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1  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
2  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!
3  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
4  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!
5  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
6  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!
7  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.
8  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.
9  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!
10  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
11  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.
12  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.
13  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.
14  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
15  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.
16  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.
17  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.
18  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)
19  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.
20  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.
21  Java Game APIs & Engines / OpenGL Development / Re: [LWJGL] Cant Figure Out How To Do Frustum Culling on: 2015-01-07 03:25:46
Whoops! I read Libgdx for some reason  Wink
22  Java Game APIs & Engines / OpenGL Development / Re: [LWJGL] Cant Figure Out How To Do Frustum Culling on: 2015-01-07 01:01:05
Libgdx has already implemented this for you. Just call camera.sphereInFrustum() (also works with points and other things) This will return your Boolean value.
23  Java Game APIs & Engines / OpenGL Development / Re: lwjgl 2d transparency not working on: 2015-01-05 03:25:25
It also doesn't appear like you are setting the blending mode, which may or may not cause problems down the road. Add this to your initialization:
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glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
24  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-01-03 01:06:37
So now i have a guy that creates the sounds for Ninjas vs Zombie Pirates and i create a forum:
Website
Follow the development and join the forum  Wink

Chrome just warned me of a phishing attack...
25  Games Center / WIP games, tools & toy projects / Re: ScorpionHunter - A SilenceEngine Demo game on: 2015-01-03 00:33:14
Since I'm not a very good artist, I modeled these sprites in Blender. The spot on the player head was the light in the Blender scene. If I took out the light, then blender was rendering complete black, so I kept it there.

You can turn down specular in the materials tab if you're using Blender Render
26  Game Development / Newbie & Debugging Questions / Re: Multiple Threads and their interaction on: 2015-01-02 23:53:00
You really shouldn't be doing any multithreading at all. It will just cause problems for you, so don't use it until you really need it.
27  Game Development / Game Mechanics / Re: Swing along the tangent. on: 2015-01-02 21:53:53
You can find the slope of that tangent line by using the derivative of a circle: dy/dx = -x/y. You plug in (ballX - circleCenterX) for x, and (ballY - circleCenterY) for y to find the slope(m). You then set the deltaX and deltaY values for the ball using some trig: deltaX = speed/sqrt(m^2 + 1), and deltaY = deltaX * m  (You will sometimes have to negate the direction based on whether you are above or below the center of the circle, and for clockwise/counter-clockwise rotation).
28  Game Development / Newbie & Debugging Questions / Re: Creating a map like in banished on: 2015-01-02 21:14:29
You choose the tile type by checking a range of values in the noise. For example, a water tile could be a noise value of <-0.5f, grass tile could be noise value between -0.5f and .25f, and a dirt tile >0.25f. You can play around with number of octaves and different parameters to create different types of terrain, and mess with these numbers to get terrain you're looking for.

You can also experiment with using multiple noise values to generate a more varied terrain, but that gets much more complicated.
29  Game Development / Newbie & Debugging Questions / Re: Tile Map Thingy on: 2015-01-01 01:42:17

Oh yeah, forgot about those.  Smiley @OP: Still just use the boolean primitive, unless you really need to use features from the Boolean class (like .valueOf(String)), or need to use it as a type parameter in a Collection.
30  Game Development / Newbie & Debugging Questions / Re: Tile Map Thingy on: 2015-01-01 01:32:26
1) The problem is that you're only saving one position. Every time the panel is clicked, you should really be adding the point to a list of tiles to draw, like this:
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private ArrayList<Point> points = new ArrayList<Point>();

public void paintComponent(Graphics g)
   {
     
      Image image = new ImageIcon("GridTile.png").getImage();
      Image image2 = new ImageIcon("TestTile.gif").getImage();
     
     
      if(isVisible)
      {
         for(int y = 0; y < 15; y++)
         {
            for(int x = 0; x < 15; x++)
            {
               g.drawImage(image, x * image.getWidth(this), y * image.getHeight(this), this);
            }
         }

         for(Point point : points) {
             g.drawImage(image2, point.getX(), point.getY(), this);
         }
         
         if(isClicked)
         {
            points.add(new Point(mouseX, mouseY));
            // make sure only one point is added
            isClicked = false;
         }
      }
   }


2) This is something that you will have to fix every time you work with some sort of tile map. Here is one way to solve the problem:

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// this will replace part of the code above
if(isClicked) {
    // get the index of the tile that was clicked
    int fX = (int)Math.floor(mouseX / image.getWidth(this));
    int fY = (int)Math.floor(mouseY / image.getHeight(this));

    // multiply the index by the tile size to get the actual world coordinates
    points.add(new Point(fX * image.getWidth(this), fY * image.getHeight(this));
}


Ex) These are just some of my thoughts about how your implementation is setup:

- Instead of having to remember to set isClicked, mouseX, and mouseY every time the screen is clicked, you can just pass them into a function:

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// In your DrawPanel class
public void mouseClicked(int mouseX, int mouseY) {
     // Add all the code that was originally in the if statement: isClicked
}

// Then in your main class
   class MouseClick extends MouseAdapter
   {  
      public void mouseClicked(MouseEvent event)
      {
         panel1.mouseClicked(event.getX(), event.getY());
      }
   }


- I'm not really sure how this compiled, but all your Boolean should be lowercased.

- Don't load images more than once! Load them in the constructor instead.
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