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1  Discussions / Miscellaneous Topics / Re: Can anyone give me 10 words all related to one thing in common? on: 2014-04-01 17:11:21
one, two, three, four, five, six, seven, eight, nine, ten. All these words are related to numbers!  Grin

had to do it, sorry.
2  Discussions / Miscellaneous Topics / Re: new computer purchase advice on: 2014-04-01 17:07:32
Off topic just a little bit,

@cas

If you are looking for a good Linux system, I recommend Ubuntu-Gnome. They do away with the god-awful Unity Shell, and replace it with the Gnome 3 desktop environment. You still get all the benefits of vanilla Ubuntu (updates, applications, and upstream bug fixes) but with a usable workflow instead. If you are looking for Linux, then IMHO Ubuntu-Gnome is the way to go right now.

one-stop-page
Downloads
3  Discussions / Miscellaneous Topics / Re: new computer purchase advice on: 2014-04-01 07:19:45
I always recommend building your own, and if you're going to build your own, then I always recommend this site:
http://pcpartpicker.com/
4  Discussions / General Discussions / Re: Programmer jokes on: 2014-03-17 22:18:24
Software is a lot like sex, make one mistake and you have to support it for the rest of your life.
5  Game Development / Newbie & Debugging Questions / Re: Compile and Debug Java on: 2014-03-09 20:40:24
Eclipse > Intellij > Netbeans. IMO

...


but what about BlueJ?
6  Games Center / WIP games, tools & toy projects / Re: Platformer - SAGL 1.0 on: 2014-03-08 06:08:46
the topic is empty...   Undecided ... what is this?
7  Games Center / WIP games, tools & toy projects / Re: eXo - snappy space strategy on: 2014-02-18 00:06:14
I played your 4k entry for hours! It is really nice to see a full game come out of it. Good work.
8  Games Center / WIP games, tools & toy projects / Re: Pixel Battle Arena //prototyp on: 2014-02-04 18:46:09
This looks amazing! Nice job man, I love the pixely graphic style. Looking forward to future development.
9  Games Center / WIP games, tools & toy projects / Re: Galactic Progress on: 2014-02-02 08:20:47
So how is this project going? Any recent updates?
10  Game Development / Artificial Intelligence / Re: Active Time Battle AI :: Am I doing it right? on: 2014-01-10 18:49:12
This looks pretty good to me. I would be interested to see the final version.
11  Games Center / WIP games, tools & toy projects / Re: Headline Benchmark on: 2013-12-19 06:46:38
Well, that was fun. Watching my computer transform into a jet turbine and fly around the room, barely held down by its power cord!  Grin

I don't think that the results were submitted though, I got a 'not supported error' in the terminal when I hit submit... still fun.
12  Discussions / General Discussions / Re: Do you listen to music when you code? on: 2013-12-12 06:35:08
Infected Mushrooms anyone?
13  Discussions / Suggestions / Re: OP Marks/Tags? on: 2013-11-06 00:21:04
I think highlighting the op's posts would be a good idea. Similar to how post highlighting works currently. Though I think this is more of a suggestion to take up with the SMF guys, not here.
14  Games Center / Contests / Re: One Game A Month - November Edition on: 2013-11-06 00:18:35
+1 for a Google+ sign in. [see what I did there  persecutioncomplex ]
15  Java Game APIs & Engines / OpenGL Development / Re: Why Can't I Find Bitmap Fonts? on: 2013-10-27 00:02:17
I made a pretty good Font Loader that creates bitmap fonts from True Type Font files, and the built in Java Fonts. It is part of my home-brew game engine, GenesisEngine, and you can find the related files here, and here. If you are interested.
16  Game Development / Newbie & Debugging Questions / Re: What's the best way to go about game states? on: 2013-10-24 02:35:28
@Znnga thats a really nice set of classes you have there, I hope you don't mind if I steal your ideas Wink

Absolutely! Glad to be useful.
17  Game Development / Newbie & Debugging Questions / Re: How to check if v-sync is actually enabled on: 2013-10-21 07:38:06
@Grimmov: My friend, welcome to frame clamp loops! (it is what I call them anyway)

I assume that your run loop functions similar to this:
  • Gather input
  • Update the scene
  • Render the scene
  • repeat

What you want to do is remove the frame rates dependence on how fast the game can update. So instead of the above do something similar to this:

target frame rate = 60 frames
time between frames = 1 second / target frame rate

render time = 0;
delta time

start loop

while render time < time between frames,
  record the current time
  gather user input
  update the scene(using delta)
  subtract the recorded time from the current time and set delta equal to it
  then add delta to render time
  As soon as render time becomes equal to, or greater than, time between frames this loop ends and you move on to rendering

render
set render time = 0

repeat



Now your loop keeps updating the scene (doing calculations, gathering user input, and running all your math) until you need to render. Then you render, reset some variables and repeat the process.

obviously the above is not code, but when you implement this right, you get rock solid frame rates, and a loop that preforms the same on most computers (I only say most because there are some dinosaurs out there)

This is a fairly common approach to your problem (not the vsync part, but the reason you think you HAVE to have vsync)
If I wasn't so lazy I would link you to a good post from this forum on game loops, but for now I hope this is helpful.
18  Game Development / Newbie & Debugging Questions / Re: How to check if v-sync is actually enabled on: 2013-10-21 03:59:00
You could always adjust your scrolling code. The math behind your scroll code should have nothing to do with frame rate what-so-ever. Common technique is delta timing, making movement independent of frame rate by multiplying your math by the time between frames. If you still get issues after that, try flooring your values to Integers when you draw, making them line up with individual pixels nicely.

my two cents.
19  Games Center / WIP games, tools & toy projects / Re: Genesis Engine on: 2013-10-19 23:53:59
CRAP That post came up the SECOND I finished updating my engine...  Shocked
What bugs did you fix specifically?

I try to include a general overview of the fixes, additions, and removals in the commit message but specifically:

+progress actor
+vsync option to engine creation
+get selection index and text for scroll boxes and radio buttons
+flag to set scroll box elements to behave as checkboxes (stay selected) or buttons (clicked)
+set value method to slides
+remove scene method to theaters
*positioning of scroll box elements (y position was overlapping)
key: (+) added, (-) removed, (*) fixed
20  Games Center / WIP games, tools & toy projects / Re: Genesis Engine on: 2013-10-19 22:11:03
New versions have been added to the repo.

A batching update is coming soon, but for now I committed a bunch of bug fixes and code improvements.
Get version 0.0.3 here
21  Games Center / Showcase / Re: Stupid Human Castles on: 2013-10-19 20:00:15
This is cool, I will certainly play it.
22  Game Development / Game Play & Game Design / Re: Handling RPG Inventory on: 2013-10-19 19:58:14
I think that this is a great way to handle items.
For RPGs you typically have lots of items in the game, some times approaching the hundreds to thousands of unique items the player can interact with. Having that many individual classes would be ridiculous and un-maintainable, so I think you have made a good choice.

As far as using XML or other methods, such as JSON, well, that is entirely up to you. As long as your program can read and write to it, and you understand it, you could write bytes to a text file for all the difference it would make.

An added bonus of implementing items this way is the ability to add items later without to much work. However, doing items this way introduces a ton of work up front in the form of decoding, encoding, and determining the functionality of the item from what you decoded.

Keep going, and I would love to see what you come up with.
23  Discussions / General Discussions / Re: "Recent Posts" changes suggestions on: 2013-10-16 22:41:32
@Roquen: Good to know, lol
24  Discussions / General Discussions / Re: "Recent Posts" changes suggestions on: 2013-10-16 22:16:42
What about adding "tracking" of user behavior so that it sort the messages weighed by "newness" and the probability that the user will find them interesting?

With what data would you 'sort' the posts by? Thread title?

"I click on threads with the word 'popcorn' in the subject a lot, so I want all posts with the word 'popcorn' in the subject to appear first in the new post list, because if it says 'popcorn' it must be more interesting!"

completely useless functionality and a waste of time, IMO.

Like in topic. I think that the most of people here are using this panel to see what was posted recently, but it is not perfect. Suggestions:

  • highlight posts/topics made by highlighted users
  • highlight (in another color) new posts since last refresh/visit
  • make posts which start new thread more visible (another font color, "new topic" graphic before post?)

I like the highlight idea. Though I agree with Riven, pester the SMF guys until they submit!
25  Game Development / Newbie & Debugging Questions / Re: animation looping using double buffering on: 2013-10-16 22:05:06
Asking to be spoon feed code doesn't really work well here.

If you want someone else to provide code to you, then there are plenty of freelance sites out there where you can find a programmer.

If that is not the case,

Then show us what you have and where your specific problem is; do you need help with the movement? with the rendering? loading an image? what? Show us that you have put in some effort to solve the problem and give us who are willing to help an entry point into your problem.
26  Game Development / Newbie & Debugging Questions / Interleaved VBO musings on: 2013-10-16 21:03:46
Question: Is there a way to tell GL to render indices (a) to (b) as non-textured geometry using vertex and color pointers, and then render indices (a+1) to (c) as textured triangles using vertex, texture, and color pointers?

Desired Functionality: I want to store geometry and sprite information in the same VBO used for batching. My batch class will sort geometry first in the VBO, then sort sprites using a texture atlas.

Research: I have looked at a lot of material online, but I have not seen a use case similar to what I am going for. Perhaps it is not possible, and I will simply have to use two VBOs or draw geometry in immediate mode.

lwjgl.org VBO tutorial
mattdesl openGL tutorials
and random Goggling.


What I came up with: So I gave up on the idea of packing all the data into one VBO, what I do know is pack all geometry into the VBO, draw it, then pack all the sprites into the VBO and draw it. Each with their respective pointers. What I did to help facilitate this is set up a batch for the batch, so to speak. I have a class that stores all the float buffers, organizes them by type (geometry or sprite) puts them together, flips, buffers the data, and draws. I will more than likely post my code in the shared code, at such time this will all be replaced with a link.
27  Games Center / WIP games, tools & toy projects / Re: Genesis Engine on: 2013-10-16 06:37:37
No worries mate. The truth is it completely slipped my mind that LWJGL bound OpenAL. I am working on implementing it now actually. A lot of changes have been made already come to think of it. I have been making a game using the Engine, to see what needs to be changed and added, more on that later. (probably a significant amount of time later.)
28  Game Development / Newbie & Debugging Questions / Re: Packaging files inside jars on: 2013-10-14 17:47:41
This is the dictionary file I use for Eclipse, should be meet your needs fairly well.

Thanks!  This should make my life easier.  Btw, what do you mean by "dictionary I use for eclipse" and for what purpose.

You can add a dictionary file to Eclipse to use for spell check. If it is good enough for spelling, then it should be good enough for a hangman game!  Grin
29  Games Center / WIP games, tools & toy projects / Re: Genesis Engine on: 2013-10-13 19:20:07
Hi

As you already use LWJGL, why not using its OpenAL binding instead of TinySound?

Because I am an idiot, that's why!
Thanks for bringing it to my attention
And because TinySound is about at easy to use as it comes.
30  Game Development / Newbie & Debugging Questions / Re: Packaging files inside jars on: 2013-10-13 19:03:05
This is the dictionary file I use for Eclipse, should be meet your needs fairly well.
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List of Learning Resources
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2014-04-18 03:17:39

List of Learning Resources
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Good Examples
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