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1  Game Development / Shared Code / Re: Found Really Good Example Off How To Create Vector2! on: 2014-12-21 19:51:58
It doesn't show how to do any math with them though, which just basically makes them containers.  Sad
2  Discussions / Miscellaneous Topics / Re: JGO's Most Questionable Member Speaking. :P on: 2014-12-18 01:19:04
Hmmm... let me check...

Ah yes, 15 topics in 2.5 years! Sounds like a pretty good number to me.
3  Discussions / General Discussions / Re: Simple 3D modeling software suitable for games? on: 2014-12-17 02:58:24
Well, you're not going to get very far with most programs if all you do is open it up, look at the buttons, then uninstall it  Wink I've found Maya relatively easy for me to use for my purposes (same as you, mostly simple shapes with some textures) with just a couple tutorials. I would suggest that you look at some as well before you give up on something.
4  Game Development / Shared Code / Re: Load all files from resource folder on: 2014-12-14 05:52:43
This page should answer your question: http://stackoverflow.com/questions/1844688/read-all-files-in-a-folder
5  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-12-01 05:34:50
Haha, of course I will in a more permanent model. The actual house model took about 5 minutes, and the texture was just copying and pasting images from the internet.  Smiley
6  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-12-01 04:53:56
Fixed all texturing problems, created a (very rough) house texture, and a (again, very rough) person model.



Also got ray casting selection and player movement working. Next up is person -> environment interaction!
7  Games Center / WIP games, tools & toy projects / Re: Hexara -- work in progress on: 2014-12-01 02:18:25
I can confirm that it now works!
8  Java Game APIs & Engines / OpenGL Development / Re: OpenGL Shaders not working on: 2014-11-30 19:49:08
You are missing a glUseProgram  Pointing

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        public void use()
        {
                glUseProgram(id);
        }


Already in the Shader class.
9  Game Development / Game Mechanics / Re: Loading from a sprite sheet on: 2014-11-29 21:11:55
What I'm saying is, "is it based on Java2d or Opengl?"
10  Game Development / Game Mechanics / Re: Loading from a sprite sheet on: 2014-11-29 21:04:33
First, some basics: What framework are you even using?
11  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-11-29 07:30:11
Started playing around with LibGDX 3d again:



I've managed to plow through to this far, but it hasn't been easy.
Some current issues:

  • UV Mapping has gone on vacation Solved!
  • First model loaded for that texture doesn't display it  Also solved!

If anyone knows solutions to these issues, please speak up!

I'm going to keep playing around with this for a couple days at least, I've had a sudden urge to remake a couple games from my childhood (since I can't get them to run anymore)!

Also installed Luna Cheesy

Edit: I've fixed the problems! Now onto making it playable.
12  Discussions / General Discussions / Re: Advanced Java topics on: 2014-11-28 21:07:29
If you don't haven't already, learn GLSL and write some shaders Pointing
13  Game Development / Newbie & Debugging Questions / Re: Saving and loading gfame data with file i/o on: 2014-11-28 20:38:57
Simplest way (for what you're doing): http://stackoverflow.com/questions/2885173/java-how-to-create-and-write-to-a-file (take into consideration all the answers)
14  Games Center / WIP games, tools & toy projects / Re: SJGL (Now on GitHub!) on: 2014-11-28 18:54:28
Where's the vector math? Sad
15  Java Game APIs & Engines / OpenGL Development / Re: Blend two textures for one vbo on: 2014-11-28 17:34:45
One last thing to try is to setup all the pointers before each of the draw calls. I don't know why it would do anything (maybe pointers are reset in special conditions?), but it's worth a shot Pointing
16  Java Game APIs & Engines / OpenGL Development / Re: Blend two textures for one vbo on: 2014-11-28 17:17:51
You may be experiencing an issue where some z-fighting is going on. The cloud texture would be rendered, but the earth texture would be obstructing the cloud texture. Try to move the camera around and see if parts of the cloud texture flashes intermittently.
17  Java Game APIs & Engines / OpenGL Development / Re: Blend two textures for one vbo on: 2014-11-28 16:46:28
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public void render()
{
    ...

    material.bind(); // the earth's surface texture
    glBindBuffer(GL_ARRAY_BUFFER, handles.get(TEXTURE));
    glTexCoordPointer(2, GL_FLOAT, 0, 0);

++  glBindBuffer(GL_ARRAY_BUFFER, handles.get(NORMAL));
++  glNormalPointer(GL_FLOAT, 0, 0);

++  glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, handles.get(FACE));
++  glDrawElements(GL_TRIANGLES, modelScheme.getIndices().size(),    GL_UNSIGNED_INT, 0);

    material2.bind(); // the semi transparent cloud texture
--  glBindBuffer(GL_ARRAY_BUFFER, handles.get(TEXTURE));
--  glTexCoordPointer(2, GL_FLOAT, 0, 0);

--  glBindBuffer(GL_ARRAY_BUFFER, handles.get(NORMAL));
--  glNormalPointer(GL_FLOAT, 0, 0);

    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, handles.get(FACE));
    glDrawElements(GL_TRIANGLES, modelScheme.getIndices().size(),    GL_UNSIGNED_INT, 0);

    ...
}


You aren't rendering the vbo when you have the earth texture bound. It's getting "overwritten" when you're setting up the clouds material.

Edit: Look at SHC's for a better alternative because it only requires a single pass.
18  Games Center / WIP games, tools & toy projects / Re: Hexara -- work in progress on: 2014-11-28 16:36:14
@Longarmx -- Are you using Eclipse, too? I always hesitate to jump forward to a new release. I'm still using Juno. Seems like it is time for Kepler + Java 8.

I never used Juno...I skipped straight from Indigo to Kepler. Wink
19  Game Development / Game Mechanics / Re: 2D tile random map generation on: 2014-11-28 05:54:04
You can see right here what my implementation is for my 3d world. The code example I provided is generating a heightmap, but I'm sure you can adapt it to your needs. Also in the same Chunk class, I also use simplex noise to generate terrain types (also under com.longarmx.smplx.world on my Github)
20  Games Center / WIP games, tools & toy projects / Re: Hexara -- work in progress on: 2014-11-28 00:57:12
Are you by chance using Java 8?

I actually am. I could try to install Java 7 tomorrow to see if that fixes it.
21  Discussions / General Discussions / Re: PrepperCraft! - A free voxel game. on: 2014-11-26 21:40:22
I think you're missing the point... Your "game" is a couple lines of code... If this was the minimum requirement for WIP, then the forum would be littered with abandoned projects that had no gameplay (waaayyy more than it already is)

Have fun with your own website... I'm sure you'll get much more traffic there.

Edit: I guess I'll post my game here too.

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class AwesomeGame {
     public static void main(String[] args) { System.out.println("Thanks for playing!"); }
}
22  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-11-26 21:36:39
Lol I have a friend who did someone similar. He got his permit about 3 months after he could have gotten it, but he's probably driven 15 minutes in the last 11 months Smiley He could've gotten his license approximately six months ago Cheesy

Well, one of the requirements to get a license is to drive 40 hours, so...
23  Games Center / WIP games, tools & toy projects / Re: Hexara -- work in progress on: 2014-11-26 20:19:13
Windows 7 64-bit
There aren't any messages in the console.
I think that I should again point out that the animation still plays, so it doesn't crash.
24  Discussions / General Discussions / Re: PrepperCraft! - A free voxel game. on: 2014-11-26 19:32:26
WIP are required to have a screenshot, and I'm not sure people want to see just a black screen  Pointing
25  Games Center / WIP games, tools & toy projects / Re: Hexara -- work in progress on: 2014-11-26 05:27:07
I tried to run the game, but all I got was the splash screen. Then, I was left with the "perlin animations" for over ten minutes until I closed it.
26  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-11-24 22:38:25
I'm confused in choosing the logo for SilenceEngine. Here are two,

[Snip]

Which one is better guys?

I agree, the first one is better, however "engine" is a bit hard to read in both.

Congrats on the 1000th post!
27  Games Center / WIP games, tools & toy projects / Re: Zombie Nauts [0.5.0] on: 2014-11-23 04:24:52
Quote
Just remember that you would still have to distribute the images next to the jar.
Ok mom... Emo

? I'm just reminding you that it doesn't matter if you decrease the jar size by removing the images if you still have to distribute them...
28  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-11-23 04:13:10
Started on a GUI library for LibGDX

Are you using gdx-freetype for the text rendering, or did you write that yourself?
29  Games Center / WIP games, tools & toy projects / Re: Zombie Nauts [0.5.0] on: 2014-11-23 04:12:16
HOLY CRAP!!!! my jar file went from 9.81 megabytes to 41.2 kilobytes when i did that. Thx man!!!! Grin

Just remember that you would still have to distribute the images next to the jar.
30  Game Development / Newbie & Debugging Questions / Re: Would this be the correct way to make AI? (Idea, no code) on: 2014-11-22 20:12:33
You could also take into account whether or not the enemies are firing at you. (Or have you targeted)
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rwatson462 (36 views)
2014-12-15 09:26:44

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2014-11-26 15:20:08
Resources for WIP games
by kpars
2014-12-18 10:26:14

Understanding relations between setOrigin, setScale and setPosition in libGdx
by mbabuskov
2014-10-09 22:35:00

Definite guide to supporting multiple device resolutions on Android (2014)
by mbabuskov
2014-10-02 22:36:02

List of Learning Resources
by Longor1996
2014-08-16 10:40:00

List of Learning Resources
by SilverTiger
2014-08-05 19:33:27

Resources for WIP games
by CogWheelz
2014-08-01 16:20:17

Resources for WIP games
by CogWheelz
2014-08-01 16:19:50

List of Learning Resources
by SilverTiger
2014-07-31 16:29:50
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