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1  Game Development / Newbie & Debugging Questions / Re: [LibGDX] Gun 3D model to be in front of the player on: 2015-11-22 04:12:50
You just need to rotate the gun then translate it to the player's position plus the camera's forward vector(scaled of course).
2  Discussions / General Discussions / Re: SMF is falling apart. on: 2015-11-17 15:56:32
Logging in, checking "unread posts since last visit" and logging out will mark ALL as read. Have to open them all before logging out unless I have time for crawling.

That's why I use "unread posts since epoch"  Pointing
3  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-11-12 23:49:47
I love the idea of non-Euclidian spaces! Antichamber is one of my favorite games for that reason. The technical aspect of implementing that is what intrigues me the most. Is there a specific resource that really fit what you were trying to do?
4  Game Development / Newbie & Debugging Questions / Re: 3D Maths and OpenGL -- how and where do I get started? on: 2015-11-11 14:33:15
However, remember back face culling is done automatically by OpenGL if you enable it.

glCullFace(GL_BACK); // GL_BACK by default
glFrontFace(GL_CCW); // or GL_CW

See this page for more details:
5  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-11-11 14:11:46
Here I am, stuck being a 13-year-old  Cheesy

Enjoy it while it lasts.
6  Games Center / Showcase / Re: Block Shooter on: 2015-11-10 22:01:13
You might want to check out Ace of Spades if you haven't already. It may be the direction you're trying to go for (at least the alpha was).
7  Games Center / WIP games, tools & toy projects / Re: Ninja Runner on: 2015-11-09 14:57:35
@Springrbua yes, I'm not saying that download size doesn't matter, however I was saying this in context to the OP's original download size of 88MB, which is quite low compared to other mobile games as I was pointing out. In addition, this game is for the desktop, not android, so it is sort of difficult to compare this to mobile downloading.
8  Games Center / WIP games, tools & toy projects / Re: Ninja Runner on: 2015-11-07 01:47:52
Considering mobile games take up between 100MB and 2GB, I wouldn't worry too much about reducing the size. I would fully expect this game to take up more space because of the unique level soundtracks.
9  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-11-05 20:45:22
Still Making Midi Player)

So tired Sad
Already want finish it and throw it on forum XD
(maybe someone needs it)

Is it just a midi player, or also a piano roll composer?
10  Game Development / Newbie & Debugging Questions / Re: Render an OBJ with Rotation Params into a PNG on: 2015-11-03 14:48:38
What gouessej said, especially since with OpenGL, you can easily render anything to a texture by rendering to a FrameBufferObject.
11  Games Center / WIP games, tools & toy projects / Re: [Android] Floor Runner on: 2015-11-01 19:21:51
Hopefully those collision bounds get reduced because there are not many things more infuriating than a misrepresented visual  Pointing
12  Java Game APIs & Engines / OpenGL Development / Re: Transforming model vertices after loading to vao on: 2015-10-30 02:25:42
Sorry, I did not understand that you only wanted to transform one vertex. In that case, the easiest solution is to probably just change the data for that one vertex, and re-upload it (you can use glBufferSubData()) to OpenGL.
13  Discussions / Miscellaneous Topics / Re: Battlestation Thread on: 2015-10-29 22:16:56
This thread again, huh?

I swear we have had this thread before, but now I cannot find it. I thought it was maybe just a very bad case of deja vu (with all the "what's your current ____" threads roaming around) Sad

I would post a picture, except that I can barely see my monitors and keyboard past all my very important current projects (read: junk).
14  Java Game APIs & Engines / OpenGL Development / Re: Transforming model vertices after loading to vao on: 2015-10-29 22:10:49
I want to know if there is there a way to transform the individual vertices of the model without needing to change the vertices array and then reload it to the vao.

Whenever you want to change the actual vertices, you need to re-upload the data to reflect the changes. See my last point for the solution to this problem.

Also whenever i do a transformation it applies it to the whole model.

This is the point of a transformation. If you want part of your model to move differently, then you either need to use a different transformation matrix or change the vertex data.

I am also aware that there might be a way to do this in the vertex shader.

This is the solution you are looking for. Essentially, you can send all the transformation data the the vertex shader in a little
. Then, each vertex is multiplied by this matrix to result in the final transformation. This way, you can upload the vertices once at model creation, then continuously update the transformation matrix to change the transformation of the entire model.
15  Games Center / WIP games, tools & toy projects / Re: [Android] Floor Runner on: 2015-10-29 21:48:31
Instead of using a conditional statement in your update loop, perhaps it would be better to call a method to set the player's velocity.

private void jump() {
     velocity.y = -100;

Then, when the screen is tapped and the player is still on the ground (the first jump), this method is called instead of setting
jumping = true
. If the screen is tapped again before the player hits the ground, and
doubleJumped == false
, then you can set
doubleJumped = true
and call
. Just remember to reset
back to
when the player hits the ground.
16  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-10-23 11:29:15
Ra4king suggested to me DejaVu Sans Mono... And I have never gone back.

Edit: for programming of course.
17  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-10-16 02:16:08
Created a (very rough) fractal generator. It can currently render the Mandlebrot set and all Julia sets at incremental zoom levels up (or down) to the precision of a double (I know, it's not good enough). It also has the ability to "record" a video zooming out from the current point.

* By record I mean that it renders images of the fractal at incremental zoom levels. The images are then exported to video with Windows Live Movie Maker.


<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>
After video creation and youtube compression, the fractal doesn't look nearly as good  Sad

Next steps are to improve visual appeal, improve render speed, export a very (very) large image to explore, and export a (much) higher quality video.  Smiley
18  Games Center / WIP games, tools & toy projects / Re: Tetradecagon on: 2015-10-15 22:07:03
Works fine here:

Windows 10 x64
Nvidia Gtx 660, updated to latest drivers.

Although, that doesn't mean it makes my score any higher Wink The game runs very smoothly. Nice job implementing a simple idea well. I actually had more fun with this than I thought I would, considering I don't usually favor the rage-inducing genre.
19  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-10-09 16:07:01
Found some nice syntactic sugar in Java today:


In addition, you can also do some cool things like this:

int example = 0;
switch(example) {
   case 0:
   case 1:
   case 2:
   case 3:
   case 4:

In this case, 0 will call
, while 1 & 2 will just call
. Same with how 3 will call
while 4 will just call
20  Game Development / Newbie & Debugging Questions / Re: New to the Java scene and looking to begin developing games on: 2015-10-09 03:02:47
setting it up and learning the documentation may over-complicate things for you since you're just starting out, though.

But it should simplify things, as that is its purpose (once you get to the top of the learning curve).  Wink
21  Games Center / WIP games, tools & toy projects / Re: Questica -- A procedurally generated rpg adventure! on: 2015-10-06 01:36:55
This looks really fantastic! The art and eyecandy is especially nice. It's cool to see you be committed to this game for so long.

Btw, what engine/framework are you using?
22  Game Development / Game Mechanics / Re: How to properly avoid ConcurrentModificationException when running two threads on: 2015-09-29 22:31:39
That's not good nor appropriate advice at all.

Could you provide an explanation? I have always been told to use a variable time-step to maintain a consistent playing experience, regardless of FPS.
23  Game Development / Game Mechanics / Re: How to properly avoid ConcurrentModificationException when running two threads on: 2015-09-29 19:26:04
To have FPS not impact physics speed in a 1 thread scenario, use a variable timestep (delta-time) for all your calculations.
24  Game Development / Newbie & Debugging Questions / Re: libGDX Camera Frustum! on: 2015-09-29 19:00:01

Note that this method requires the position be the center of your object.
25  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-09-29 02:30:36
I decided that I'm going to give all my new projects super-awesome code names. Nobody can argue with a software named TIGERVENOM right?

Plus, now I won't have any more of those "unnamed RPG/sandbox/dungeon crawler etc."
26  Game Development / Newbie & Debugging Questions / Re: LibGDX top grass tiles on: 2015-09-21 18:36:51
This is what I gather from what a compilation of your posts have said about this chunking system: Each chunk is 8x8, the world is comprised of chunks stretching left and right procedurally (un-bounded), and fixed vertically. The chunks are stored in a List, and the block inside of chunks are stored in individual Lists. Correct?

Assuming this (and keeping the same system), I would store the blocks in arrays (either 1D or 2D, it doesn't matter) inside each chunk instead of the Lists. The chunks themselves can continue to be stored in List format. That way, you can implement what KudoDEV suggested, which would be much easier than searching the List for each block.
27  Game Development / Newbie & Debugging Questions / Re: Need explanation on: 2015-09-21 18:29:27
      float radius = 20.0f * 65536.0f;
      int strength = 9 - 1;
      int damage = (int) (strength / radius);

IMO, this is the best way to structure expressions. They explain themselves, and going back through existing code to edit or revise these statements is much easier. Sad to say, much of my code is not like this, and now I'm paying the price Sad
28  Game Development / Newbie & Debugging Questions / Re: Need explanation on: 2015-09-21 17:24:06
Actually, I hate that schools teach PEMDAS, because it confuses everyone until they run into this kind of situation. Then they have to unlearn it, and relearn the "left-associativity" of opposite operations.

It happened to me and many others. The worst part is, they just expect you to pick it up along the way.
29  Game Development / Newbie & Debugging Questions / Re: Need explanation on: 2015-09-21 17:19:05
This is the same with addition/subtraction, but this may be more intuitive.

Edit: I guess BurntPizza's table shows this as well.
30  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-09-18 22:56:44
I am no longer in control of my life. Someone made a deep neural network image upscaler trained for anime/manga art. It is really damn amazing at giving good quality upscales. Some images actually look like they were drawn at that resolution. Here's an example of what it can do (original image to the left, upscaled to the right): Feel free to send me anime images and I'll upscale them to 3840x2160 for you. =P

That is pretty amazing. It looks like it also de-noises the images pretty well, and gives nice gradients throughout objects but keeps the outlines sharp.
I would send some images, but alas, I have none.
Pages: [1] 2 3 ... 31
Dwinin (72 views)
2015-11-07 13:29:08

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2015-10-31 01:32:37

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2015-10-16 00:58:11

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2015-10-11 14:10:14

KaiHH (156 views)
2015-10-11 13:26:18

BurntPizza (171 views)
2015-10-08 03:11:46
Rendering resources
by Roquen
2015-11-13 14:37:59

Rendering resources
by Roquen
2015-11-13 14:36:58

Math: Resources
by Roquen
2015-10-22 07:46:10

Networking Resources
by Roquen
2015-10-16 07:12:30

Rendering resources
by Roquen
2015-10-15 07:40:48

Math: Inequality properties
by Roquen
2015-10-01 13:30:46

Math: Inequality properties
by Roquen
2015-09-30 16:06:05

HotSpot Options
by Roquen
2015-08-29 11:33:11 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‑
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