Java-Gaming.org Hi !
Featured games (84)
games approved by the League of Dukes
Games in Showcase (555)
Games in Android Showcase (148)
games submitted by our members
Games in WIP (601)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
   Home   Help   Search   Login   Register   
  Show Posts
Pages: [1] 2 3 ... 5
1  Game Development / Newbie & Debugging Questions / Re: Access violation with glDrawArrays on: 2015-01-28 15:57:10
With examples, please

Also, I guess a lesson I learned today was more on the GPU performance being related to fillrate more than anything else--and also shaders
2  Game Development / Newbie & Debugging Questions / Re: Access violation with glDrawArrays on: 2015-01-28 15:19:55
It runs faster Grin

So the goal in the end is reducing overdraw as much as possible?
3  Game Development / Newbie & Debugging Questions / Re: Access violation with glDrawArrays on: 2015-01-28 15:11:57
I just tried drawing by filling the mapped buffer only once and the speed didn't increase so dramatically, which makes me confused so as to what's slowing me down. When I can play Counter-Strike: Global Offensive at solid 120 FPS, why can't I draw 6000 vertices?
4  Game Development / Newbie & Debugging Questions / Re: Access violation with glDrawArrays on: 2015-01-28 14:44:51
Is OpenGL supposed to be this slow or is there an alternative to what I want to do. I mentioned this in an earlier thread which didn't get so much attention, so might as well hotlink it here: http://www.java-gaming.org/topics/streaming-to-vbos-or/35174/msg/332551/view.html

EDIT: Tried to be smart but it didn't change anything, so I don't thing it's really about buffer writing... http://pastebin.com/vKWKAvZM

EDIT2: The fullscreen quad thing seems to be a major FPS killer, why is this the case?

EDIT3: It almost feels like immediate mode would be faster than doing this :I
5  Game Development / Newbie & Debugging Questions / Re: Access violation with glDrawArrays on: 2015-01-28 14:34:26
I am using the exact same method the code above I posted, I basically do this every frame:

1  
2  
3  
4  
5  
6  
7  
8  
9  
10  
11  
12  
13  
14  
15  
16  
17  
18  
        buffer.nextFrame();

        buffer.bind();

        buffer.ensureSize(6 * 32);

        FloatBuffer mapped = buffer.map().asFloatBuffer();

        mapped.put(new float[] {-1, 1, 0, 1, 0, 1, 0, 0});
        mapped.put(new float[] {1, 1, 0, 0, 1, 1, 1, 0});
        mapped.put(new float[] {1, -1, 0, 1, 1, 0, 1, 1});
        mapped.put(new float[] {-1, 1, 0, 1, 0, 1, 0, 0});
        mapped.put(new float[] {1, -1, 0, 0, 1, 1, 1, 1});
        mapped.put(new float[] {-1, -1, 0, 1, 1, 0, 0, 1});

        buffer.unmap();

        drawBuffer(buffer);


When I put the put calls into a loop repeating it 100 times I'm just putting 600 vertices per frame, but even at around 50 runs (so 300 vertices) the FPS starts to struggle hard
6  Game Development / Newbie & Debugging Questions / Re: Access violation with glDrawArrays on: 2015-01-28 14:29:15
I am just mapping a single buffer per frame, should I drop down to 10-20 frames per second with that? It seems unreal. Will I be better off orphaning buffers with glBufferData(target, size, GL_STREAM_DRAW); and then glBufferSubData(...)?
7  Game Development / Newbie & Debugging Questions / Re: Access violation with glDrawArrays on: 2015-01-28 10:19:09
I guess the new layout system tried to address this but that wasn't really helpful as well...

So, what can I do about the speed Grin
8  Game Development / Newbie & Debugging Questions / Re: Access violation with glDrawArrays on: 2015-01-28 09:09:32
Well, it has fixed the issue but now I have two new questions:

How am I supposed to use a VAO?

and

Why am I getting such slow speeds with just 600 vertices
9  Game Development / Newbie & Debugging Questions / Re: Access violation with glDrawArrays on: 2015-01-28 00:57:44
Here you go, it automatically links to the natives in the same folder in the same way LWJGL 3 structures them. Link the LWJGL 3 JAR itself the way you want

http://www.mediafire.com/download/yy2rsbw2lurda0f/src.zip
10  Game Development / Newbie & Debugging Questions / Re: Access violation with glDrawArrays on: 2015-01-28 00:31:40
I can't understand how though, I know for a fact that my vertex attributes specifically state 32 bytes per vertex, my buffer sizes are set up correctly, my buffers are bound correctly and my draw calls no matter how many vertices will always give out access violation...
11  Game Development / Newbie & Debugging Questions / Access violation with glDrawArrays on: 2015-01-27 19:05:40
I've been Googling for almost an hour now and I think the problem is with my VAO

http://pastebin.com/DajshJAd

I recently tried switching to Riven's unmapped buffer code but unfortunately code that used to work now doesn't. I'm getting a fatal error from the JVM stating "EXCEPTION_ACCESS_VIOLATION (0xc0000005) at pc=0x000000018007caf0, pid=4744, tid=9456"

Above is my code and I appreciate any help whatsoever
12  Java Game APIs & Engines / OpenGL Development / Re: Streaming to VBOs or ??? on: 2014-12-22 17:29:40
No, I'm planning on writing everything myself
13  Java Game APIs & Engines / OpenGL Development / Streaming to VBOs or ??? on: 2014-12-22 08:48:47
Hello JGO!

Today I have a few questions regarding my new project, the Starshock renewal. I'm redoing the entire game with completely new graphics and sounds. However, I want to ensure that the game runs the best without the GPU bottleneck.

I realise that VBOs are generally used to draw static objects, and animations are done with shaders nowadays. However I'm not so sure on how I should go on about doing three things. I don't want to stream to VBOs because I've heard a good deal of people telling me not to do it because of the CPU to GPU bottleneck. So the cases are:

First is the level itself, there are static parts, and dynamic parts. The static parts are the walls and other things that are always the same since the creation of a level and are not effected by any foreign sources. The dynamic parts are ones like doors (which are animated and move when the player gets close by) and tiles with animated textures, simply moving their texture atlas position per-frame. Another thing I'm not sure how to do the fastest. See below:
Click to Play


I think dividing the level into few small chunks, writing those into a VBO and then drawing those will work for the static parts, but how am I going to handle a lot of animated tiles? Am I supposed to have individual VBOs for each and every one of them and use shaders to transform them?

Second is the UI. Just like the above, I'm not so sure on how I should handle this as well. It has a lot of moving parts, font rendering, flashy lights and such.

The third are the billboards, and also the part I'm most puzzled about. Billboards for one that haven't heard the term before, are the way enemies and items are draw, say, in Doom. Basically quads that are always facing the player all the time. How am I going to do this without streaming to a VBO?

So I THINK what answers my question is unfortunately streaming to a VBO. However, let's say for the case of billboarded enemies where I have to do transformation calculations on the CPU, how appreciable is this method? Shouldn't I generate and use transformation matrices and apply the on shaders? Even though Starshock is a very small game, I'm also looking forward to find some answers for bigger projects with more complex geometry and animations.

I hope someone out there can answer my questions and help me resolve my troubles, thank you for your time everybody!
14  Game Development / Newbie & Debugging Questions / Re: IntelliJ import constants on: 2014-01-26 22:11:50
That is not the solution, I would like to have the option appear on the intent menu
15  Game Development / Newbie & Debugging Questions / IntelliJ import constants on: 2014-01-26 22:00:38


Is there a way to include importing of constants as an intention in IntelliJ?
16  Game Development / Newbie & Debugging Questions / Re: paulscode 3D sound issues on: 2013-08-20 13:23:29
All my sounds are mono
17  Game Development / Newbie & Debugging Questions / Re: paulscode 3D sound issues on: 2013-08-20 12:52:15
So, I recalled that Minecraft also uses the same library. So I went on to my decompiled copy and found out that it uses ATTENUATION_LINEAR

It works now

Fix your code paul
18  Game Development / Newbie & Debugging Questions / Re: paulscode 3D sound issues on: 2013-08-20 12:44:54
I checked the source code and couldn't find anything out of place, this is really bothering me!

Here's my Sounder class, I'm not sure if anything is out of place...

http://pastebin.com/LN7fEnnq
19  Game Development / Newbie & Debugging Questions / Re: paulscode 3D sound issues on: 2013-08-20 11:38:56
I'm using LWLJGL OpenAL

1  
2  
3  
4  
5  
6  
7  
8  
9  
10  
Checking if LWJGL OpenAL is compatible...
    ...yes

Checking if Java Sound is compatible...
    ...no

Starting up SoundSystem...
Initializing LWJGL OpenAL
    (The LWJGL binding of OpenAL.  For more information, see http://www.lwjgl.org)
OpenAL initialized.
20  Game Development / Newbie & Debugging Questions / Re: paulscode 3D sound issues on: 2013-08-20 10:45:19
Bump, I need help on this urgently
21  Games Center / WIP games, tools & toy projects / Re: MyTreasure on: 2013-08-20 08:18:00
Neat, but not 8-bit
22  Game Development / Newbie & Debugging Questions / paulscode 3D sound issues on: 2013-08-20 06:59:52
1  
2  
3  
4  
5  
6  
   public static void playAt(String sound, float x, float y, float z) {
      ss.setListenerPosition(Game.player.pos.x, Game.player.pos.y, Game.player.pos.z);
      ss.setListenerVelocity(Game.player.dVel.x, 0, Game.player.dVel.y);
      ss.setListenerAngle(Game.player.yaw);
      ss.quickPlay(false, sound, false, x, y, z, SoundSystemConfig.ATTENUATION_ROLLOFF, 0.03f);
   }


My issue is that above code even though I tried every possible value for the rolloff between 0 and 1 (suggested by the PDF paul provided) won't have any change on the sound's volume
23  Game Development / Newbie & Debugging Questions / Re: Unknown publisher with applets on: 2013-08-19 23:08:51
http://www.java.com/en/download/help/appsecuritydialogs.xml

This page says contrary and that there are two levels of security warnings
24  Game Development / Newbie & Debugging Questions / Unknown publisher with applets on: 2013-08-19 22:34:04


Today I tried to get my applet on a website and noticed that I had to sign it. After signing it now I'm troubled with this. Can I do anything to prevent this for FREE (as I'm underage and I can't really pay anyone anything)
25  Game Development / Newbie & Debugging Questions / New to applets, repaint() doesn't work on: 2013-08-17 22:18:05
Issue addressed
26  Games Center / WIP games, tools & toy projects / Re: Vorago | 7DFPS on: 2013-08-16 23:40:13
http://7dfps.com/?action=games&id=250

Enjoy!
27  Games Center / WIP games, tools & toy projects / Re: Sub-Pixel animation for Retro Sprites on: 2013-08-16 08:34:43
Haters gonna' hate
28  Games Center / WIP games, tools & toy projects / Re: Vorago | 7DFPS on: 2013-08-16 08:34:25
I'll post the download link in many places after the compo is over
29  Games Center / WIP games, tools & toy projects / Vorago | 7DFPS on: 2013-08-16 08:25:08
Hello, JGO! Here's my 7DFPS entry I'm currently working on. It's simply put the mixture of Minecraft and Spelunk!

Everything (yes, EVERYTHING) is done from scratch just for this project so I learned a lot of new things during the making of it

I'm nearing the final hours and there are still a few more stuff to take care of. Also, I think I'll finish it but not "complete" it
The actual mockup, I wanted to make a Spelunky demake then I found that 7DFPS was near so I just went on and made it into an FPS

One of the latest screenshots of the game
30  Games Center / WIP games, tools & toy projects / Re: Sub-Pixel animation for Retro Sprites on: 2013-08-16 08:11:21
Great job, but in my opinion this doesn't really work for sprites. I hate when people get lazy and have sub pixel rotation and not actual scaling, then still call their games "retro"

The reason it works for Cube World is that it uses voxels as a style and doesn't market as retro (which it isn't)
Pages: [1] 2 3 ... 5
 
BurntPizza (32 views)
2015-02-27 06:09:35

BurntPizza (23 views)
2015-02-27 05:56:17

Riven (16 views)
2015-02-27 02:34:15

Riven (22 views)
2015-02-27 01:47:26

Riven (21 views)
2015-02-27 01:46:04

BurntPizza (17 views)
2015-02-27 00:52:04

BurntPizza (19 views)
2015-02-27 00:50:29

Riven (38 views)
2015-02-26 23:38:45

Riven (16 views)
2015-02-26 23:37:24

BurntPizza (33 views)
2015-02-26 21:13:04
How to: JGO Wiki
by Mac70
2015-02-17 20:56:16

2D Dynamic Lighting
by ThePixelPony
2015-01-01 20:25:42

How do I start Java Game Development?
by gouessej
2014-12-27 19:41:21

Resources for WIP games
by kpars
2014-12-18 10:26:14

Understanding relations between setOrigin, setScale and setPosition in libGdx
by mbabuskov
2014-10-09 22:35:00

Definite guide to supporting multiple device resolutions on Android (2014)
by mbabuskov
2014-10-02 22:36:02

List of Learning Resources
by Longor1996
2014-08-16 10:40:00

List of Learning Resources
by SilverTiger
2014-08-05 19:33:27
java-gaming.org is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑gaming.org
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!