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1  Discussions / Miscellaneous Topics / Re: Should the player control the head or torso on: 2014-10-22 03:09:10
What's wrong with just not drawing the head?
2  Discussions / General Discussions / Re: How to make money off a free to play game. on: 2014-10-18 23:27:16
Donations and ads.
3  Game Development / Newbie & Debugging Questions / Re: Do I need to use shaders for this loading bar? on: 2014-10-18 23:22:51
That is pretty good, however I am using LibGDX and I tried Ninepatch with no success, still looks weird.

Perhaps you should look at Dermetfan's video on this. He will show you how to create and use a nine-patch in libgdx.
4  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-10-17 04:01:25
I've given up on wavefront OBJ model loading, my head actually hurts...

Here's some code that I wrote a while ago that loads positions, texture coords, and normals. Hopefully you can try to dissect it and learn something.

http://www.java-gaming.org/?action=pastebin&id=1114
5  Discussions / General Discussions / Re: RSA direct bypass on: 2014-10-15 22:36:13
I don't know too much about RSA myself, but I will give it a shot.

The thing that makes any encryption strong is that you encrypt the entire message at once. What you're doing here is encrypting each letter separately, into uniform blocks of numbers. This makes it very easy to decrypt each letter separately using a rainbow table. When you encrypt the entire message at once though, you can't just decrypt each letter separately. That's what makes it so strong.

A good example of this I think is hashing. If one bit changes, then the entire hash is different. This is what makes it so hard to reverse the process.
6  Discussions / General Discussions / Re: RSA direct bypass on: 2014-10-15 02:34:45
This is why they use one-time keys.
7  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-10-12 04:20:15
Just having a little fun with python...you know, by calculating 1000000 digits of pi:



151 pages, single spaced, 12 pt, Times New Roman. (This picture shows almost all of the pages)

It makes you appreciate how big one million really is  Smiley
8  Game Development / Newbie & Debugging Questions / Re: LWJGL Quaternion camera on: 2014-10-11 16:47:11
Take a look at this topic if you haven't already. Perhaps it can provide some insight into your problem.

Sorry I can't be of more help, I barely understand Quaternions as it is.
9  Game Development / Newbie & Debugging Questions / Re: (LibGdx) Moving the camera on: 2014-10-11 16:38:52
Move
camera.update();
before
batch.setProjectionMatrix(camera.combined);
. You need to call
mapRenderer.setView(camera);
right after
camera.update()
.

So that it looks like this:
1  
2  
3  
4  
update(delta);
camera.update();
mapRenderer.setView(camera);
batch.setProjectionMatrix(camera.combined);
10  Discussions / Business and Project Management Discussions / Re: Looking for pixel artists and level designers on: 2014-10-10 22:49:46
Quote
The “boss” level is entirely copy paste from someone else, please understand that I’ve never coded anything before so these placeholders are necessary so I can learn java as I go.

This sentence scares me. How do people know that you will be able to create a working game with their assets if you're "learning java as you go?"
11  Game Development / Newbie & Debugging Questions / Re: I'm desperate on: 2014-10-10 04:25:10
I don't think it's been mentioned yet, but you can try ForeignGuyMike. He takes you through the process of creating games along-side him instead of just teaching concepts.
12  Game Development / Newbie & Debugging Questions / Re: (LWJGL) A new aproach on: 2014-10-08 02:10:23
In college and universities, do they teach you LWJGL or any OpenGL? Before internet tutorials that help people (Not so much me  Emo) learn LWJGL, did people just base it off of OpenGL they know?

I'm almost certain you won't find any LWJGL in a college course. You may see opengl if you took some sort of niche game design course, but even then it's still unlikely. People learn Opengl from tutorials and practice. Practice will help you understand concepts the best.

I'm having trouble figuring out what topic to cover next, so can I have some of your 2¢?

Try shaders. Or, you can make a game with the concepts that you already know (VBOs, textures, etc).
13  Game Development / Newbie & Debugging Questions / Re: Best gl for beginners in 3d? on: 2014-10-07 01:21:16
Unless somebody has not had reasonable amounts of experience making 2d games in opengl, then I would never recommend them to 3d. You should instead start by making multiple 2d games with Java2D. 2 months of experience is not nearly enough.  Pointing
14  Game Development / Newbie & Debugging Questions / Re: Best gl for beginners in 3d? on: 2014-10-06 23:04:02
Edit: I noticed that you only have 1 month of experience. Please don't consider trying 3d yet, as you will most likely just have everything blow over your head. Instead, make some 2d games with opengl first. You might think that you can handle 3d when you first think about it, but there are so many more concepts that have just not been considered. Those concepts are the ones that make 3d hard.

Here's a good textual tutorial: http://www.opengl-tutorial.org/
And here's a good video tutorial series: https://www.youtube.com/playlist?list=PLEETnX-uPtBXP_B2yupUKlflXBznWIlL5
15  Game Development / Newbie & Debugging Questions / Re: TexUVData dissort on: 2014-10-06 22:54:03
Learnt something new, but that still didn't solve my problem. The image still looks odd as the OP (Original Post(er)?). Maybe it has to do with index buffering (Something I haven't read into much) needing to connect the triangles.

Your texture coordinates are mixed up, specifically the top left and bottom right vertices on the bottom triangle. Switch these two texture coordinates around.
16  Game Development / Newbie & Debugging Questions / Re: TexUVData dissort on: 2014-10-06 21:54:59
Whoops sorry. Those last two parameters should be -1, and 1. I was thinking of perspective projection  Cheesy
17  Game Development / Newbie & Debugging Questions / Re: LWJGL - 3D Tiled Terrain on: 2014-10-06 21:48:56
If you're going to be generating a very large map, then chunks are the way to go.
18  Game Development / Newbie & Debugging Questions / Re: TexUVData dissort on: 2014-10-06 21:35:23
Yeah. Now you can use pixels as your units, instead of having everything being normalized.
19  Game Development / Newbie & Debugging Questions / Re: TexUVData dissort on: 2014-10-06 21:27:03
Your glOrtho should be glOrtho(0, Display.getWidth(), 0, Display.getHeight(), 0.001f, 1000f);
glOrtho(0, Display.getWidth(), 0, Display.getHeight(), -1, 1);


These are the: left, right, bottom, top, near, and far planes of your projection matrix. This will set everything up where your units are pixels, and the origin is in the bottom left corner.
20  Game Development / Newbie & Debugging Questions / Re: TexUVData dissort on: 2014-10-06 20:34:38
It's because your window isn't square. You will need to setup an orthographic projection if you want to remove that distortion.
21  Game Development / Newbie & Debugging Questions / Re: LWJGL - 3D Tiled Terrain on: 2014-10-05 23:51:08
Brotato... That's a new one Wink
22  Game Development / Newbie & Debugging Questions / Re: LWJGL - 3D Tiled Terrain on: 2014-10-05 23:46:35
Right now, I believe that it is personal opinion for you. If you get to a state where you need to optimize your terrain, then you can consider how much you're saving (or losing) by using indices.

I would say to still use indices, but that is just my opinion.
23  Game Development / Newbie & Debugging Questions / Re: LWJGL - 3D Tiled Terrain on: 2014-10-05 23:34:35
Yeah that's the idea. The class that I believe you should look at is src/smplx/world/Chunk.java

I believe that you can also use a triangle strip, but you will still have some overlapping vertices.
24  Game Development / Newbie & Debugging Questions / Re: LWJGL - 3D Tiled Terrain on: 2014-10-05 23:31:28
I believe that there is no way to get the same vertex to share two different texture coordinates. Each vertex must have it's own set of texture coordinates. So, there will have to be 4 vertices that have the same position, but have different texture coordinates.

You can check out my code to see how I accomplished it in my 3d world (though be warned that the code is not pretty.)
25  Java Game APIs & Engines / OpenGL Development / Re: Rendering textures via VBO on: 2014-10-05 21:05:04
Hmm... Yeah, just keep messing around with the coordinates. Maybe you have to re-order them or something.
26  Java Game APIs & Engines / OpenGL Development / Re: Rendering textures via VBO on: 2014-10-05 21:00:13
You need to add more colors. You only have enough color data for 3 vertices.

added the exact same color data and um...

Good. Now, you just need to change your texture coordinates to match the vertices. I think that these should work:

0, 1,
1, 1,
0, 0,

0, 1,
1, 0,
1, 1
27  Java Game APIs & Engines / OpenGL Development / Re: Rendering textures via VBO on: 2014-10-05 20:52:32
Programming the pipeline? Like shaders? How you give vertices to the beginning fetch is up to you. What makes a pipeline programmable is... Programming the pipeline, not the data you send down it.

Shaders aren't the only part of the programmable pipeline. They are really the main part, but VBOs are really the only way to upload the data.

Actually, they wouldn't need a 'bridge', because you're just running a program that's invoked on every vertex/pixel, so it would be primarily the same data that was sent down before. Just used in a different context.

The shaders were introduced with Opengl 2. This was before everything was deprecated in 3+. Thus, this was the best way at the time to handle your matrices. Now that they're deprecated, there are other (better) ways to handle and send data do the shaders.

I personally like the old
gl_Vertex
method, it supports immediate mode, and the good old VBOs.

Why would you ever want to use immediate mode? Whenever I see a statement like this, I cringe. You don't ever need to worry about whether something is compatible with immediate mode or not, because you should just never use it. This is another reason to stop using gl_Vertex...
28  Java Game APIs & Engines / OpenGL Development / Re: Rendering textures via VBO on: 2014-10-05 20:37:48
You need to add more colors. You only have enough color data for 3 vertices.
29  Java Game APIs & Engines / OpenGL Development / Re: Rendering textures via VBO on: 2014-10-05 20:34:34
VBOs aren't programmable pipeline.

What is then?

And using the built-in matrices doesn't make it fixed ( I think ). You can use the built-in matrices with shaders.
gl_Vertex ... gl_ProjectionMatrix ... gl_ModelViewMatrix
are keywords in GLSL.

The built in matrices are a part of the fixed pipeline. Those keywords are a kind of bridge between the old matrices and the programmable shaders. If you want to be fully programmable, then you compute and upload your own matrices as mat4's.

Maybe change the 'amount' of vertices param to 6, seeing as you do have 6 vertices and 3 components (X, Y, Z) per-vertex

Agreed.
30  Java Game APIs & Engines / OpenGL Development / Re: Rendering textures via VBO on: 2014-10-05 20:28:39
Stacktrace please?
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