coded a line of java in months. Really been slacking off.
7  Discussions / Miscellaneous Topics / Re: Interesting Profile pictures on: 2014-06-21 05:26:57
I don't have a profile pic.  Emo Emo
8  Discussions / Miscellaneous Topics / Re: Longest program you have written? on: 2014-06-18 19:45:58
hmmm...almost all of the stuff I have posted would be in the range of 500-2k. I try and be clean with code...try.  Cranky
9  Discussions / General Discussions / Re: Fans on: 2014-06-18 19:38:18
That's pretty awesome, good job Smiley
Would you suggest learning some of unity/unreal/cryengine for fun? I've always disliked said engines because you don't really learn much from them but they do seem to boost production.

Just a small thing, you spelled than "then" on level 3. Not a big deal, just wanted to let you know.

Once you have done some basic stuff in opengl like shaders, texturing, batching, etc, try out an engine. Everything was very easy to pick up as I know what is going on more. To give you terms of how quick you can do stuff in unity, the game I made took me maybe 2 weeks. Core concept was a few hours. Taking out art/sound design and I would say that the game could be made in a week easily. The biggest help is the visual editor. I do not lean much about engine programming but any type of coding makes you better.

 I must say though that unity's performance is rather crappy when it comes to 2d rendering at least. I mean using my/libgdx/any basic sprite batcher 50-100k sprites on integrated graphics is easy. 100k sprites would be about 100 draw calls. That is very extreme but with unity at about 2k sprites I have 200+ draw calls. No idea why. It doesn't really hurt performance too much as really fillrate is the biggest issue with 2d stuff.
10  Discussions / General Discussions / Fans on: 2014-06-14 06:32:04
I posted my first finished game on Kongregate and was surprised with how people reacted to it (that is what they commented).

Things were actually exceedingly positive but one really stood out.

Brilliant, just brilliant. I loved every round, it was a beautiful and wonderful, as well as frustrating and enraging, experience. I would play more than 50 levels. Addictive, fun and challenging. I can't wait to see more games by you, this is one of the best puzzle games I've played on here. The way you have the hints is wonderful, I love them. If this could possibly get a level editor with a new installment, like "Locomotion 2", it would gain more inflation with custom built levels by players, but that isn't actually needed. What you did with this game is wonderous and I wait for the day I can play another game by you. You have great potential and talent with this, I commend you. Thank you for granting me a wonderful and relaxing experience such as this. And, take pride in knowing, your game is the first I've commented on, ever, on this site or other Free To Play Flash sites.

This really boosted my resolve to keep making games. Even if I do not make a dime knowing that someone actually enjoyed the game and didn't miss all the little things you put in is rewarding beyond explanation

What are the experiences you have all had with fans both positive and negative.
11  Discussions / Miscellaneous Topics / Re: Watchdogs on: 2014-06-02 08:05:29
This is not a video games causes violence topic. It never was. However cero is right on all accounts.

When I was 11 or so I walked in when my older brother and cousin were watching one of the videos of a soldier getting decapitated with a knife. It gave me nightmares for a long time. I haven't grown up more violent but it was not very nice and I can tell you that video games today look far more "realistic" then the pixelated video I watched.

There is a line that shouldn't be cross in any form of "expression". When you are getting into borderline snuff films it needs to stop. Its one thing running around blowing away people with gun and another to go into a child prostitute simulator. I want entertainment from games not porn or extremely detailed violence.

Be very mindful of what you become desensitized to or one day you will wake up watching a person getting beaten to death and realize that you are taking a video instead of helping.

Sorry for being a bit short but this is something that is very serious.
12  Game Development / Newbie & Debugging Questions / Re: learning modern opengl on: 2014-05-25 09:09:30
Doing your google search for you I found these two links

I have gone through a bit on the first. There are some better ones I think out there but understand that very little code is in java. I think someone on here as ported one of the tutorial series maybe he will drop a link. 
13  Game Development / Game Play & Game Design / Re: What's more expensive, a lot of if statements or pi? on: 2014-05-25 09:00:21
Worrying about performance now when nothing works is like seeing how quick you can get nowhere.

500 nested ifs...most things will be able to handle much much more than this.

A constant...about as fast as you can get.

Sqr()...actually very fast in java. You could have 50k calculations a frame and still be fine even on mobile.

The better answer is what is easiest to write and understand.
14  Discussions / General Discussions / Re: "No, You Can't Make Video Games" on: 2014-05-24 08:32:42
Hehe. My laptop screen is small as is. Didn't even see that.  Tongue
15  Discussions / General Discussions / Re: "No, You Can't Make Video Games" on: 2014-05-24 04:21:50
No one was a born programmer. We all had to learn.

John Carmack.

- Jev

Edit: Please don't take this seriously.

I think that even those born with some sort of inclination still have to try. They do not magically know what to do.
16  Discussions / General Discussions / Re: "No, You Can't Make Video Games" on: 2014-05-21 22:26:49
Sheesh I am not saying that we should discourage people from stuff but that we should tell them the reality. Programming is hard. It is not simple. Game dev has huge amounts of coding that needs to be done in order to produce anything worth while. That is not to say that if something is not "worth while" it shouldn't be produced but to say that you will NOT make money off it.

It seems like there is a huge influx of indies thinking that their first 5 or 10 games/projects will be hits when the reality is their first 5 or 10 games/projects will suck. There is nothing wrong with making something that is crap as that is how we get better but people need to understand that no one want to pay to play bad games.

Even the oh so glorified notch was a game dev BEFORE he did minecraft. It wasn't like he learned to code in a year and then made minecraft.

I don't think people are discouraging in this thread but trying to get across the hard reality of life. No one becomes a game dev or anything over night. And those that seem to succeed rapidly (first few games made) is generally due to prior experience.

17  Discussions / General Discussions / Re: "No, You Can't Make Video Games" on: 2014-05-21 18:03:41
Yes but kids with crayons are not pushing for their "art" into art galleries.  Clueless
18  Discussions / General Discussions / Re: "No, You Can't Make Video Games" on: 2014-05-20 19:22:54
Oh the old intelligence/talent arguments. This is something the tricking community often fights about. (Don't ask what the tricking community is)

I think Riven is right on many accounts.

People are born with a certain base level of "intelligence"/"IQ"/rational processes. This can be different in all areas. This aptitude is just that. What our potential could be.

If I spend say 8 hours practicing piano without any musical aptitude at all, I would make it to say level 12.
If someone with a higher musical aptitude did the same they would make it to level 32.

No we both would hit a cap. Much like there are physical caps there are also mental. I could cap at a level 45 while the other would cap at level 126.

This is basically how it works. Just think about it. Both people have to try but the one with a better "intelligence" would succeed more and faster given the same effort just like in sports.

As far as why programming has such high fail rates I have a theory.

I had no coding experience until I took CS 1 at university. There is something I call the wall when it comes to beginning coding. It is where you have no idea what the hell is going on. You are just typing cryptic crap in and getting something out. We all had the wall and all of us took a different amount of time to get over it. It takes a long time for some. People just give up to easily. Because it is a wall initially unlike most other subjects including mathematics that are more of a linear growth. With programing it is a wall until you understand what is going on.

19  Games Center / Featured Games / Re: Titan Attacks on: 2014-05-17 20:15:00
I was working on a unity'esk visual editor for libgdx. Basically, interfacing with objects in the world in code is done via IDs and a hashmap. Problem was time and lack of motivation. Also, libgdxs GUI libraries was acting up.

I hate most things in unity except for how easy it is to interface with code. Writing components and then putting them on objects is too easy. My idea was that objects in the game world would have an ID that you could then use to get a reference. That way code stays separated from the Visual Editor.
20  Games Center / Featured Games / Re: Titan Attacks on: 2014-05-14 16:38:11
Haven't been here in a while due to school and playing with Unity.

Unity is much friendlier to newbs as far ass GUI and code integration goes.

However, Unreal is MUCH faster and looks better.

The big thing Unity has is the visual editor. If libgdx had even a rudimentary editor, I would be all over it.
21  Discussions / General Discussions / Re: libgdx or unity on: 2014-04-21 20:00:31
I saw unity in a post and jumped on it like flies on shite.

Fixed  Tongue (I think at least)

Nice to see people willing to be understanding on the interwebs.
22  Discussions / General Discussions / Re: libgdx or unity on: 2014-04-21 02:06:25
Wish I could give you another medal Cero.
23  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Scene2D, utter tedious on: 2014-04-18 04:16:45
Once you have a skin it is rather easy. It is getting that setup that is hard. Libgdx comes with a default skin you can use.
24  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Scene2D, utter tedious on: 2014-04-17 20:13:47
My issues is not that writing stuff is hard, but that it doesn't work right.
25  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Scene2D, utter tedious on: 2014-04-17 19:22:02
I have run into many issues with scene2d's ui stuff. It is sad that I have to say to stay away from it. There are focus issues, rendering issues where things get cutoff oddly. I have tried multiple version of libgdx but they all have the same issues.
26  Game Development / Newbie & Debugging Questions / Re: LWJGL - Drawing to a file. on: 2014-04-17 19:20:19
I would just let the client upload an image. If your game gets popular enough for people to reverse engineer it, then penis pics will be a small problem. And you do not have to have large images as thumbnails. Keep it at say 64x64 or so.

27  Games Center / Featured Games / Re: The Intergalactic Trashman - PLAYABLE ALPHA AVAILABLE!!! on: 2014-04-14 20:19:53
This is why libgdx needs a general level editor...
28  Discussions / Miscellaneous Topics / Re: What are Anti-Virus Developers Protecting us From? on: 2014-04-14 14:34:42
For us proud people who kinda know about add block and how that Arabian price does in fact not want to give you his fortune, AV is more of a hindrance then anything else.

All I have used is MSE and since then have never had issues. The occasional false positive but other then that no problems. I like MSE as it gives you a nice not so heavy bit of protection whilst not taking up much resources. I have tried a great many others and all have used huge ram and basically sandboxed the OS.
29  Game Development / Newbie & Debugging Questions / Re: OpenGL glColor3f interfering with textures? on: 2014-04-08 00:19:11
Actually, Drenuis that is the best way when using fixed function.

If you want a different color for each corner of a quad, you would call glColor4f four times.

If you call color4f with (1,1,1,0) and then call color3f with (1,1,1) the alpha still is 0, so for clarity you may as well use glcolor4f.

opiop65 is right.

30  Game Development / Performance Tuning / Re: Pixel Array Manipulation vs. Multiple DrawImage Calls on: 2014-04-07 22:41:53
Here, try drawing with a bufferedimage's graphics object and then try drawing with a volatile image's graphics contex. You can draw your own conclusion.

All BufferedImages are "Managed" Images be default. That is they start accelerated. You can draw buffered images onto accelerated surfaces quickly. An accelerated surface is basically a VolatileImage. You cannot draw to a bufferedimage quickly as it is not an accelerated surface.

In pseudo opengl:

BufferedImage  = texture
VolatileImage = FBO/render target
Buffered Strategy is backed by a Volatile Image a believe.

So drawing to a texture that is not set up to be drawn to is slow.

BufferedImages support AA/filtering/other such effects. Some are slower then others. Shape/polygon rendering is slower then image bliting.

VolatileImages can be drawn as well but not all operations are "fast".

All of this also depends on ones drivers as well.

I have done extensive trial and error testing much of this in my Retro project. So my proof behind what I say is not from documentation but experience. Realistically, NO one should be using java2D for anything other then a 4k contest.
Pages: [1] 2 3 ... 26
Riven (183 views)
2019-09-04 15:33:17

hadezbladez (4859 views)
2018-11-16 13:46:03

hadezbladez (1783 views)
2018-11-16 13:41:33

hadezbladez (5131 views)
2018-11-16 13:35:35

hadezbladez (1013 views)
2018-11-16 13:32:03

EgonOlsen (4364 views)
2018-06-10 19:43:48

EgonOlsen (5213 views)
2018-06-10 19:43:44

EgonOlsen (2940 views)
2018-06-10 19:43:20

DesertCoockie (3865 views)
2018-05-13 18:23:11

nelsongames (4290 views)
2018-04-24 18:15:36
Java Gaming Resources
by philfrei
2019-05-14 16:15:13

Deployment and Packaging
by philfrei
2019-05-08 15:15:36

Deployment and Packaging
by philfrei
2019-05-08 15:13:34

Deployment and Packaging
by philfrei
2019-02-17 20:25:53

Deployment and Packaging
by mudlee
2018-08-22 18:09:50

Java Gaming Resources
by gouessej
2018-08-22 08:19:41

Deployment and Packaging
by gouessej
2018-08-22 08:04:08

Deployment and Packaging
by gouessej
2018-08-22 08:03:45 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‑
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!