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1  Discussions / Miscellaneous Topics / Re: Microsoft confirms it’s acquiring GitHub for $7.5 billion on: 2018-06-05 17:57:27
I use BitBucket for pretty much everything.

It also isn't certain that GitHub is going away either. Although; purchase, assimilate, destroy, is a common play in Microsoft's playbook.

But if it is any group of people who can handle uncertainty, and ever changing environments, it is us programmers right?  persecutioncomplex
2  Java Game APIs & Engines / Engines, Libraries and Tools / Re: LibGdx + IntellIJ + Mac OS = IllegalStateException: GLFW windows may only be cre on: 2018-03-11 14:15:07
I don't know if it will help in your specific situation, but on MacOS I make sure to set the awt.headless property

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System.setProperty("java.awt.headless", Boolean.TRUE.toString());


Maybe that will help.

Though, I can't imagine that libGDX isn't doing this already.
3  Discussions / General Discussions / Re: Gun violence in video games: Donald Trump meets with video game execs on: 2018-03-10 15:44:27
Im lurking here, because I am very interested in this discussion, but the threat of moderation was rash. What forum rules have been violated? Is one not allowed to disagree with a Mod? I genuinely respect you Cas, but in all the years I have been here, that is the first thing you have done that has disappointed me.
4  Java Game APIs & Engines / Java 2D / Re: Exiled2D Official Release - v0.01 on: 2018-03-05 15:41:06
I can tell that you are very excited about your project! Keep working on it! Can I suggest you use a service like GitHub or Bitbucket to host your code so that we may take a look. Not to mention using one of the aforementioned services will save your bacon if your local files are ever lost in some way.

Also, can you add a description of what your api/library does, what issues does it solve, and what use cases it fulfills.
5  Discussions / General Discussions / Re: Vulkan Game Engine on: 2018-02-21 23:41:46
Doesn't LWJGL3 have Vulkan bindings?

Or do you mean an Engine in the scope of something like Unity?
6  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Rigging/Animation tool for FK Forward Kinematics and IK Inverse Kinematics on: 2018-02-13 17:30:05
Look at the success of Spin2D by http://esotericsoftware.com/

There is certainly demand for such tools, keep going.
7  Game Development / Shared Code / Re: LibGDX Yarn Interactive Dialogues! on: 2018-02-12 18:15:43
What they said ^

This looks like it has a ton of potential!
8  Game Development / Shared Code / Re: LibGDX Yarn Interactive Dialogues! on: 2018-02-11 18:33:33
Oh! haha! Well, less dumb now!

So are you working on something that needs this? RPG or something?
9  Game Development / Shared Code / Re: LibGDX Yarn Interactive Dialogues! on: 2018-02-11 14:52:38
I suppose I could have clicked your demo link, I feel dumb. lol
10  Game Development / Performance Tuning / Re: fast box blur algorithm on: 2018-02-11 14:49:47
You're a necromancer! I don't know if this works or not, it is a pretty old thread.
11  Game Development / Shared Code / Re: LibGDX Yarn Interactive Dialogues! on: 2018-02-10 19:16:28
This is interesting. I am currently trying to do dialogs as well, GLFW doesn't support dialogs (or any model / child windows for that matter) yet. I am not using libGDX, do you think this would be a non trivial thing to integrate directly with LWJGL?
12  Discussions / Jobs and Resumes / Re: ♪♫♪ Prof and Fresh Music (Games, Promos, Animations) and Sound FX ♪♫♪ on: 2018-02-09 17:49:30
This is awesome work. Sound effects are so important. If I ever get a game complete enough, I will certainly give you a ring.
13  Games Center / WIP games, tools & toy projects / Re: Nine Levels (now with game-play video) on: 2018-02-02 15:23:42
That is so much better!
14  Games Center / WIP games, tools & toy projects / Re: Nine Levels (now with game-play video) on: 2018-02-01 17:05:29
The recording feels like the game was lagging big time. A little painful to watch actually. I wouldn't recommend using it on the store page. Content wise, It was lovely, but hard to watch.
15  Discussions / Miscellaneous Topics / Re: What I did today on: 2018-02-01 16:59:46
Way to get back into it! Graphics look nice and retro too, I like it.
16  Game Development / Newbie & Debugging Questions / Re: Comments & feedback on this health-bars? on: 2018-02-01 16:57:53
The second one, for sure.
17  Game Development / Newbie & Debugging Questions / Re: Comments & feedback on this health-bars? on: 2018-01-31 01:38:25
I like the Thick external border version, but it would need additional padding between the different bars.
18  Game Development / Newbie & Debugging Questions / Re: Comments & feedback on this health-bars? on: 2018-01-25 15:35:41
Click to Play


I like this one a lot. I would add a line in between each rectangle though, so even when it is full you can see how many 'stages'? you have.
19  Games Center / WIP games, tools & toy projects / Re: LEGUI - GUI library for LWJGL on: 2018-01-25 15:28:49
I took a few moments to zip through the code, looks well thought out and clean. Good job. LWJGL, and java GL in general, is in need of good UI libraries.
20  Game Development / Newbie & Debugging Questions / Re: Comments & feedback on this health-bars? on: 2018-01-23 16:32:34
Are you planning on having them against a black / dark background? It is hard to tell where the bar ends on the left side because of how it fades, I like the fade though, maybe put a white border around the bar? See how in the Dota bars have about a pixel of black border around them. Helps them to stand out against various backgrounds.
21  Games Center / WIP games, tools & toy projects / Re: Ashworld on: 2017-12-16 15:29:15
 Pointing For all of us looking to make revenue with our games, this is incredible information. Thank you.
22  Game Development / Newbie & Debugging Questions / Re: Wrapping my head around Generics on: 2017-12-08 19:07:22
Thank you for the reply. It lifts my spirits to know I was not only on the right track, but also so close to a solution.
Here is what I have come up with for the EventBus class:

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public class EventBus
{
   private Map<Class<? extends Event>, List<MonoCallback<? extends Event>>> eventListeners;

   public <E extends Event> void registerEventListener(Class<E> clazz, MonoCallback<E> listener)
   {
      List<MonoCallback<? extends Event>> list = eventListeners.get(clazz);
      if (list == null)
      {
         eventListeners.put(clazz, list = new ArrayList<>());
      }
      list.add(listener);
   }

   public <E extends Event> void pushEvent(Class<E> clazz, E event)
   {
      if (eventListeners.isEmpty()) return;
      if (!eventListeners.containsKey(clazz)) return;

      List<MonoCallback<? extends Event>> list = eventListeners.get(clazz);
      if (list == null) return;

      for (MonoCallback<? extends Event> listener : list)
      {
         MonoCallback<E> castedCallback = (MonoCallback<E>) listener; // Type Safety: unchecked cast...
         castedCallback.invoke(event);
      }
   }
}


Line 25 produces a type safety warning, is there any good way of getting around, or a better design to avoid this warning. Or must I live with it?
23  Game Development / Newbie & Debugging Questions / Wrapping my head around Generics on: 2017-12-08 17:51:23
I am trying to create a sort of event bus that can handle multiple different events and their listeners.
The goal is that every event would inherit from a super Event class, the event bus would register that event, and listeners could subscribe to it.
This is probably easier to explain in code:

Event class and possible subclasses
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public class Event
{
    public final String eventName;
    public final long timestamp;

    public Event(String name, long time)
    {
        this.eventName = name;
        this.timestamp = time;
    }
}

public class UpdateEvent extends Event
{
    public final double delta;

    public UpdateEvent(double delta)
    {
        super("Event.Update", currentTime);
        this.delta = delta;
    }
}

public class FileUpdatedEvent extends Event
{
    public final File file;

    public FileUpdatedEvent(File file)
    {
        super("Event.FileUpdated", CurrentTime);
        this.file = file;
    }
}


EventBus class
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public class EventBus
{
    private Map<Class<? extends Event>, List<MonoCallback<? extends Event>> eventListeners = new HashMap<>();

    public <E extends Event> void registerEventListener(Class<E> clazz, MonoCallback<E> listener)
    {
        List<MonoCallback<E> list = eventListeners.get(clazz);
        list.add(listener);
    }

    public <E extends Event> void pushEvent(E event)
    {
        list<MonoCallback<E> list = eventListeners.get(event.getClass());
        for(MonoCallback<E> listener : list)
        {
            listener.invoke(event);
        }
    }
}


Listener
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public class SomeClass
{
    public SomeClass()
    {
        instance_of_eventbus.registerEventListener(FileUpdatedEvent.class, (event) -> {
            File file = event.file;
            //do stuff
        }
    }
}


Obviously, the above lacks any sort of polish with null checks and what not, and... of course all fails. But hopefully you understand the point.
So my question is,
First; is there a way to enforce that the Class key and generic parameter in MonoCallback in the eventListeners map are the same?
Second; when the callback is invoked, that the passed event parameter is ensured to be an instance of the proper Event subclass, not requiring instanceof checks and casting on the listener end? (SomeClass example)

I have been messing around with this for quite some time, and have not come to a satisfactory solution, and any online research is so jumbled and confusing that it makes my head hurt.
For the record... I hate generics  Undecided
24  Discussions / General Discussions / Re: JGO Twitter List on: 2017-12-08 14:32:21
@brotazoa
25  Discussions / General Discussions / Re: would any of you guys be offended if on: 2017-11-30 14:25:14
This is a great idea! I think you should roll with it.
26  Discussions / General Discussions / Re: Gosh, it's quiet in here on: 2017-11-11 16:34:27
It might be worth noting that a few months ago we moved away from the JGO IRC and now instead have a mildly active Discord server with ~40 people. If anyone wants to join, here's a link:

https://discord.gg/VSyAXCB

How am I just hearing about this!!!!! I have been quietly awaiting a Discord server for here for some time now!

Edit :: Is there a way to have a feed on the Forum, kinda like the shout boxes of old, linked to #general with Discord?
27  Discussions / General Discussions / Re: Gosh, it's quiet in here on: 2017-11-10 15:46:57
I don't think it is so much an issue of theme, SMF is kinda garbage.

At the end of the day a Forum is about the content. A good platform with a good theme are both desirable things, but a pretty looking ghost town is just that. Updating the site to be reasonable on mobile would help a lot I think. But looks are not going to encourage content creation. The 'Minecraft craze' is dying down or gone, so Java certainly has lost some appeal for game creation, there are a lot of JVM languages that are getting attention, like Kotlin. Maybe the Forum could draw more attention as JVM-Gaming.org  persecutioncomplex
28  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-11-10 15:32:47
Looks great ^

Do let us know when you have something playable!
29  Game Development / Newbie & Debugging Questions / Re: Loading, Screens, and General Trickery on: 2017-11-10 15:30:57
I don't really have much to say from my own experience on this topic, but take a look at libGDX's approach in their scene2d scene graph. Specifically the SequenceAction.
https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/scenes/scene2d/actions/SequenceAction.java
30  Game Development / Newbie & Debugging Questions / Re: Saving a "map" into a single file on: 2017-10-23 20:19:55
Quote
Why save all information about a level, even resources? If resources are static, you don't need to save images, or level structure, but only entities state (position, hp, etc...)

I'm afraid I don't quite understand what you mean. If I don't save these resources (images, level structure, etc.) then how...[snip]

This is not what Gornova meant. Your game should have resources shipped with the game itself. The images, sounds, and the like should come with the game, where as a save file like a map should only refer to those resources and keep information like positions, states, and other variables. The Game and all the resources needed are distributed as one package/zip/jar and saves are separate, and if you would like to share a save file the recipient would need a copy of the base game with all the resources first. I hope that makes sense.
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Java Gaming Resources
by philfrei
2017-12-05 19:38:37

Java Gaming Resources
by philfrei
2017-12-05 19:37:39

Java Gaming Resources
by philfrei
2017-12-05 19:36:10

Java Gaming Resources
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List of Learning Resources
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2017-03-13 14:05:44

List of Learning Resources
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SF/X Libraries
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