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1  Game Development / Newbie & Debugging Questions / Re: Collections.sort() explanation on: 2018-10-12 17:13:47
Why not (assuming coordinates are doubles)
public int compareTo(GameObject object) {
    return, object.getY());

This will sort them in increasing order of y-values.
2  Discussions / Miscellaneous Topics / Re: What I did today on: 2018-08-25 15:40:44
I find that Sascha Willems' Vulkan examples on GitHub are just pure gold:

This is definitely pure gold. Thank you!

There is an absolute ton of content on here, enough to keep me going for months.
3  Discussions / Miscellaneous Topics / Re: What I did today on: 2018-08-24 23:10:09
Finished everything on - after a couple of weeks. I'm going to need to spend a lot more time thinking about how everything in Vulkan even comes together.

4  Discussions / General Discussions / Re: The Discord makes me sad on: 2018-08-24 18:32:12
I don't have a ton of experience using Discord, so correct me if I'm wrong, but it seems like some major selling points for a forum that Discord doesn't provide are:

  • Indexable by search engines.
  • Organized history.
  • (Usually) a focused topic per thread.
  • Browse as a guest.

These reasons (and probably more as I think a little longer) are why a forum is much better than Discord for things other than chat. Threads can help more than just the OP, and I can't imagine trying to find answers to someone's question that they asked 5 months ago in the Discord chat...
5  Discussions / Miscellaneous Topics / Re: What I did today on: 2018-03-18 01:18:34
No, the first stage doesn't fly back and land. =P

Ah, but that would be quite fun to watch the simulation calculate the first stage's trajectory!

Also, how many terms are in your Taylor expansion? And do you just evaluate it with a time since launch or some other variable?
6  Discussions / Miscellaneous Topics / Re: What I did today on: 2018-03-15 17:21:24
The last couple days, I added global variable support and while loops to a compiler I've been working on. It compiles a "miniC" language to mips32. So, this code:
// Declare and assign variables
my_var = 2;
counter = 10;
// Perform some operations
while(counter = counter - 1) {
    my_var = 2 * my_var;
// Print it out
print my_var;

compiles to this:
counter: .word 0
my_var: .word 0
li $t1 2
la $s1 my_var
sw $t1 0($s1)
li $t2 10
la $s2 counter
sw $t2 0($s2)
lw $t3 0($s2)
li $t4 1
sub $t3 $t3 $t4
sw $t3 0($s2)
beq $t3 $zero while_end_1
addi $sp $sp -4
sw $t4 0($sp)
li $t4 2
lw $t5 0($s1)
mul $t4 $t4 $t5
sw $t4 0($s1)
j while_top_1
addi $sp $sp -4
sw $t5 0($sp)
lw $t5 0($s1)
li $v0 1
add $a0 $zero $t5
li $v0 11
li $a0 10

and prints

This has been a really exciting project so far. If you want to view the code, here is the github.
7  Game Development / Newbie & Debugging Questions / Re: Java regex pattern for finding text between [[ ]] on: 2018-03-05 04:12:39
Regex was a nightmare before I learned it, but now, it's a lucid nightmare.

But in all seriousness, regex is a very useful skill and I would recommend anyone take the time to learn it.
8  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-04-23 01:35:00
I definitely did not do all this today (on and off the last couple weeks), but I've started a third iteration of a procedural 3d world (and thankfully it's gotten better each time Smiley).

Today I removed an artifact where faces would look disjointed.

Example (from the first iteration over three years ago!):

This would be fine if there were supposed to be sharp edges, but no visible edges fits better with the graphical style of this project.

It's amazing how much of a difference correct normals make!

Code can be found on my Github.
9  Game Development / Newbie & Debugging Questions / Re: Delay Line of Code for X Amount of Seconds on: 2016-12-18 17:35:07
If you don't care about a real-time accurate delay and instead just want a general delay, it might just be easier to create an integer called ticks. On every level, it begins at 0 and increments every level update. You can then say something like this in your update:
if(ticks == 2 * 60) { // Theoretical 2 seconds in game time @60Hz

This would be simpler than trying to get unnecessary accuracy if you don't need it.
10  Game Development / Newbie & Debugging Questions / Re: How to make smooth curve beam? on: 2016-10-20 01:13:10
Could you try using a
instead of consecutive Rectangles?
11  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-10-17 22:30:34
As for a fast way to deal with ln, I guess you could try the usual series lnx ~ x-1 - 0.5(x-1)(x-1) + 0.33(x-1)(x-1)(x-1) - ... and shorten it to the smallest number of terms that would still produce acceptable results..

Just be warned that this will only produce a 'valid' approximation for about 0 < x < 2.

Edit: Since
(plnp)^2 / p
should both be calculated per light (correct, or am I thinking of this variable wrong?), this optimization matters less than the optimization of the equation

Ps: also not gonna use latex sorry not sorry
12  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-10-15 02:40:59
I'm thinking of trying to get past the zoom level inhibited by the precision of a double.

Are you sure? That's quite a trip down the rabbit hole persecutioncomplex

I'm sure it is quite a lot to consider. I still have to research more about a few methods I am considering and whether it is really feasible with my current approach. Problem is, I am restricted to whatever features glsl has to offer...

Edit: The main reason I proposed this idea is because I am at a loss for what to work on next  Huh
13  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-10-14 21:11:25
Updated my fractal generator to use color schemes! (original post: here)

It's also much faster and utilizes OpenGL.

<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>

Next steps??? (I'm thinking of trying to get past the zoom level inhibited by the precision of a double).
14  Game Development / Shared Code / Re: Hydro's Game Engine on: 2016-06-24 23:44:49
Your posts contradict themselves in this thread. You refuse to host your code on git or similar, which means that the vast majority of people will not even look at your code because they have to download it. (Which goes against your statements of wanting people to learn something from it)

In addition, you refuse to learn from others in this thread who have tried to help you. I know that I, for one, do not want to learn anything from someone who refuses to learn. (Except how refusing to learn cripples you)
15  Games Center / Showcase / Re: Craft King - sandbox/mining game on: 2016-06-04 13:20:49
Very nice art. I especially like the trees and their variations.

Any plans for a PC release?
16  Game Development / Shared Code / Re: Hydro's Game Engine on: 2016-06-01 01:05:42
Please, just share your code. I care less about the reasons you shared it and just want to see what you have put together.
17  Game Development / Shared Code / Re: Hydro's Game Engine on: 2016-05-31 21:00:28
Where is this aforementioned "nice and polished" code?

Tell me why I should care about using your engine over my code which I already know, or another engine which has been used in hundreds of games.

Quote from WIP board rules (Yes, I know that this thread is under shared code):
N.B.: Threads plugging Game Engines are frowned upon and shipped to the Archived Projects board upon discovery by the kind mods. Show off and/or publish a game using your engine, not the engine itself!
18  Java Game APIs & Engines / OpenGL Development / Re: Trying to render a 3d Model... renders 2d on: 2016-03-03 14:50:09
Are you rotating the model on each axis every frame? If the shape changes, then your model should be rendering correctly.

Edit: nvm. This was before you posted pictures.
19  Discussions / General Discussions / Re: Unity3D/2D on: 2016-02-21 01:48:33
Your post left out a lot of description and had a mixed message. Not sure what you are trying to say.

Sorry, I got ahead of myself:

To contribute to this thread: in my limited use of Unity, I didn't find it too bad. There were some weird quirks that I had to work around, but in the end, it did its job: to increase the speed of game development. I can't imagine how long it would take me to create an engine that achieved the limited functionality of Unity that I experienced.
20  Discussions / General Discussions / Re: Unity3D/2D on: 2016-02-21 00:15:31
Don't shout too forgot that Basingstoke is being developed in Unity. (Though princec may have something to say about this)  Grin
21  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-01-26 05:29:46
It's been mentioned before, but I finally started working on it:

So far I've only gotten through 15 problems in about 6 hours (on and off), but it really pushes your thinking skills!
22  Game Development / Newbie & Debugging Questions / Re: how to shoot large laser on: 2016-01-05 23:24:27
You basically have three different images, two endcaps (or one if you want it symmetric) and a middle section. The endcaps are drawn as normal on the two ends of the laser and the middle section is stretched along the length. This keeps details like the rounded corners, but allows you to change the length real-time. This is basically a simplified version of a nine-patch.
23  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-12-29 15:04:45
Yeah you're truly never the best you can be. You can always get better. A year from now you will look at your current code and say the same thing!

Today, I will look back at my code from yesterday and say the same thing  Emo
24  Game Development / Newbie & Debugging Questions / Re: Tile transitions between different tiles on: 2015-12-22 23:02:46
Here is a good method that I like:
25  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-12-18 03:49:48
I'm doing frustum culling, but not back face culling.

I haven't done any optimizations at all. Right now the number of draw calls are twice the number of blocks, because for every block I have to draw the block itself AND its outline. That's probably why the FPS isn't so great.

Ah, there's your slowdown: Roughly 85,000 draw calls per frame Pointing

Also, I wasn't referring specifically to back-face culling (though you should add that as it is dead simple). I was referring to not rendering faces that were directly adjacent to other cubes (think of a face sandwiched between two cubes) and thus could not be seen from any angle.
26  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-12-17 15:52:33
Are you doing any rendering optimizations yet? (i.e. adjacent face culling, frustum culling) That 45fps should be quite a bit higher if you are.
27  Game Development / Newbie & Debugging Questions / Re: OpenGl Mesh Flickering/Broken Lines Between Vertices on: 2015-12-15 15:01:41
How are you rendering the cube? Because it seems like some of the lines have some blue pixels.
28  Game Development / Game Mechanics / Re: Multy Threading, Limitations in a LWJGL context on: 2015-12-14 20:22:09
In my 3D World, I only multi-threaded the chunk generation. There was no need to create a (bigger) mess by also multi-threading the rendering.
29  Game Development / Networking & Multiplayer / Re: [KRYONET] Server discovery on: 2015-12-11 04:03:23
You could have a 24/7 main server running that stores a list of all servers that are up (and discoverable). When a server goes up or down, update the main server listing. Then, clients wishing for a list would just request this information from the main server.
30  Games Center / WIP games, tools & toy projects / Re: Vangard on: 2015-12-10 23:09:37
They're going to be working quite a bit of overtime if they value all of those things, and living off minimal passive income if they value none of those. Pretty good representation Wink

Will their occupation at all be influenced by these factors? For example: bling, status, and comfort can cause people to congregate into gangs (especially if they hate working)
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