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1  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?
2  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.
3  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.
4  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.
5  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."
6  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.
7  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
8  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.
9  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.
10  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.
11  Game Development / Newbie & Debugging Questions / Re: Abnormal Texturing? on: 2015-09-05 19:25:47
You did not waste anyone's time (probably), because if someone comes along and has the same problem, they can try this potential solution. Pointing

Edit: Plus, now it will be more likely for you to remember to flip you buffers!
12  Game Development / Game Mechanics / Re: Physics simulation with very large units on: 2015-09-05 14:23:48
Well, I think you underestimate the size of space Smiley

You can use regular units (meters, kg, etc. ) for the close up simulations such as (what I assume to be) ship to ship battles. Then, for travel between planetary bodies (hopefully at many times the speed of light), you could scale the simulation up to km, kton, etc. it would provide you the accuracy of meters you are looking for, and yet allow you to have distances to Neptune and back.
13  Games Center / WIP games, tools & toy projects / Re: Isotröma on: 2015-09-04 18:51:31
Some AA would also go a long way  Pointing

This looks good, keep it up!
14  Game Development / Newbie & Debugging Questions / Re: [LibGDX] Deferred Lighting on: 2015-08-28 23:11:41
That article looks extremely outdated. No one has ever stored the position in a texture. You always reconstruct the view space position from the depth buffer.

Could you recommend a better tutorial? As I have been trying to get deferred rendering (with LWJGL) working for weeks, using this tutorial as my main guide.
15  Discussions / Miscellaneous Topics / Re: Anyone Know of This Game? on: 2015-08-06 16:01:46
You are fantastic kappa! It looks a little different than I remember it, but it seems to be the same game. Downloading now  Cheesy

Edit: I guess the reason it looks a little different is the fact that they have been updating it for 12 years?!  Shocked (And also probably the fact that I'm not viewing it on a CRT monitor Wink)
16  Discussions / General Discussions / Re: Windows 10 on: 2015-08-06 15:49:14
I actually got worse game performance on Windows 10, either due to the OS itself or the newest Nvidia display driver. On games that I normally got a solid 60+ fps turned into 30-50 fps. I searched on the internet (other people have this same issue) and found a temporary solution provided by Nvidia which included turning off Vsync and a few other settings in the Nvidia control panel. This is of course not desirable, so I am hoping that a driver update is coming soon to remedy this solution.

Just a word of caution to those who haven't upgraded already.
17  Discussions / Miscellaneous Topics / Anyone Know of This Game? on: 2015-08-06 15:43:58
I have been struggling to remember a certain game that I played probably 8-10 years ago. From what I can remember, it is a turn-based, hexagonal strategy game. Playable races include the undead, and (I think) men, elves, dwarves, and others. I know that maps could get pretty large, from a two player game all the way to an 8 player FFA. I also remember playable hero characters, a campaign, and a free play mode. I believe that the name could have started with a 'W'.

Sorry there is so little information to go off of. I will update the post if anything else comes to my mind.

Thank you.
18  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
19  Discussions / General Discussions / Re: Windows 10 on: 2015-07-29 23:53:34

I still have my windows 7 disk if I ever want to go back to the good times.
20  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.

i7 3770
Gtx 660
Windows 7

GPU is updated to latest drivers.
21  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?
22  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:
23  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.
24  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
25  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
26  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?"
27  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)!
28  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
29  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!
30  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
Pages: [1] 2 3 ... 30
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2015-09-21 12:54:28
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

Rendering resources
by Roquen
2015-08-17 12:42:29

Rendering resources
by Roquen
2015-08-17 09:36:56

Rendering resources
by Roquen
2015-08-13 07:40:51

Networking Resources
by Roquen
2015-08-13 07:40:43

List of Learning Resources
by gouessej
2015-07-09 11:29:36 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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