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1  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-07-30 14:17:33
I got my school schedule today. I am taking 3 Ap classes, 2 engineering classes, a web design class, and one regular class  Cheesy. wish me luck!

That sounds exactly like one of my high school years. Smiley Good luck and say goodbye to all your friends  Wink
2  Discussions / General Discussions / Re: Windows 10 on: 2015-07-29 23:53:34
meh.

I still have my windows 7 disk if I ever want to go back to the good times.
3  Games Center / Cube World Projects / Re: [LibGDX] Project Tranquil on: 2015-07-29 14:51:15
I was getting the same error (looked more like z-fighting to me), but it seems to be fixed in this test.

Specs:
i7 3770
Gtx 660
16GB RAM
Windows 7

GPU is updated to latest drivers.
4  Game Development / Game Mechanics / Re: Electric network in a tile based game on: 2015-07-26 00:10:56
Wouldn't the queue method be relatively slow if each producer was searching every time it pulsed for an update? It seems really slow especially for larger-scale networks.

You can keep a cache of all network producers and consumers, how much they produce or draw, etc. (similar to your second method with the network map), then only flood-fill when a change in the network is detected (or periodically update the network map) and update production and consumption values for each machine.

This method doesn't have to be restricted to only sending power throughout the network. It could also be used to detect the network/changes, and be used in tandem with your second method.

However, this process should be relatively fast for up to a couple-hundred point networks if I'm thinking correctly. Are you anticipating larger networks?
5  Game Development / Game Mechanics / Re: Electric network in a tile based game on: 2015-07-25 23:48:15
True. I didn't consider that you would never need to revisit past points, so clearing the queue would be pointless if you just add new neighbors to the end of the queue. Edited above post.

Edit: Here's the general idea in pseudocode for reference: https://en.wikipedia.org/wiki/Flood_fill#Alternative_implementations
6  Game Development / Game Mechanics / Re: Electric network in a tile based game on: 2015-07-25 23:40:05
My original plan was to propagate a jolt of electricity through cables, at intersections it would be split and going on their separate paths. In a loop it would eventually keep splitting until there was no more power to move. It was essentially a recursive function which may hit a stack memory limit as local variables get preserved, which is bad for long-distance networks such as large power lines.

You can sidestep this problem by not using a recursive "flood-fill" sort of algorithm. Instead, you add the starting point to a Queue. Then you call a "fill" method to discover unmarked neighboring points for the current point in the Queue. Add each of these neighboring points to the end of the Queue and mark them. Continue along each point of the Queue until you reach the end.
7  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-07-02 01:39:22
Got some nice looking water rendering a few days ago. Smiley



Tutorial Link
8  Discussions / Miscellaneous Topics / Re: What kind of keyboard do you code on? on: 2015-06-06 19:52:52
Logitech K260 that came with the computer. It's lasted me a good 3 years with extensive typing every day.

I did have a Corsair K70 Vengeance with brown switches for about a week. It was definitely a superior typing experience, but I couldn't justify the cost  Tongue
9  Discussions / General Discussions / Re: Making a wiki about voxel games on: 2015-06-01 13:14:06
I guess the question is, "Do you have the personal experience to back this wiki up?"
10  Discussions / General Discussions / Re: Rayvolution's JGO Appreciation Thread (AKA: Free copies of Retro-Pixel Castles!) on: 2015-05-27 15:52:54
Well, this thread just made me super excited! It's been cool to see this evolve from that little (again awesome) blood demo. I'm glad that this project is successful and hope that you can continue working on it as you please.

I'm going to need something to do this summer now that school has lightened up (to the point where I can actually live a life)!
11  Discussions / Miscellaneous Topics / Re: Why some people invent weird titles for their papers? on: 2015-03-28 15:29:05
What's so weird with those? All they are doing is describing the paper like a title should. If you want more names like this, look up patents Pointing
12  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-03-21 18:43:35
Booked moto-cross lessons for the 4th of July, can't wait.

After a decade of mountain biking I am finally going to try it "with an engine" as all my non mountain biking friends claim it to be. Little concerned as I have only ridden a 125cc bike once, and this guy is confident that I will be fine on a 450cc bike right off the bat given my experience on a downhill mountain bike. One way to find out :p.

I'll be taking my GoPro so will try and get a video, probably of me having a complete whip out.

450cc's are great; 500cc's even better! Just stay in control and you will be fine. I personally prefer sand over dirt, although both are really fun!
13  Games Center / WIP games, tools & toy projects / Re: PAAI - Pattern Aware Artificial Intelligence on: 2015-03-20 22:39:44
The most profitable game AI of course would not be one which played but designed them Cheesy

Or one which improved itself  Smiley
14  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-03-17 04:18:57
So, I was messing around in some of my old projects when I decided to open up my 3D world again. I played around a bit, and I realized how much better it would look with larger, less repetitive land masses. So, I just increased the persistence and number of octaves. However, that made each tile a bit too jagged for my liking, so I decided to implement a smoothing algorithm. I think at the moment it does more harm than good, but at least it's trying. Wink Next step would be to get cross-chunk smoothing working (which should be trivial) and tuning; but it's late, I'm tired, and have to be up early tomorrow...so I'm going to call it a night! Some screenshots for proof of my ramblings...

Before:


After:


Edit: It's crazy that I haven't worked on this for over six months!
15  Discussions / General Discussions / Re: GDC 2015 - various stuff on: 2015-03-06 14:23:44
That kite demo is just wrongg. A kite free of its line would fall to the ground. Smiley

That's why it's the 'unreal' engine  Wink
16  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-03-04 02:00:25
You don't even have to go to GDC to have all your time chewed up by it.  Some info on glNext.  Third  party blog post with link to info: [link]

Every time I see the project name, I think of Leonard Nimoy Sad The Vulcans were an amazing people though, so I'm sure Vulkan will be as well!
17  Game Development / Newbie & Debugging Questions / Re: LWJGL transparency issues on: 2015-03-02 12:50:22
Then sort the chunks back to front. Wink Or render ALL opaque tiles then transparent tiles.
18  Game Development / Newbie & Debugging Questions / Re: LWJGL transparency issues on: 2015-03-02 03:44:46
It looks like a simple render order problem. Are you sorting and rendering back to front?

Edit: Also, make sure you are rendering all opaque voxels before any transparent stuff. That could be the main issue.
19  Game Development / Articles & tutorials / Re: On magnitude and precision of floating-point values on: 2015-03-01 03:28:57
Nice article! Impatiently awaiting the next!
20  Discussions / Miscellaneous Topics / Re: Yay, free games! Zero's Game Giveaway on: 2015-02-26 03:30:16
I'll take the Command & Conquer Pointing
21  Game Development / Game Play & Game Design / Re: The impossible 15-Puzzle on: 2015-02-12 03:19:33
And the puzzle below is unsolvable because I have 16 cycles?


I remember hearing a story about someone who switched 15 and 14 around and would give people $100 (maybe) if they could solve it. They didn't have to give up a single penny. I can't say for that first puzzle but I remember this case specifically.
22  Discussions / General Discussions / Re: New feature: mentions in posts on: 2015-02-11 18:14:44
So my mentions went from 69 to 8. I'm not sure my name would have been 'impossibly' referenced 61 times Cheesy

Edit: it cut off everything before November 26th
Edit 2: all is well again.
23  Discussions / Miscellaneous Topics / Re: Bit pissed off at uk school system... on: 2015-02-11 15:11:21
Just remember, in the US (and probably also UK), student rights == no rights. Here in the US, when a student walks into a school, the administration becomes the student's "parents," and the administrators absolutely have the right to search them.
24  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-02-03 13:14:53
Today, I marked all messages as read without reading them.  Cranky
25  Java Game APIs & Engines / OpenGL Development / Re: Rounded rectangles on: 2015-01-30 02:26:43
If you do it right, memory won't be your problem. It will be fillrate.
26  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-01-22 03:02:12
How's the trackball? I always thought those were neat, but have never used one.

I used one for about 3 years as well (I don't anymore), and they're great except that I think it's a little harder to be as precise. Also, I noticed that performing dragging gestures were sometimes a little hard, even after using one for that long.
27  Game Development / Game Mechanics / Re: Player cannot look straight up or down on: 2015-01-12 12:40:27
Switching over to quaternions would be the most permanent fix.
28  Game Development / Newbie & Debugging Questions / Re: Random tile generation - 2D - LibGDX on: 2015-01-11 03:52:42
I actually made a Flappy bird clone a while ago one Saturday in about 4 hours. I just did random height generation (within limits of course). Here's a project of the game + src for you to look over if you feel like it: Link (r to reset)
29  Discussions / General Discussions / Re: 3D model search engine on: 2015-01-10 03:32:51
This is pretty awesome! Added to my bookmarks.

It would be nice if you could refine the search based on number of vertices/polygons. I often find myself in need of a lower resolution model if it is going to be rendered repeatedly or far away.
30  Game Development / Networking & Multiplayer / Re: More Kryonet issues Buffer overflow on: 2015-01-08 02:57:36
Not really related to the question, but FYI, the server has "keep alive" functionality built in. All you have to do is increase the Client timeout to around 10 seconds or so (I forgot the exact time). You will see in the debug that the server sends a message every 7.5 seconds or so.
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