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1  Java Game APIs & Engines / OpenGL Development / Re: FloatBuffer and Batching on: 2014-04-07 11:17:27
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
2  Java Game APIs & Engines / OpenGL Development / Re: FloatBuffer and Batching on: 2014-04-07 10:58:01
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[]).
3  Game Development / Artificial Intelligence / Re: AI Challenge: '2048' on: 2014-03-13 14:01:58
I love this game !!!

And I'm happy to beat Riven Cheesy

4  Java Game APIs & Engines / OpenGL Development / Re: lwjgl - screen sized background image on: 2014-02-23 18:15:18
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.
5  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Start with 3D on: 2014-02-13 14:53:21
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 http://www.jogamp.org/
As far as I know, it supports multiple monitors and is not a static API.
6  Game Development / Newbie & Debugging Questions / Re: [Particle System] - Particle "Plateauing" problem on: 2014-01-15 18:38:56
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      if(destinationX == xCoord && destinationY == yCoord && destinationsReached < destinations.length - 1) {
            destinationsReached++;
      }

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


hey,
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 ?
like:
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      private static final float THRESHOLD = 0.1;

...

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


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.
7  Games Center / Featured Games / Re: Daedalus on: 2014-01-11 01:17:14
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="http://www.youtube.com/v/OkhBa0vtSx4?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/OkhBa0vtSx4?version=3&amp;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

cheers
8  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Creating Painted Art on: 2013-10-24 17:32:04
You can have a look at ArtRage also. It's quite specialized in emulating traditional painting/drawing and is quite cheap ( 50 dollars ) Smiley
9  Game Development / Networking & Multiplayer / Re: Best way to measure latency between a client and a server on: 2013-10-10 23:05:43
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:
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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
10  Game Development / Newbie & Debugging Questions / Re: setting up the jbox2d library on: 2013-10-08 22:59:40
hi,

can't you just download it from here ?
https://code.google.com/p/jbox2d/downloads/list

the zip should contain all the jars Smiley
11  Games Center / Featured Games / Re: Daedalus on: 2013-10-06 16:35:17
Hi !

for information I've put up a little website for the game here:
http://www.daedalus-thegame.com/

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

cheers
12  Discussions / General Discussions / Re: Java games on PC's with no Java? on: 2013-09-03 15:27:17
Hi,

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

cheers
13  Discussions / General Discussions / Re: Java SE 6 or 7? on: 2013-08-15 12:46:24
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
14  Discussions / General Discussions / Re: Java SE 6 or 7? on: 2013-08-15 12:36:53
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
15  Discussions / General Discussions / Re: Java SE 6 or 7? on: 2013-08-14 14:46:35
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
16  Games Center / Featured Games / Re: Daedalus on: 2013-08-14 14:43:51
@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 :
https://soundcloud.com/deathpat

cheers
17  Games Center / WIP games, tools & toy projects / Re: Retro on: 2013-08-12 15:15:52
cool it works now, and with arrow keys control Smiley

very fun ! It took me some time to make it to the boss but I finally did it Smiley Was not able to beat him ... by the way going back to the very beginning when dying versus the boss was a bit too much for me. But anyway, it's really fun to play, the acceleration/physics was well calibrated, and the lighting is nice.
I was a bit skeptical about the pixelated graphics from your screenshots, but finally seeing the particle effects and the bloom in action convinced me Smiley

The ingame music is cool also, it suits the mood very well.

well done !

oh and maybe you should add a life bar for the boss Wink
18  Games Center / WIP games, tools & toy projects / Re: Retro on: 2013-08-11 13:07:17
Tried it.

I don't if I missed something or if there is an issue with the game, but I was not able to play. I started the game, had a look at the options, then pressed plat, slot 1. The game starts but I don't know what to do. I'm alone in the middle of the screen, as if the level was completely empty.

Also when I press the mouse in the game, it does not shoot where I aim. For exemple, if I shoot West to me, it shoots something like North North West, but the sprite of the bullet is oriented as if it was going West.

Last thing, if you don't provide a way to change the controls PLEASE don't use ASDW ! I have a French keyboard, and it's just unplayable with this layout. I see this in a lot of games here at JGO as there are some games I would like to play and I just can't. You can maybe use the arrows, or SDFE instead Smiley

I executed the game in command line and I have this exception when running the game :

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java.util.InputMismatchException
        at java.util.Scanner.throwFor(Scanner.java:840)
        at java.util.Scanner.next(Scanner.java:1461)
        at java.util.Scanner.nextFloat(Scanner.java:2319)
        at game.retro.loader.LevelLoader.loadLevelInternal(LevelLoader.java:164)
        at game.retro.main.levels.platform.Level1.reset(Level1.java:55)
        at game.retro.main.levels.platform.Level1.<init>(Level1.java:28)
        at game.retro.ui.MenuUI$7.action(MenuUI.java:162)
        at game.retro.ui.Button.update(Button.java:47)
        at game.retro.ui.MenuUI.update(MenuUI.java:521)
        at game.retro.main.Menu.update(Menu.java:95)
        at game.retro.main.Game.tick(Game.java:98)
        at game.retro.main.Game.start(Game.java:141)
        at game.retro.main.Game.main(Game.java:247)
        at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
        at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
        at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
        at java.lang.reflect.Method.invoke(Method.java:597)
        at org.eclipse.jdt.internal.jarinjarloader.JarRsrcLoader.main(JarRsrcLoader.java:58)


This may explain why my level is empty Smiley

I'm running the game with Windows 7 64 and :
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java version "1.6.0_32"
Java(TM) SE Runtime Environment (build 1.6.0_32-b05)
Java HotSpot(TM) Client VM (build 20.7-b02, mixed mode)


otherwise it seems nice from the video Smiley

cheers

EDIT: the music is from you ? The one of the menu is really nice, setting a dark and mysterious mood, I like it a lot.
By the way, the one of the video has some clipping issues that hurt a bit. If you did it I think you should consider to add a limiter on the master track, or to lower the tracks/master volume before recording Wink
19  Games Center / WIP games, tools & toy projects / Re: Mega Melon Adventure on: 2013-08-11 12:47:58
Just tried it on desktop. It's very nice ! I tried the first version you posted some time ago and I see that you have changed the acceleration of the melon in between. It's much better/less frustrating now Smiley

I also tried it with my PC plugged on my TV to see how it will be on a big screen ( 46 inches here ) as you are targeting the Ouya. It was a bit strange, I had the impression that the camera was too close to the melon. This makes the scrolling very fast and perturbing, also I wanted to see farther. I think you should consider to zoom out the view.

Otherwise it was fun to play, I did the level several times and my best timing was 25.7s Smiley
20  Games Center / Featured Games / Re: Daedalus on: 2013-08-11 11:52:11
It's really extraordinary what you have done with this! Smiley I was wondering however, how do you create your textures for it? They really look beautiful!

Thanks !
I create all the sprites using 3dsmax and/or photoshop. There's not much to tell here, I just draw the textures using my drawing tablet or the mouse Smiley I used to draw a lot some years ago, so I know quite well the tools ( check my old website for very old drawings .. Smiley ) 3dsMax helps a lot to have nice and accurate precalculated shadows for the objects.
21  Discussions / General Discussions / Re: Java SE 6 or 7? on: 2013-08-09 13:27:53
We're transitioning to Java 7 only. We will ultimately drop support for OSX10.6 or below in order to do this. It's getting a little long in the tooth though.

Cas Smiley

Is there something wrong with Java7 + OSX10.6 ? I though that the latest LWJGL fixed the issues of java7 and OSX.
22  Games Center / Featured Games / Re: Daedalus on: 2013-08-08 18:23:08
Yeah, it is time for some new modes, after the new modes are done and and the map editor is finished your game is also finished, right?
You must really want to work on something new, after such a loooong project...
And some money for the bills must also be welcome Wink

After this in term of code, I'll have to implement bonuses, management of the multiplayer game session ingame ( change maps, add/remove bots, kick players ... ), and a website to present/sell it Smiley I may also have to work on a minimal UI for dedicated servers ...
But then I 'll have to provide some content: maps, art ( lots of sprites to put in the maps ) and more music tracks as well.

For sure I'm looking forward to have everything finished, I'm not sure I will do another game after this ... at least not a multiplayer one as it complexify and limitates a  looooooot of things Smiley

And for the money I have a day job so I'm alright with the bills ... but if I can make something out of this game I will not say no Cheesy

Damn they look good. If I have time I should learn GL.

You should learn openGL !! Smiley OpenGL is really cool, I don't regret at all my choice.
23  Game Development / Game Mechanics / Re: How do you show blood? [STAY AWAY IF QUEEZY] on: 2013-08-05 02:13:13
For daedalus I don't use a lot of particles but each particle texture contains several blood drops. And I have 4 different textures, that I choose randomly when creating the particle.

Here are the 4 textures I use:


each texture is 32x32. I also have flesh particles to add a bit of gore Smiley

Here is a result ingame:
24  Games Center / Featured Games / Re: Daedalus on: 2013-08-05 01:49:29
Hi,

some news:
I implemented synchronized (other network) animations on lights, free text on the floor, colored floor ... and I'm currently drawing new elements for the maps. I'm trying to create a nice map and publish a demo on steam soon ... Smiley
Once the demo is done, I plan to work on other game modes, starting with capture the flag.

here are some screenshots :







25  Java Game APIs & Engines / Java 2D / Re: Standard 2D animation solutions? on: 2013-08-01 22:46:18
If you want to do animations like in Rayman Origins for exemple, you should have a look at Spine:
http://esotericsoftware.com/

It's developed by Nate who is a member of this forum. Here is the thread on JGO:
http://www.java-gaming.org/topics/spine-2d-skeletal-animation/27914/view.html

It's ideal for a side view game and is done to work with a lot of game frameworks, including libgdx. ... for an isometric or top down view game I don't have any solution ... except 3D.
26  Games Center / Featured Games / Re: Daedalus on: 2013-07-26 15:34:16
Yes! Thats just what I wanted! This is going to be played at next personal lan

Cool, tell me how it went if you do Wink
27  Games Center / Featured Games / Re: Daedalus on: 2013-07-24 00:13:51
Cool game but couldn't get on with the controls, looks very nice but would like to see mouse cursor and be able to move aim quicker, turn 180 by moving mouse over the player.

If I could unlock the cursor I would play this for sure.



Have you tried the different control modes that you can activate in options -> controls ?
28  Games Center / WIP games, tools & toy projects / Re: Horde - WIP [UPDATED JUNE 26 2013] Now we bring WIZARDS to the Horde! on: 2013-07-21 03:59:56
This seems to be an issue with the file name that does not match the class name (FireArm vs Firearm) ... I guess Troncoso and masteryoom are running the game under linux Smiley
29  Java Game APIs & Engines / Engines, Libraries and Tools / Re: 2d physics libraries on: 2013-07-20 13:29:17
I was using JBox2D for Daedalus and I switched to LibGDX Box2d ... I gained 10% in CPU usage for the whole game. So LibGDX's binding seems to be really much faster than JBox2d Smiley

Edit: to me the only point in favor of JBox2d is that if you do something wrong you may have an exception or something like this, so it's quite easy to debug. Moreover you have the sources which makes it even easier to debug/figure out what turned wrong. With Libgdx as it uses JNI you get a seg fault, and no way to debug.
30  Games Center / Featured Games / Re: Daedalus on: 2013-07-14 14:08:25
Definitely have to zoom the two shots to tell the difference.  Seriously purty-looking either way Smiley
Look at the boxes in the hallway.

In the first screenshot they kind of look flat, but in the second screen they have depth Wink

yes you're right, in fact the effect is not very noticeable but it helps to have the walls and obstacles to pop up and be more easily identifiable as obstacles. Smiley This can be toggled in the options, so it's easier to see the actual difference in game Wink

I'm kinda lost in following this game and suddenly it has different interface. Where is the newest DL link? Smiley

Here's a link to the latest jar :
http://www.daedalus-thegame.com/download/0.2.3/daedalus-0.2.3.jar

it includes:
- the greyscale fog of war and ambient occlusion (you can toggle them in the graphics options, they are activated by default).
- I also completely eliminated memory leaks I had ( a headless server was out of memory after running 2/3 days ... now I have one running for 2 weeks without any growth in memory Smiley )
- reduced bandwidth usage of the server
- changed the player position update in network so that it appears less laggy. The game is now playable with a ping of 100ms. With a ping of 50ms it is almost like in a lan.
- new control mode "centered" with the player always in the center of the screen and a fixed angle camera. I don't really recommend it as you have a reduced visibility compared to the bots and to the players using the two other modes ... but anyway Smiley
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