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1  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-06-22 18:32:01
Awesome article posted by Dragonene_ on IRC, discussing how market share works (or rather, doesn't exist) in the games industry:

https://medium.com/steam-spy/your-target-audience-doesn-t-exist-999b78aa77ae#.xofz0xw4x

Huge thing to note, is that there are only 1.3 million (1% of total) steam users who can be considered "core" gamers.
"Core" gamers being the people who you can expect to purchase several games per year.

Great article. I only played MMOs because of World of Warcraft and now that World of Warcraft isn't that fun anymore (because Blizzard didn't manage to even maintain the quality of the game after WotLK, let alone improve it) I've moved on to other kinds of games. I was only an MMO gamer because of WoW, I was in the WoW market but not in the MMO market. I'm in the League of Legends market but not in the MOBA market, and so on.

Many people including myself tend to specialize in one single or a few games and play mostly them for long periods of time. They rarely go out of their comfort zone trying new games. As a game developer I either have to fill a niche that is requested but not filled (rare) or create my own market (hard) - if I want to make money off my hobby, that is.
2  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Java Universal Model Importer (JUMI) - Early Alpha on: 2016-06-21 18:27:49
I think that last part is a big issue. There should be a copious amount of polymorphism. This allows me to box and unbox.
It would save on the millions of booleans created, too. isWhateverSupported()

I am afraid you didn't answer my question. When you are saying the data will be stored in the JUMIMesh class, does it get returned or is it stored inside of the JUMI library to be flushed out?


Profile your application (perhaps using VisualVM, which is very easy to use), and if you're running into memory issues then look at the cause. Use the sample function. Same  goes for performance problems. There's no need to micro-optimize the structure of JUMI because it's very unlikely that the few KBs or MBs of RAM and milliseconds of time it occupies are the source of your (potential) issues.

And if you just want everything to be 100% efficient, well, you're using the wrong language because the garbage collector has other priorities than you do. C++ with reference counting and smart pointers would be a better fit, I think, now that compilers support C++11 the language isn't half bad to work with.
3  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-06-15 16:06:08
I put the finishing touches in on my Java interpreter for my small functional language experiment.

1  
main! => (printLine! "Hello world!")


The language is based on expression lists where each successive expression is applied to the previous expression if possible. The hello world example first evaluates printLine! and then applies a string constant to it, causing it to print. => is the declaration operator and is used to bind the result of an expression to a name.

Lambdas are curried by design (simplifies a lot, both for partial application of functions and for me as the interpreter implementer). Here we declare that add is a lambda with one argument returning a lambda taking another argument and summing the arguments.

1  
sum => x -> y -> (x + y)


The language is optionally typed and currently has no type enforcement, but typed syntax is allowed (just not implemented yet). That would look like this:

1  
sumInts => x: Int -> y: Int -> (x + y)


x is evaluated, + is applied to x (+ is a method of Int) which returns a partially applied function which is then evaluated when y is applied to it. x $ + $ y, you could say.

1  
KiloGram => type (amount: Int)


Declares a type with one field, amount, of type Int. Ints, Longs and other primitives are objects too. This makes the language quite slow but if performance becomes important I'll write a compiler instead. Or something. Performance isn't a priority currently.

1  
FiveKilos => (new KiloGram 5)


We instantiate the KiloGram type as you would expect. Same syntax as Java.

1  
member double => self -> (self amount * 2)


There's a method returning double the amount of the KiloGram. The member keyword by default attaches the method to the type that was last declared; but the language has open classes and we can add another method at any time and any place to any type.

1  
member triple of KiloGram => self -> (self amount * 3)


And since some of you may be wondering where the assignments are, they're done using the <- (store in) operator.

1  
index <- 0


Stores the value 0 in variable index. Type inference sets index to an Int.

There are more features that I haven't included in this post because I'm not sure anyone else is interested in seeing more and I feel I've scratched the itch of showing off the language for criticism now.

Some of the features not shown, but implemented, are:

  • Module syntax
  • Require for loading other files
  • C FFI (built on JNA for simplicity)
  • Conditionals as expressions

Technical details: the parser is generated by ANTLR according to a 60-line grammar, JUnit is used to test various cases (that's been invaluable so far), and JNA is used to access C libraries (for the FFI; because at this stage I prefer ease of use to speed).

If anyone is interested in hearing more or trying out the interpreter or seeing the source just ask and I'll gladly share Smiley

EDIT: I forgot, functional languages always show off their factorial functions, well, here's mine

1  
factorial => x -> if (x = 0) then 1 else (x * (factorial (x - 1)))
4  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-11-19 08:40:29
snip

Where are those maps from, if I may ask? And is it OK if I use them for my project (grand strategy)?
Found some them over the last 12 months or so from various random public domain sources. @theagentd got the water mask and normals map. Feel free to play with them as they're not mine in the first place... (apart from the "terrain" one). I should probably try and find where they came from and put them in the credits.

Cas Smiley

I did a bit of googling and found Nasas maps: http://neo.sci.gsfc.nasa.gov/view.php?datasetId=SEDAC_POP
5  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-11-18 19:32:27
snip

Where are those maps from, if I may ask? And is it OK if I use them for my project (grand strategy)?
6  Games Center / Contests / Re: [Idea] Would anyone be interested in a Pure Java game jam? on: 2015-08-19 08:52:23
What's the point in limiting it to "pure Java"? As if writing a game in "pure Java" didn't just mean that the native code was abstracted away from you?
7  Discussions / Miscellaneous Topics / Re: C# - Scripting host is not initialized error?? on: 2015-08-01 22:18:43
Universal applications for the Windows platform.
Hah, what a joke.

On topic though I'd guess that somewhere in the JSON parsing it wants to use a scripting language (JavaScript, perhaps?), and that .NET doesn't have an initialized host for that language.
8  Game Development / Game Mechanics / Re: Updated translate? (Extended Convo) on: 2015-07-15 18:04:46
You could use the Matrix4f class from JOML, it has a translate method.
9  Games Center / WIP games, tools & toy projects / Re: Pezna Story Engine - A tool for creating non-linear, complex stories for games. on: 2015-06-30 13:45:14
Are the variables you can set on a character dynamic? Or are you limited to a subset specified by you? Nice work, however.
10  Game Development / Newbie & Debugging Questions / Re: Runnable and Thread on: 2015-05-29 10:38:11
They say learn the essentials because you need to know the essentials before you can apply them. If you don't know how to apply the basic concepts of the language, you're going to have a hard time using it. Yes, people here help but they're not going to hold your hand while you learn the Java language - if that's what you want then you're probably not going to find it here. On the other hand, once you start needing help with more advanced things (like the optimal game loop) it is a great help because of the combined experience and knowledge.
11  Game Development / Newbie & Debugging Questions / Re: OSX 10.10 seems to have broken my games on: 2015-03-26 19:34:34
A lack of crash reports is rather ambiguous as a statistic  Pointing  Kiss

Absence of evidence is not evidence of absence.
12  Discussions / Miscellaneous Topics / Re: Good language for prototyping on: 2015-03-01 22:36:22
Scala and Slick2d is a match made in heaven for really quick development, I find.
13  Discussions / Miscellaneous Topics / Re: I published a game.... on: 2015-03-01 15:20:17
I can't conceive any scenario why it'd be on the front page of the store. Unless it becomes hugely popular it's not likely to end up there - and for your first game I doubt it has the potential for that.
14  Game Development / Newbie & Debugging Questions / Re: How can I make entities render once? on: 2015-02-23 12:18:55
Since stars are entities you could just add them to the entities list and not keep a separate list for them.
15  Discussions / Miscellaneous Topics / Re: Yay, free games! Zero's Game Giveaway on: 2015-02-22 23:30:59
CopyableCougar4 has it right, I vote that you do it in that fashion next time.
16  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Java OpenGL Math Library (JOML) on: 2015-02-22 23:29:18
Thank you so much for this! This makes OpenGL programming so much more convenient Cheesy
17  Java Game APIs & Engines / Engines, Libraries and Tools / Re: TGA Decoder on: 2015-02-22 23:28:34
Great! These things are sorely lacking from Java and interfacing with native libraries is a pain.
18  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-02-16 21:51:41
I have 1871 actual mentions. I can make this all go away with the push of a button. You just have to give up your identity and everything you hold dear. Emo

PM me a slight alteration of your nick and I'll make it happen. Soon.
Actual as in 1871 mentions of him or 1871 mentions of you?
19  Discussions / Miscellaneous Topics / Re: Bit pissed off at uk school system... on: 2015-02-12 09:54:43
I am also a firm believer that if you voluntarily enter someone else's property (such as a house, business, or institution of any kind) then you also subject yourself to any rules that they impose as a condition of entering the property. Simple examples include removing your shoes before entering a person's house (if customary), or subjecting to a bag search upon exiting a shop. If you disagree with these rules, then you shouldn't enter the property.
Yeah right, because all children voluntarily go to school every day.
20  Discussions / General Discussions / Re: New feature: mentions in posts on: 2015-02-11 20:18:28
Nobody lost any medals, non-reifiable as they may be.
Oh I meant the social stats rankings, you know the medals next to the names. I used to actually have my name on them... back in 2012 or so.
21  Discussions / Miscellaneous Topics / Re: Just bought a whiteboard on: 2015-02-11 20:13:58
Also cue the inevitable "black boards are much better because x"
22  Discussions / General Discussions / Re: New feature: mentions in posts on: 2015-02-11 20:13:00
My last mention was in June 2014... I really should be more active on this forum. I lost all my unatonable non-reifiable medals too  Emo
23  Games Center / WIP games, tools & toy projects / Re: The Minecraft RPG on: 2015-02-08 20:01:35
Saying that you don't know what the story would be if it's not Minecraft-centered... Minecraft doesn't even have a story.
24  Discussions / General Discussions / Re: Worried, Scared. Life wasted? [YOU SAY!] on: 2014-10-31 15:47:20
Your 15.

You don't even know what fear is. Get on with it and enjoy the process.
He may not have as much experience as older people but his emotions are just as valid as anybody elses.
25  Discussions / General Discussions / Re: dart on: 2014-08-27 12:38:15
Dart has been around for a long time but it hasn't been very interesting from a game-dev perspective, well, ever.
26  Discussions / Miscellaneous Topics / Re: Is our Universe Simulatable? on: 2014-08-02 21:23:50
Short answer: no. You would need at least enough room to store the whole universe a second time to simulate it perfectly. Sorry for my lack of references, I don't remember who explained it the very first time in the history. Drenius and SimonH already explained that a bit better than me.
Now I don't know very much about this topic, but what about compression?
27  Game Development / Game Mechanics / Re: Improving Texture Loading on: 2014-08-02 16:07:59
Hello

Maybe you should display something (a message with a progress bar for example) that doesn't need any resource stored in a file while loading a few files when the end user launches your game. You can still improve texture loading but imagine that you have to load a lot more images, you'll need to indicate that you're loading something instead of just showing a black screen.

I fully agree. Even if he got texture loading down to a few ms, he'd eventually reach a point where loading all his textures takes noticeable time. Unless of course his game consisted of a dozen or so images total. So a loading screen is more or less inevitable no matter how fast you load your textures.
28  Game Development / Game Mechanics / Re: Character Stats on: 2014-08-01 19:22:04
This is interesting. Most games use the armor stat to absorb a percentage of physical damage, though some use it as an extra health bar. If it's the latter, armor can usually not be restored once broken. Both kinds of games can have an armor penetration stat, though it works differently. In the first case, it reduces the percentage absorbed, and to be worthwhile it has to reduce the percentage enough that it's not swapped for a Damage stat. In the second case, it increases the amount of damage done to armor. Here, too, it needs to be balanced so that it's not prioritized away.

There are also other interesting concepts such as avoidance (dodging or parrying an attack, or an attack missing outright). The hardest part is to balance all these things against each other so that fights take a reasonable amount of time, otherwise the player might get bored due to fights being too long, or fights being too short.

A third way to do it, that'd be somewhat harder to balance and that I personally haven't seen much in the wild, would be to subtract the armor value from the attack value and deal the difference in damage to the entity. This would strike against casters (assuming you have magic in the game), and other characters with weak damage stats, such as tanks (assuming you have tanks in the game), and might leave them unable to do damage against some foes - not fun for the player.
29  Games Center / Archived Projects / Re: AWTEngine2D WIP | A 2D Engine using only AWT Canvas on: 2014-07-04 23:46:10
Thank you for linking this, I had no idea it existed.
30  Games Center / Showcase / Re: Flappy Taco | My first game on: 2014-06-13 19:58:41
Your pixel art is cool. The game seems easier than the actual flappy bird, but congrats on your first game. What game library did you use to make this?
From the outline showed in the YouTube video, it looks like a custom game loop - suggesting Java2D.
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