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1  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.
2  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: http://www.puppygames.net/

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.
3  Discussions / General Discussions / Re: Unity3D/2D on: 2016-02-21 00:15:31
Don't shout too loud...you forgot that Basingstoke is being developed in Unity. (Though princec may have something to say about this)  Grin
4  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:

https://projecteuler.net/

So far I've only gotten through 15 problems in about 6 hours (on and off), but it really pushes your thinking skills!
5  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.
6  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
7  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: http://www.saltgames.com/2010/a-bitwise-method-for-applying-tilemaps/
8  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.
9  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.
10  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.
11  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.
12  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.
13  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)
14  Java Game APIs & Engines / OpenGL Development / Re: GLSL Pixel Artifact on: 2015-12-10 18:53:53
I believe it's always a good habit to compare (==) floats with an error epsilon.
15  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-12-10 18:28:38
Just remember, it seems you will have to unlearn some of that stuff because he is teaching you to interact with shaders using built-in functions & variables. (As opposed to using uniforms / attributes)

That's the problem i have seen with OpenGL development, there are 100 different ways to do anything, but after this i was going to start another game development series and learn how a different person with a different prospective created 3D games and design a game accordingly to what i have learned.

I would recommend both TheBennyBox and ThinMatrix. Both are pretty decent playlists, although there are obviously better ways to structure some of the topics they cover (and you can see that they have a certain style of coding). If you're more into reading (and going into more depth/greater understanding), I can recommend this, this, this, and this.

Edit: (1<<7) medals  Cheesy
16  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-12-10 18:17:40
Did you follow the tutorial from that one guy on YouTube? Believe his name is Oskar.

Yeah i'm following it now, he seems to really know his stuff

Just remember, it seems you will have to unlearn some of that stuff because he is teaching you to interact with shaders using built-in functions & variables. (As opposed to using uniforms / attributes)
17  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-12-06 06:02:49
I can't seem to find glUniform1fv() in GL20. I mean, the normal glUniform1f() is there, but glUniform1fv...I can't find it.

That's because it isn't GL20 IIRC. Try checking under later versions (sorry on mobile or I would search it for you)
18  Games Center / WIP games, tools & toy projects / Re: One-D World on: 2015-12-05 19:28:08
Quote
3 months isn't really that old?

I think Opiop was specifically referring to this 3 year bump. I'm actually surprised the thread wasn't locked. Are Featured Games an exception?
19  Discussions / Miscellaneous Topics / Re: Benchmark this JAR - yes, a Vangard demo! on: 2015-12-05 17:58:56
Intel i7-3770 @3.40GHz (was turboing up to 4.11 though)
Gtx 660 2GB
1920x1080

Zoom 10:
 - Speed 1.0: Logic = 5, Render = 4
 - Speed 10.0: Logic = 6, Render = 4

Zoom 1:
 - Speed 1.0: Logic = 5, Render = 11
 - Speed 10.0: Logic = 6, Render = 11

Nice simulation  Pointing
20  Game Development / Newbie & Debugging Questions / Re: Dice Rolls on: 2015-12-04 03:41:04
Is this for homework? It would be beneficial to know how to use Random (and Java in general)
21  Game Development / Newbie & Debugging Questions / Re: Dice Rolls on: 2015-12-04 03:27:15
Could you provide a little more information? Are you simply looking to get a random number as if you were rolling dice?

If so, it is just generating a random number with
rnd.nextInt(numberOfSides - 1) + 1;
...
22  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).
23  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
24  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?
25  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.

1  
2  
3  
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK); // GL_BACK by default
glFrontFace(GL_CCW); // or GL_CW


See this page for more details: https://www.opengl.org/wiki/Face_Culling
26  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.
27  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).
28  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.
29  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.
30  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?
Pages: [1] 2 3 ... 31
 
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