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1  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-06-24 02:11:02
I'm currently working on my first Android Libgdx game, and today a bit of graphics and level design...
I'm also very surprised by Libgdx : an easy and very well done tool.

2  Game Development / Newbie & Debugging Questions / Re: How to fix blending? on: 2014-06-03 01:23:23
Perhaps I'm completely wrong, but I still try...

In the algorithm you give, the entities are never completely opaque when rendered.
When the background is black, the blending isn't a problem. But for the second entity, the background isn't black into the crossing section and the problem occurs.
This certainly also occurs when the background color isn't black.
I think the problem is the fact that all rendering (entities and lights) are done in the same loop.

If I would try to achieve this :
- Fisrt pass : render all the entities with zbuffer + diffuse texture only (no shader, no blending)
- Second pass : for each entity, loop thru lights and for each light, render entity with light's informations (shader, no diffuse texture, blending enabled)
- Third pass : render the lights squares (shader, blending enabled)

The goal of this algorithm is to avoid overdraws and blending between entities.

Hope this will help a little.
3  Games Center / 4K Game Competition - 2014 / Re: Judging results on: 2014-03-21 19:22:25

I'm joking but I'm really happy Cool

Big Thanks to judges for reviews and to community voters !

Congratulations to everyone !

@teletubo : I specially liked your review : funny and probably the most objective...

4  Games Center / WIP games, tools & toy projects / Re: CarCry (3D Kinda-Racing Game) on: 2014-03-06 20:25:03
Hi, I tried to play, but the car is abnormally speed and controls make me go out of road even with a little button pressed.
It seems like the game runs 3 or 4 times faster that it should on my computer.
Tested on Windows 7 - JRE7 32bits.

Edit : Forcing v-sync in Graphic card settings fixed it. Perhaps you could put a fixed framerate of 60 in your code.
5  Games Center / WIP games, tools & toy projects / Re: BrickBroken - Break brick game by SLDT on: 2014-03-04 23:47:34
One suggestion, but perhaps not a good one...
You could post more screenshots about new features, graphics, menus... With them you will keep more interest of readers and probably obtain more suggestions for improvements.
I also say that because I can't see all the screenshots on first post, but they were surely stored on GitHub  Wink.
6  Game Development / Newbie & Debugging Questions / Re: Deferred rendering shadow mapping shader on: 2014-03-04 22:45:02
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ERROR: 0:21: error(#247) Function return is not matching type

Have you tried to return a float instead of a boolean ?
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return projectedEyeDir.z * 0.5 + 0.5 < depthValue ? 1.0 : 0.0;

I haven't tested it but it seems to be something like that.
Other warnings are few cast problems that you should solve too.
7  Games Center / 4K Game Competition - 2014 / Re: Community voting on: 2014-03-02 13:39:54
Bloody Java plugin won't keep my security settings. I am running Windows 7 64bit. Whenever I change the Java security to low to try and run an applet, I go into any web browser(IE, Firefox, Chrome). As soon as go to the Java4k site and launch an applet it resets the security to high. Anyone else run into this? I am trying to look at the 4K games but I can't.

Exact same problem here. Soon as I click "Always run on this site" I get an error about security, fix it, reload page and it resets.
I don't know if it's the same reason but I had lot of problems on Windows 7 64 bits with JRE7 64 bits and I've replaced it with JRE7 32 bits and all work fine now.
8  Games Center / Android Showcase / Re: Ballseye on: 2014-03-01 12:16:20
Play store link is broken.
9  Game Development / Game Mechanics / Re: Infinite 2D world on: 2014-03-01 11:35:54
If the problem is too much chuncks to load, you can differ loading by using a chuncks list that keeps all new chuncks and treat that list in your game loop by just loading X chuncks every Y (milli)seconds.
On the other hand, if the problem is too much datas to load in one chunck, as LiquidNitrogen said, you problaby need to load portion of a chunck every Y (milli)seconds.
Perharps also, the chunck file format could be a bit modified to speed up loading...
10  Discussions / Miscellaneous Topics / Re: PlanetsĀ³ - a 3D open-source voxel-based RPG on: 2014-02-26 00:59:27
Looks very nice and promising !
(Without chauvinism of course Cool)
11  Games Center / 4K Game Competition - 2014 / Re: Raid On Java 4K on: 2014-02-21 11:56:10
You said you can reach 4080 Bytes. Which parameters do you use with the tools? How does your proguard file look like? Do you have magic tools?
There are no magic tools, only hours on those mentionned above, to understand how they work and how to combine them.
This is why I love Java4K contest, two challenges : make a game, be able to fit it in 4K !

Here you will find a compression chain for Windows only, adapted to your latest (included) source code (a bit modified and not broken I hope) and you finally should obtain a ~4087kb pack.gz. If any problems with it, modify some paths in proguard config and in ".bat" files.
There is also a little readme.txt that explains how to use it and to test final pack.gz.
12  Games Center / 4K Game Competition - 2014 / Re: Raid On Java 4K on: 2014-02-11 13:03:54
I've also tested few quick modifications with the radar version (pastebin):
- renaming the class, but with "A" Wink
It's even better to rename it after a method from the standard library which you need to invoke. That way they share an entry in the constant pool.
I'm agree with you (and there are lots of other tips that can be tested) !
My goal here was just to apply quick tips to produce a file under 4kb.
In fact, some tips which work for a compression chain, don't work for another.
That's why sometimes, a illogical thing in the sourcecode (in term of Java) finally gives a better compression Wink
13  Games Center / 4K Game Competition - 2014 / Re: Raid On Java 4K on: 2014-02-10 23:34:16
I've also tested few quick modifications with the radar version (pastebin):
- renaming the class, but with "A" Wink
- replacing some double values by integer values (0.0 => 0, 1.0 => 1)
- replacing the processEvent method by handleEvent (like Groboclown said)
- Modifying few operations for final compression

Compare it with your code, test it (only you can say us if nothing has been broken) and if that's ok,
the compression chain as described above, finally gives a pack.gz of 4080 bytes.
14  Game Development / Newbie & Debugging Questions / Re: BufferStrategy problem on: 2014-02-08 16:06:59
No problem, you're welcome Wink
15  Game Development / Newbie & Debugging Questions / Re: BufferStrategy problem on: 2014-02-08 15:00:20
Hi, add the canvas to the frame with something like this :
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Game g = new Game();

frame = new JFrame(Title);
     
frame.add(g);   <-- here

frame.pack();
...
16  Game Development / Newbie & Debugging Questions / Re: Gouraud shade a model from an array of vertices? on: 2014-02-08 00:33:55
You have to modify your code to loop throw your triangles list and use the triangle normals.
Do this for each vertex of each triangle with something like this :

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// Loop thru triangles list
For triRef in triangleList
{
   // Loop thru vertices of the current triangle
  For vRef in triRef.verticesList
   {
      // Initialize vertex normal with triangle normal
     vRef.normal.set(triRef.normal);

      // Loop thru triangles list
     For triCheck in triangleList
      {
         // Avoid self check
        If (triCheck != triRef)
         {
            // Loop thru vertices of the check triangle
           For vCheck in triCheck.verticesList
            {
               // If vertices are at same position
              if (vCheck.position == vRef.position)
               {
                  // DotProduct between the two triangle normals
                 dot = dotProduct(triRef.normal, triCheck.normal);
                 
                  // Angle between the two normal vectors
                 angle = arccos(dot);
               
                  // Max angle test
                 if (angle < MAXIMUM_ANGLE)
                  {
                     vRef.normal.add(triCheck.normal);
                  }
               }
            }
         }  
      }
     
      vRef.normal.normalize();
   
   }
}

Whow, I'm exhausted  Grin But here is the principle that works for me ! (I hope this explanation is clear enough Wink)

Edit : There is a error... I check and will revise it !
Edit 2 : Error resolved !
17  Discussions / Miscellaneous Topics / Re: Sorry to those who suffered from me ;) on: 2014-02-07 19:28:22
Thanks for replies !
In fact, reading english isn't too difficult, but sometimes, a single word in a phrase could make me completely wrong in comprehension.
But I must say that Google Trad is a very good friend on JGO  Wink
18  Discussions / Miscellaneous Topics / Sorry to those who suffered from me ;) on: 2014-02-07 00:44:43
Sometimes, when I read a topic, I think I understand the question, I give an answer and finally after few explanations from the author, I realize that I was completely out...

Why ? Because I want to help, but english isn't my native language, so sometimes, with the help of Google Trad, I completely mistake...  Emo

Now, this is the question : what should I do ?

  • A - "Buy a candle and go back to your cave !"
  • B - "Shut up ! You are already allowed to contribute to Java4K, so stop crying !"
  • C - "Come back in a year when you will have learned English !"
  • D - "Continue..., I like to laugh at you !"
  • E - "Continue to read topics without noise !"
  • F - "Don't mind !"

Any idea ?

P.S. : I know it isn't a very serious topic, but I realized that happens ! Undecided
19  Game Development / Newbie & Debugging Questions / Re: Gouraud shade a model from an array of vertices? on: 2014-02-06 21:21:03
Ok, I think I understand what is this "angle maximum" Wink

So, you probably need to compare the dot product between triangles normals and a desired value to avoid normal contribution in the smooth normal calculation.

In some 3D File format, like 3DS, you have in the file a attribut giving the smoothing group that act like the dot product comparison and help to avoid wrong normal smoothing.
20  Game Development / Newbie & Debugging Questions / Re: Gouraud shade a model from an array of vertices? on: 2014-02-06 21:03:44
I would do:
Vector average = vna.add(vnb).add(vnc).getNormal();

right?
The accumulated vector must be normalized (divided by its length).

If so, how would I introduce an angle maximum type of thing?
Can you explain ?
21  Game Development / Newbie & Debugging Questions / Re: Gouraud shade a model from an array of vertices? on: 2014-02-06 19:13:37
Instead of using the triangle normal vector, you have to use a average per-vertex normal vector.
A solution is to average the normal of all vertices which share the same position and to replace the existing normal vectors by the averaged one (precompute them).
So, for a given vertex position, find all vertices with the same position (that will contribute to normal vector), accumulate each normal vector of these vertices, and at the end normalize the accumulated normal vector. Finally this gives you the new smooth normal vector that can be applied to all contributed vertices.

Not very simple to explain but this is the principle  Wink
22  Java Game APIs & Engines / OpenGL Development / Re: Problems with colors and samples mixing in GLSL shaders on: 2014-02-06 00:14:56
You can also use the same shader with preprocessor like "#ifdef", to enable/disable parts in your shader at compilation.
At the end, you have one shader to maintain but two or more different versions declared in your Java code.
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#ifdef USE_TEXTURE
    // mix color with texture
#else
    // use color
#endif
23  Discussions / General Discussions / Re: New feature: coding experience on: 2014-02-06 00:01:38
I've filled this experience in my profile and finally, I was bored to see it next to my avatar, so... Pointing
24  Java Game APIs & Engines / OpenGL Development / Re: Problems with colors and samples mixing in GLSL shaders on: 2014-02-05 23:50:35
I though of that solution too, but that will not break the mix between the color and the white pixel, no ?

Perhaps you can play and force the mix_factor to 0 or 1...
25  Java Game APIs & Engines / OpenGL Development / Re: Problems with colors and samples mixing in GLSL shaders on: 2014-02-05 23:41:17
Few articles on internet said that starting GLSL 1.3, but I've never used it :
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if( textureSize( SamplerDiffuse, 0).x > 0)
   // sample texture
else
   // use color

Say us if that works !
26  Game Development / Newbie & Debugging Questions / Re: Perspective projection matrix incorrect on: 2014-02-04 18:54:24
Well done !
(I would not have imagined being so useless Emo Grin)
27  Game Development / Newbie & Debugging Questions / Re: Perspective projection matrix incorrect on: 2014-02-04 13:02:50
Because we don't see the code around this one, perhaps try disabling other stuffs like lighting, texture...

EDIT : here is a site that gives a well explanation on perspective projection, if that could help.
28  Discussions / General Discussions / Re: New feature: coding experience on: 2014-02-02 23:57:11
That could be used in the two ways.
I said that for people who could think a 6 months experience person can't have a good idea or explanation to offer.
I also said that I'm aiming nobody on JGO  Tongue
29  Discussions / General Discussions / Re: New feature: coding experience on: 2014-02-02 22:30:33
The Java experience information is interesting but only the result is important :
- When you ask a question, how who cares the experience of the answerer, if the answer is fine and usefull
- When you talk to somebody, more in a post, you always have to do it with respect, even with beginners.
That's all for me !  Wink

EDIT : correction of quick writing
30  Games Center / 4K Game Competition - 2014 / Re: Raid On Java 4K on: 2014-02-02 21:48:38
Without modifying your code, you can first try to modify the end of you compression chain.

Instead of using 7zip, search the best filesize between kzip and BJWFlate compressor.
This tools allow us to specify a block split.
So execute kzip with a different block split each time (16, 32, 64, 96, 128...) using "/b" option.
Next do the same with BJWFlate using "-s" option with this values : 96, 128, 192, 256...4096
And finally keep the smallest file and apply DeflOpt on it.

My compression chain (with your Java4K source code) gives me a final pack.gz of 3905 bytes.

After that if needed, I think you can paste you sourcecode in pastebin.

EDIT : Try also JARG between JAR and Proguard
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