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1  Games Center / Featured Games / Re: Daedalus on: 2014-07-17 01:04:21
Thanks, I installed the driver from the bottom of that page and it works properly now Cheesy

Cool that's great news! thanks for testing Wink
2  Games Center / Featured Games / Re: Daedalus on: 2014-07-16 15:59:45
intel graphics in the other laptop didnt work either. After messing around with configuring switchable graphics the ati card makes it work. Very nice atmosphere Cheesy looks like it would get pretty intense playing against other humans. It's too bad this type of game doesnt give a sense of fear of death to go with the grim atmosphere, it doesnt really feel like it matters if you die. perhaps you could experiment with a "last man standing" mode where if your skill level lets you down and you make a fatal mistake there is no room for error.

yes a last man standing mode is indeed in my mind already Smiley I'll try to put this up before the release.
For the intel related issue, I got an answer not very useful :

in case you still want to try to install the latest drivers, here they are Smiley
3  Games Center / Featured Games / Re: Daedalus on: 2014-07-16 00:21:49
If you can update your drivers, it would be great to confirm that the issue has been fixed or not on Intel side. On my side I think I already tested all I could.

I posted a comment on the intel bug report side just in case ...
4  Games Center / Featured Games / Re: Daedalus on: 2014-07-16 00:04:09
ok, thanks for trying Wink So I officially have no way to fix this now .. I will still make some tests next week but my hopes are quite low.
5  Games Center / Featured Games / Re: Daedalus on: 2014-07-15 13:07:46
ahah no pb, it seems that we're not in the same timezone Smiley (it's 3PM here in France). Good night Wink
6  Games Center / Featured Games / Re: Daedalus on: 2014-07-15 12:29:42
ok so I've got another possible fix, just uploaded it here:

Basically what I'm doing is just creating the GL context with a stencil buffer even if I don't use it (I use the stencil only on FBOs and not on the main buffer).
I've read it here but the issue is not exactly the same so not sure that this will change anything:

Can you please give it a try ?
7  Games Center / Featured Games / Re: Daedalus on: 2014-07-15 10:53:26
ok thanks, the issue here is the stencil buffer that is not working. I use the stencil for all the shadows, for the fog of war, and also to draw the background. That's why without stencil the game lokks like this Smiley
I already had one guy reporting me the issue and I've found this on the net at the time:

I did an attempt of a fix but obviously it doesn't work, so maybe Intel haven't fixed this, on my side I don't have a clue about what I can do.
Have you tried to use the stencil buffer yourself on your game maybe ?

Next week I will have access to a machine with a Intel HD GPU, so I may be able to find a solution, but I'm kind of pessimistic Sad

EDIT: by the way, do you have the latest drivers for your GPU ?
8  Games Center / Featured Games / Re: Daedalus on: 2014-07-15 10:13:23
@Herjan: ok, that's too bad, but I'm not really surprised from the tests I've done myself Smiley

I can only see the floor Sad even if i turn off all the graphics options.

oh cool, a bug! Smiley Can you post a screenshot please and tell me about your hardware and OS ?
Thanks Wink
9  Games Center / Featured Games / Re: Daedalus on: 2014-07-14 20:42:59
@Herjan : indeed it's a bit to late for me, but i'd be glad to have a look at your code if you have it somewhere Wink
Otherwise for the float based aspect, from the tests I've done, there was clearly differences when running the same simulation on different computers.

For example, when firing the bounce baby in my game ( so with bullets that bounces on the walls .. ) on the angle of a wall, depending on the computer the bullet can bounce in one direction or another. It's easy to understand that two computers running the simulation at two different frame rates can only have differences from very small ones to obvious ones.

EDIT: by the way I just uploaded a new version of the demo with bugfixes and new net layer based on UDP ... if you guys want to try it out Wink
10  Games Center / Featured Games / Re: Daedalus on: 2014-06-08 01:08:32
Pretty awesome, on steam! Maybe it's worth porting it to PS like Titan Attacks? Smiley

If I may ask a little question, how have you done the server-client stuff?
You said it was horrible (because of the restrictions) so I suppose you didn't just send the input from clients -> server -> all clients (and synchronized it by handling this input at the same tick on all clients)

thanks Wink

for the client-server, I don't send the inputs but directly the player positions. I was not able to do the input stuff as in CS for two main reasons:
- I can't rollback the physics simulation with box2d
- box2d is float based so even if I could rollback I'm never sure that the simulation done on the server would be the same as the one done on client side.

So basically I'm not sending inputs because I use box2d Smiley

The way it works now for the player movement:
- the client and server synchronize their clock when connecting
- when the client moves, it directly impacts the player position in local (no wait for server validation)
- the client send his position + linearspeed + orientation + angular speed to the server 30 times per second
- the server gets the message, and update the player position based on the position received + speed (taking into account the delay to get the message)
- the server is then sending if necessary all the player positions to all the players 20 times per second (dedicated servers can adjust this value if needed / enough bandwidth)
- the client update each player position the same way as the server (taking into account the delay) except that the position is not directly affected but there is some interpolation done to avoid as much as possible weird player teleporting Smiley
- between two updates, the clients and server continue to move the player according to the linear and angular speed ...

And when firing a bullet:
- the client fires the bullet in local and sends a message to the server
- the server validates that the client can fire a bullet, then fires the bullet taking into account the delay between the server and client.
So basically the bullet will be fired on the same position as on the client, but is accelerated at the beginning to keep sync with the client.
- after firing the bullet, the server send to all the other clients the same fire message
- the clients fire the bullet, applying the same mechanism as the server.

So for the bullets, that's pretty accurate. But for the player movement it's less because of the unpredictability of the movements Smiley

With this, the server needs a bandwidth of about 144 kbytes/s for 16 players.

I said it was horrible also to synchronize game states, all the entities and so on. And also it's limiting in term of visual effects.
In a single player game it's not an issue if for exemple an explosion effect goes through walls (it's quite common ...), as you don't see behind the wall Smiley
But here as there may be another player behind the wall, all the effects should be well contained to avoid breaking the purpose of the fog of war.
So this is very limiting ... in a single player game I could do way better effects with tons of particles and big plasma waves and so on ... without worrying about collisions with the environment ...

11  Games Center / Featured Games / Re: Daedalus on: 2014-06-03 20:31:47
Thanks guys Smiley

@princec: this is some wise advice that I will follow Smiley

12  Games Center / Featured Games / Re: Daedalus on: 2014-05-31 23:37:37
Thanks guys!

@prinsec: I will finally be able to test the blind coding I did with your steampuppy jar! I'll tell you if I have some trouble with it, thanks again by the way Wink

Otherwise I'm considering putting the game into early access on steam, what do you think about this ?
For me it would be a way to bring attention uppon the game and find bugs before release ... not sure though ...

And here is a small video just for fun Smiley

<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>
13  Games Center / Featured Games / Re: Daedalus on: 2014-05-28 19:46:05

just passing by to announce that Daedalus has just been greenlit !

It's really sooooo cool Smiley
Thanks a lot to all the JGO community, you've been really helpful during the dev and I'm not sure I could have finished this game without you!

14  Games Center / Featured Games / Re: Daedalus on: 2014-05-19 00:31:47
Hello !

I'm happy to announce that a new beta demo is now available !
You can grab it here :

And here's the new trailer that comes with it:

<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>

@Rickmeister: thanks for your vote and your support Wink

@matheus23: I hope you will like the new demo, you should try the new solo/highscore mode Wink

15  Java Game APIs & Engines / OpenGL Development / Re: FloatBuffer and Batching on: 2014-04-07 09:17:27
The Hotspot VM is supposed to intrinsify the put() call such that it should be identical in performance to the float[] access... maybe this isn't happening for some reason?

Cas Smiley

even on a direct FloatBuffer ? I have no idea how it works internally but I imagine that accessing a direct buffer is a bit different than a non-direct one
16  Java Game APIs & Engines / OpenGL Development / Re: FloatBuffer and Batching on: 2014-04-07 08:58:01
I had exactly the same issue as ryeTech when doing my batcher for Daedalus, and came up with the same solution: using an array next to the FloatBuffer.
I came to this after doing some profiling on the game ( not on an isolated test case ), I noticed that the put method was very costly (CPU-wise), and it was really faster to have a separate array and doing only one call to put(float[]). After switching to an array next to the FloatBuffer, I gained in CPU and FPS ( 'cause I was CPU limited )

If there is any other way to populate the FloatBuffer without degrading the performance ( for me memory usage was not an issue ), I'm all ears Smiley

Just a note: I'm talking about cases where you need to refresh most or all of the VBO data ( meaning doing like 10000 put calls on the FloatBuffer in my case ), otherwise I'm pretty sure that a handful of put() calls should be at least as fast as a put(float[]).
17  Game Development / Artificial Intelligence / Re: AI Challenge: '2048' on: 2014-03-13 13:01:58
I love this game !!!

And I'm happy to beat Riven Cheesy

18  Java Game APIs & Engines / OpenGL Development / Re: lwjgl - screen sized background image on: 2014-02-23 17:15:18
slickutils creates power of 2 size textures in your back, that's why you have strange stretching/padding results Wink I don't remember if there is some kind of parameter to pass to the loader to disable this thing, you should check this.

OpenGL supports non POT textures for ages, so it's not an OpenGL issue.
19  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Start with 3D on: 2014-02-13 13:53:21
It has already been raised by others, but in case you missed it ( hard to tell as you don't answer to everyone ... ) maybe have a look at
As far as I know, it supports multiple monitors and is not a static API.
20  Game Development / Newbie & Debugging Questions / Re: [Particle System] - Particle "Plateauing" problem on: 2014-01-15 17:38:56
      if(destinationX == xCoord && destinationY == yCoord && destinationsReached < destinations.length - 1) {

      // Update position:
     if(xCoord < destinationX) {
         xCoord += movementX;
      } else if (xCoord > destinationX) {
         xCoord -= movementX;
      if(yCoord < destinationY) {
         yCoord += movementY;
      } else if (yCoord > destinationY) {
          yCoord -= movementY;

This piece of code seems quite suspicious to me. I think that the particles that form the plateau are particules that are stuck at some "destinations". You evaluate that a particule has reach the destination by testing equality on doubles (WRONG!!). I believe that the particles that are stuck never get this equality and are just moving up and down around the destination. Maybe do the test with a threshold ?
      private static final float THRESHOLD = 0.1;


      if(Math.abs(destinationX-xCoord) < THRESHOLD && Math.abs(destinationY-yCoord) < THRESHOLD && destinationsReached < destinations.length - 1) {

You should also change the order in which you do things, here if a destination is reached, the particule will still converge to it's old destination. In my opinion the above test should be placed after moving the particle.
21  Games Center / Featured Games / Re: Daedalus on: 2014-01-11 00:17:14
Hi there!

I just saw that Daedalus has been moved to the featured section, thanks !! Smiley

I take this opportunity to show you the latest trailer I made this week showing some new features of the game (destroyable elements in the maps, kill combos, kill messages ...), I hope you'll like it

<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>

Sorry for not being as active here as I would like to, but I was REAAAAALLY busy during the last months ... and I still am Smiley

22  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Creating Painted Art on: 2013-10-24 15:32:04
You can have a look at ArtRage also. It's quite specialized in emulating traditional painting/drawing and is quite cheap ( 50 dollars ) Smiley
23  Game Development / Networking & Multiplayer / Re: Best way to measure latency between a client and a server on: 2013-10-10 21:05:43
Don't know if it's the best way but for Daedalus I measure it every 4 seconds and update the current ping by doing:
ping = ping*0.3f + newPing*0.7f;

0.3f and 0.7f depends on how you want to be reactive to a ping change Smiley
24  Game Development / Newbie & Debugging Questions / Re: setting up the jbox2d library on: 2013-10-08 20:59:40

can't you just download it from here ?

the zip should contain all the jars Smiley
25  Games Center / Featured Games / Re: Daedalus on: 2013-10-06 14:35:17
Hi !

for information I've put up a little website for the game here:

There is also an alpha demo available on the site, it has less features than the builds I've posted here so far, but I rented a dedicated server in france to host 8 instances of the game so you can play the demo on internet Smiley

26  Discussions / General Discussions / Re: Java games on PC's with no Java? on: 2013-09-03 13:27:17

you should take a took at the windows package for Droid Assault or for my game Daedalus to have an idea of the final file structure of a java application packaged with a tool like launch4j.

There is something you obviously missed: the JRE should not be inside the jar. At the end you should have an exe file that contains or not your code + resources depending on what you choosed in launch4J config file. And next to the jar you will have the JRE folder. The exe will try to run the system JRE or the one you provide again depending on your config.
Take a look at my game package, I think it will become obvious to you after seeing it Smiley

27  Discussions / General Discussions / Re: Java SE 6 or 7? on: 2013-08-15 10:46:24
Exactly what we do (have a look at our Mac downloads - nifty self-expanding JRE etc with fallback)
Cas Smiley

Yep in fact I already have and got a lot of inspiration from your Droid assault launch script Smiley I did not do the self expanding JRE thing as the game size will be quite huge for me anyway
28  Discussions / General Discussions / Re: Java SE 6 or 7? on: 2013-08-15 10:36:53
Thanks a lot, I didn't know that ... this allowed me to understand why my game was not running on OSX 10.6 and older versions Smiley
Just set your compilation target 1.6 on Eclipse.
The problem is that I was trying to run the game with an embedded JRE 7 under OSX 10.6 which just failed to create the display ( the rest was surprisingly working ... ). I was already compiling in 1.6 so it was just a matter of JRE. Now for OSX I use the default system JRE for OSX 10.6 and lower, and my embedded JRE 7 for OSX 10.7 and higher Smiley
29  Discussions / General Discussions / Re: Java SE 6 or 7? on: 2013-08-14 12:46:35
Java7 just doesn't run on OSX10.6 or below.

Cas Smiley

Thanks a lot, I didn't know that ... this allowed me to understand why my game was not running on OSX 10.6 and older versions Smiley
30  Games Center / Featured Games / Re: Daedalus on: 2013-08-14 12:43:51
@Slyth2727: cool thanks for your vote Wink

For those interested, I've created a soundcloud page with the music tracks of the game, I'll update it each time I will create a new track Smiley
Here it is :

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