Java-Gaming.org Hi !
Featured games (90)
games approved by the League of Dukes
Games in Showcase (748)
Games in Android Showcase (226)
games submitted by our members
Games in WIP (834)
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 ... 61
1  Game Development / Newbie & Debugging Questions / Re: Stream.filter(...).count() didn't work on: 2018-01-30 21:13:19
Yeah, wouldn't a 2d array be a better fit? That way you can go straight to the cell you need by using its index coordinates.
2  Discussions / Miscellaneous Topics / Re: What I did today on: 2018-01-28 06:26:34
Last night, somewhat nervously showed off some of my Java audio to a Meetup group (Kinetech Arts, a group of dancers and techies interested in collaboration)....
Coolest thing: several of the members are very strong developers, for example, working in data visualization field and with web coding...One person only has so much bandwidth. Glad/relieved to find that others with complementary/needed skills are motivated to collaborate.
It's a great feeling when you find people interested in the same projects. I remember my euphoria when I participated in a game jam. It was so exciting to meet all these ambitious amateurs and experts. One thing I quickly realised when people started making groups in the first few hours is that each has their own 'preferred habitat' of programming language and tools and either you or the other person needs to compromise to make collaboration a possibility.
3  Discussions / General Discussions / Re: Jail time for cheat programmers in China on: 2018-01-19 10:42:38
Tried to read memory with java from a game using BattlEye. Couldn't get the memory to even read with that anticheat. Gave up after that.

Interesting, that's heavy duty. I checked their website and BattleEye say that 1.5 million PUBG cheaters have been banned.
https://twitter.com/TheBattlEye
4  Discussions / General Discussions / Re: Jail time for cheat programmers in China on: 2018-01-17 11:17:33
@ral0r, yes the Robot class can do screenshots and mouse clicks without having the focus, it's quite neat. Unfortunately I've lost the code, but by detecting that 'print screen' was pressed so the system clipboard was detected to contain an image, not text, the program showed a Swing JFrame with the in-game screen shot which allowed you to select a list of pixel colours that would be searched by the aim bot program. Then you click run and the Robot class would trigger the mouse-clicks in game when it detected the pixel colours on screen. Worked reasonably well unless the helmet or bandanna colour was also contained elsewhere in the environment.
https://docs.oracle.com/javase/7/docs/api/java/awt/Robot.html

I think Slyth2727 used C++ and some programming memory-viewing tools to actually find the memory in the Battlefield program that contained the enemy player coordinates and paint them onscreen over the top of the running game! Next level.

@princec interesting about that social aspect. Maybe it's also related to the 'great firewall of china' government digital control. Still, in a country as big as China with all of the developing country problems they must face, I would never guess that the police would waste resources arresting game cheats. Is there a pettier crime?
5  Discussions / General Discussions / Re: Jail time for cheat programmers in China on: 2018-01-17 04:20:17
I made an aim bot in java once using the Robot class that took a screenshot and scanned for a red bandana pixel of the counterstrike terrorist player, and clicked on his head repeatedly if it was somewhere in the middle of the screen. Only useful for that one character, and it slowed the game down. But it was fun. Strange to think that it could be illegal.
I was impressed at @Slyth2727's more advanced hacking too, he did some amazing things in battlefield if I remember.
6  Discussions / General Discussions / Re: Jail time for cheat programmers in China on: 2018-01-17 04:11:08
Haha, yes I agree. I'm surprised that they even try to crack down on cheating in games, one of the least important and troublesome problems compared with outright piracy, spamming, and worse things. Surely cheating in games is best fixed by the game maker, not the police. You'd think the police would have more important issues to deal with.

7  Discussions / General Discussions / Jail time for cheat programmers in China on: 2018-01-16 23:17:53
Here's an interesting article about cheating in Playerunknown's Battleground:
https://www.bloomberg.com/news/articles/2018-01-16/tencent-cracks-down-on-cheats-in-world-s-top-selling-video-game
I was surprised to hear that the Chinese police jail cheating programmers who make aim bots and so on.

Quote
Ahead of its official debut this year, the biggest gaming company on the planet has enlisted Chinese police to root out the underground rings that make and sell cheat software. It’s helped law enforcement agents uncover at least 30 cases and arrest 120 people suspected of designing programs that confer unfair advantages from X-Ray vision (see-through walls) to auto-targeting (uncannily accurate snipers). Those convicted in the past have done jail time.

How strange. I think they've forgotten that it's just a game!

8  Discussions / General Discussions / Re: HappyNewYear! on: 2018-01-06 09:31:17
@nsigma I hadn't heard about the Creatures games, what a great concept!

Yes!  Highly recommend the book he wrote about developing it - Creation: Life and How to Make It.  Just found this post from 2016 too which is interesting, and to quote "But all the computer power in the world is no help unless you know how to build a mind, and despite all the ridiculous hype surrounding AI at the moment, most people really don’t."  That kind of sums up my own feelings on the topic!  Smiley

He sounds like a very interesting person. I'll try to find that book and give it a read. It's funny though, the reviews on Amazon are very extreme on both sides. This one is very negative:

https://www.amazon.co.uk/gp/aw/review/0753812770/RMJ0T732HD32T/ref=cm_cr_dp_mb_rvw_7?ie=UTF8&cursor=7

@opiop, nice work being a programming teacher, must be fun. What language do they make the students learn? At my local university they seem to mostly do Java and python.
9  Discussions / General Discussions / Re: HappyNewYear! on: 2018-01-04 06:42:33
Oh yeah, nsigma has set up public open air projector displays that react to the public dancing with Praxis live. You'd like it too since it's open source and integrates Processing, built on the netbeans rcp platform:

http://www.java-gaming.org/topics/praxis-live-v2-live-visual-coding-env-request-for-testing-comment/34195/view.html

@nsigma I hadn't heard about the Creatures games, what a great concept!
10  Discussions / General Discussions / Re: HappyNewYear! on: 2018-01-02 16:17:03
Interesting stories, thanks for sharing.

@princec Basingstoke really does look great, so I think people will enjoy it and pay up. Once you settle on a tool chain like the one you mentioned, I'm sure you'll start minting quality games quickly like you did with 2d. Mini voxels will suit the puppygames pixelly art style.

I remember KevGlass saying that his venture into 3d was very difficult in terms of content, assets, lighting and so on, and his 3d tech demo was only a very limited space dungeon top down shooter type of thing with no open areas.

@nsigma Praxis live editing is an incredible concept and definitely has the cool factor with electronic music, no wonder your talk became the keynote. Most software devs are probably musically challenged like me and can only dream of composing music, let alone coding live music.

I remember some jgo people were working on composing music using artificial intelligence, to react to fights by upping the musical intensity and so on. Have you ever tried that or thought about putting it together with praxis live? I know the story about how many monkeys are needed to randomly write a Shakespearean play, but electronic music mixed using sounds from a car engine or an animal, fused in an elegant way such as some AI generated art can do, could be appealing. Would be great to see what you could do with your skills.
https://www.google.com.au/search?q=ai+art

11  Discussions / General Discussions / Re: HappyNewYear! on: 2018-01-02 01:53:24
I only had one resolution (if you'd like to call it that) which was to continue working on JOML, which I did. One nice thing later the year was an email from Prof. Dr. Scott V. Gordon from the California State University, Sacramento. Scott is the author of the book Computer Graphics Programming in OpenGL with Java and is currently working on the second edition of that book, moving away from their university-homegrown linear algebra Java library to JOML.
During the last couple of weeks I've been assisting him in integrating JOML into his book, which went flawlessly according to him.
So in addition to 3D Game Development with LWJGL 3 we will soon be having an actual hardcover book about JOML together with JOGL, which is pretty neat! Smiley
Cool, and I remember you said that Samsung is using JOML in their Virtual Reality API as well! If you had a topic in mind and were free to travel, doing a phd in computer graphics or something similar in California would be really fun and that professor might give you a good reference. I wanted to do the same 10 years ago and visited UCLA, UC San Diego and UC Berkely just to check it out and they're really beautiful campuses.

Quote
2017 was fun!  Grin  My main resolution was to find a way to spend more time working on the things I love doing, which these days are open-source Java stuff like Praxis LIVE.  Having done non-Java-related web consultancy for the last 10 years I decided it was time for a change, sold off the stake in the company I was working in, and since June given myself a year to explore new things.  Amongst other things I've done a load of performances and workshops over Europe, went to JCrete (amazing!) and did my first Java conference keynote in Poland.

That's living the dream! Some other members here have also taken the dive out of the corporate world and head-first into their passion, usually game development. I certainly intend to. But staying on track, maintaining motivation, getting bogged down making libraries and not games, lack of market demand when there's so many other competing games, financial hardship, family and other real life distractions could quickly derail the best made plans. Do you have any tips or suggestions? I imagine that having a date locked in to perform and speak in front of people is a (scary) motivator?

Quote
I managed to write and post AudioCue to help with coding sound for Java games.
Getting a project completed, documented, published and open-sourced is an achievement. Should help with getting more of that interesting contracting work.
12  Discussions / General Discussions / Re: HappyNewYear! on: 2018-01-01 11:50:48
I'm not sure I achieved anything of note! It's been a terrible year for me.

Cas Smiley

Basingstoke is looking pretty incredible judging by the video. The lighting, colour scheme and atmosphere especially. Would be interesting to hear your thoughts about going from 2d to 3d.

http://www.puppygames.net/basingstoke/
13  Discussions / General Discussions / Re: HappyNewYear! on: 2018-01-01 02:18:09
I've also had a tough year with game programming. Had no time at all between study and work.
But I did learn the basics of the programming language Mathematica which was interesting. I have to say that I prefer Java. It made me appreciate the benefits of open source since Mathematica is closed source and things often don't work as expected and it's difficult to examine why.

This year I'd like to make a Hearthstone style game. I think it's quite incredible the way a very basic game, graphically, can be so popular.
14  Discussions / General Discussions / HappyNewYear! on: 2017-12-31 13:06:06
Happy new year everyone!
I loved reading about the cool projects, games, tech demos and debates over the last year.
Here's to more inspiring posts, started games, finished games, libraries, game engines, fun times and good health to all  Cool
15  Games Center / WIP games, tools & toy projects / Re: Generated Graph optimized A* Pathfinding on: 2017-12-16 05:50:40
Interesting ideas with the formulas and curve fitting. I just used Java2d's radial gradient paint with the radius set to the maximum bounds of the vision field
16  Games Center / WIP games, tools & toy projects / Re: Generated Graph optimized A* Pathfinding on: 2017-12-14 00:03:34
Cool stuff, I like your GIF's, they show the approach really well.

That's a really good game idea too, how will you represent sound? Graphically or just through the speakers? Would be cool if the sound waves were visible and diffracted around walls.

I tried something similar here:
http://www.java-gaming.org/topics/straightedge-2d-path-finding-and-lighting/23427/msg/196777/view.html#msg196777
Some screenshots are here (but the webstart and applet no longer work, I've been meaning to clean it up):
https://code.google.com/archive/p/straightedge

One thing I noticed is that the 'player' square sometimes gets stuck on the corners. I found that by 'buffering' the obstacles by the width of the player (making the obstacles bigger so the nodes are further from the obstacle edges), then the paths would accommodate the width of the player better. JTS is great for buffering polygons:
http://www.tsusiatsoftware.net/jts/javadoc/com/vividsolutions/jts/geom/Geometry.html#buffer%28double%29

Quote
I've actually tried out this exact pathfinding system myself. It's REALLY nice and clean and is a LOT faster for stuff like long corridors. It pretty much generates completely optimal paths in contrast with a grid-based pathfinder. However, it really can't handle open spaces well, as you end up with all corners connecting to all other corners over extreme distances. These checks are expensive and slow. In my case I needed to be able to modify the terrain efficiently and there was a very big risk of large open rooms with massive amounts of edges, so I ended up dropping it.

I found a similar problem, so I put a limit on the maximum distance to join nodes. I found that open rooms could be sped up by ordering the obstacles from closest to furthest, so the lines between nodes can be checked for intersections against the obstacles most likely to get in the way. This provided a big boost in speed.

That's interesting about modifying terrain on the fly. I cached all fixed obstacle intersections at the very start before the game began since I also found that took a long time.

One thing that @Riven mentioned a long time ago which would be interesting, is to use 'natural pathfinding' by limiting the nodes to what is visible. This would probably involve a trial-and-error approach.

@Jono is very knowledgeable on this topic, he's actually taught A* and other algorithms in class. He provided some good tips for me here:
http://www.java-gaming.org/topics/a-pathfinding-through-2d-polygons/19539/msg/156371/view.html#msg156371
17  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-12-07 00:06:12
Nice project Kai!
I've been enjoying electronics lately too. I soldered my broken car key remote and bought a bunch of electronics on ebay. Servos,  sensors and arduinos, to have some fun with soon.
I've been enjoying this blog to keep up to date with what's going on in the system on a chip SOC and single board computer SBC market:
https://www.cnx-software.com/2017/12/04/top-5-most-powerful-arm-sbcs-development-boards-in-2017-early-2018/

18  Discussions / Jobs and Resumes / Games design and dev lecturer Navitas SAE london on: 2017-12-05 06:57:11
I noticed this job for a games design and dev teacher in London. Could be a great fit for some people here.
Btw I'm not affiliated with Navitas, just thought it might be interesting to some of us.

http://www.sae.edu/gbr/games-design-and-development-lecturer-sae-london
Quote
We are looking for a knowledgeable and engaging educator to teach Games Development modules and common content in SAE HE programmes under the guidance of the Programme and Academic Coordinators. The ability to supervise and guide students through individualised final projects at level 6 is especially desirable.

 

Key Responsibilities

●       Facilitating learning through a variety of methods

●       Planning students’ learning experience through lesson plans and deliverable course material

●       Timely marking of assessments, providing useful and on-going feedback to students

●       Engaging in recruitment and outreach events through the year.

 

Essential Criteria

●       Master’s degree in a related field, or Hons degree and a PG Cert Education/HEA Membership (enroute to qualification with demonstrable evidence of satisfactory progress), and/or significant industry experience

●       Teaching experience, including the creation of session plans and preparation of materials

●       Relevant expert industry experience and proficient with industry-standard equipment and software

●       Experience in Games Design & Game Production on different platforms (i.e. console, mobile, VR), Unreal (Blueprints or C++), Agile approach

●       Outstanding communication, interpersonal skills, be a collaborative and flexible team player

●       Must have rights to live and work in the UK.

 

Desirable Criteria

●       Ability to create and build on industry links

●       Experience in Project Based Learning, Flipped Classroom and other contemporary forms of facilitating learning, using technology in learning, including Virtual Learning Environments

Specialisms including Unity, C#, C++, A.I., Game Optimisation, Mobile Development (Android &/or Swift), VR & AR, Graphics Programming
Ability to teach across other disciplines (including common modules and from Film, Games, Audio, etc.)
 

Refer to the attached position description for additional details about this role.

 

What we offer

The Navitas Group offers outstanding long-term career opportunities within the UK and abroad, and is values driven and an equal opportunity employer.
19  Discussions / General Discussions / Re: Gosh, it's quiet in here on: 2017-11-05 06:04:56
I still read every day, it's great to hear the cool things people are up to. I still think it's an incredible community.
The few posts that we see are very high quality.
I wish some of the old timers would post what they've been up to, like kevglass, orangytang, Nate, blahblahblah, Mario badlogicgames, endolf, Markus, jeffk, chrism, Eli D, Shannon, thijs, markus.borbely, appel, delt0r and others.
I agree that web has made Java less appealing. One of the strengths of Minecraft when it first came out was that it could be played in a browser through applets which is no longer possible. However, tools like GWT and webgl4j help that. I suppose new people considering what language to learn would naturally choose JavaScript.

https://github.com/sriharshachilakapati/WebGL4J
20  Game Development / Performance Tuning / Re: Optimal 2D rendering. on: 2017-10-18 10:28:33
As Cas says, and you may also want to try drawing the whole image, then drawing the lights as an image with alpha over the top. That way the hardware acceleration might help if it's available.
Caching unchanged data to avoid recalculating things could also help perhaps.
21  Game Development / Game Play & Game Design / Re: Open-source multiplayer FPS in Java on: 2017-10-15 09:06:35
Give it a go, some people here have managed to make fps games in java all by themselves. A very polished one we've recently seen is first recon made by orange451:

http://www.java-gaming.org/index.php?topic=37369.0


22  Discussions / General Discussions / Re: advice on creating useful tutorials on: 2017-10-03 12:28:44
https://www.namesilo.com/index.php
Also very cheap
23  Game Development / Newbie & Debugging Questions / Re: Hosting game/demo file for download on: 2017-10-03 08:46:55
That's a very comprehensive guide, thanks for posting!
Where I live, static IP addresses are quite expensive, 10$ per month.
https://www.telstra.com.au/broadband/extras
Is it the same in Europe?
24  Games Center / WIP games, tools & toy projects / Re: Blue Box: A bored college student project... on: 2017-10-02 13:18:16
It's a cool game, nice job. Super-fast paced at the end.
I notice that the life is given on the left hand side by boxes. Maybe it would look better if it was a tail on the ship, so the shorter the tail, the less health points.

I like the minimalism and colour scheme. But you could fit the game into some story or motivation to add more depth. Such as being a virus in a a bloodstream, trying to avoid the white blood cells rushing toward you. Or a salmon fish swimming against the river, dodging the fishing nets.

EDIT: Or a space ship trying to get out of the gravity pull of a black hole as it pulls other junk, asteroids or planets or something in.
25  Game Development / Newbie & Debugging Questions / Re: Hosting game/demo file for download on: 2017-10-02 08:38:30
Interesting, makes sense.
Do you still use Linode, Riven? If you had the time and energy to switch, would you host jgo on Amazon S3 or a VPS?
26  Game Development / Newbie & Debugging Questions / Re: Hosting game/demo file for download on: 2017-10-02 01:56:29
RamNode looks like slightly better value then.
With the '256MB CVZ' OpenVZ HDD option you pay 8$/quarter ($2.66/month) and get 256MB RAM, 1 CPU core, 120 GB storage and 1000GB/month bandwidth:
https://www.ramnode.com/vps.php
27  Game Development / Newbie & Debugging Questions / Re: Hosting game/demo file for download on: 2017-09-30 13:05:20
Gee, that's very cheap! I'll have to check it out too.
I always assumed that Amazon was the premium service used by big companies and would be expensive.
28  Game Development / Newbie & Debugging Questions / Re: Hosting game/demo file for download on: 2017-09-30 11:13:19
You could host that on a Tomcat server (it's java which make things easier) on a RamNode VPS for less than $5/month:
https://www.ramnode.com/vps.php
4 Years ago they had the best deals when I was looking. I've stayed with them and there have never been any glitches in that time which is great.
This site has some interesting discussion of the best deals these days:
https://www.lowendtalk.com/
Cheers,
Keith
29  Discussions / General Discussions / Re: Anyone tried using/developing for an Android VR headset? on: 2017-09-29 05:34:31
My brother bought a Samsung phone with the great VR headset and it's cool! I haven't developed for it but was impressed at how well it worked. He said there weren't many good games yet and he hasn't used it much. Few of the games are multiplayer as well apparently which is a pity.
30  Discussions / General Discussions / Re: Getting ready to release...any suggestions? on: 2017-08-05 12:58:56
Kev glass has made a success of some of his games which are low priced. Some might be free.
http://www.cokeandcode.com/main/
 If you wanted to go all out with spending your time to promote it, create a blog or forum or some other community group meeting place. Then post updates there and ask for suggestions from players. Spam gaming forums about it. Since it's free most should be ok with it. Make a leader board or ideally a multiplayer element of some sort to keep players coming back.
I have no personal experience releasing a game so take this advice with a pinch of salt.
Pages: [1] 2 3 ... 61
 
xxMrPHDxx (353 views)
2017-12-31 17:17:51

xxMrPHDxx (111 views)
2017-12-31 17:15:51

xxMrPHDxx (160 views)
2017-12-28 18:11:33

Ecumene (370 views)
2017-09-30 02:57:34

theagentd (507 views)
2017-09-26 18:23:31

cybrmynd (566 views)
2017-08-02 12:28:51

cybrmynd (492 views)
2017-08-02 12:19:43

cybrmynd (463 views)
2017-08-02 12:18:09

Sralse (427 views)
2017-07-25 17:13:48

Archive (1349 views)
2017-04-27 17:45:51
Java Gaming Resources
by philfrei
2017-12-05 19:38:37

Java Gaming Resources
by philfrei
2017-12-05 19:37:39

Java Gaming Resources
by philfrei
2017-12-05 19:36:10

Java Gaming Resources
by philfrei
2017-12-05 19:33:10

List of Learning Resources
by elect
2017-03-13 14:05:44

List of Learning Resources
by elect
2017-03-13 14:04:45

SF/X Libraries
by philfrei
2017-03-02 08:45:19

SF/X Libraries
by philfrei
2017-03-02 08:44:05
java-gaming.org 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‑gaming.org
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!