Java-Gaming.org    
Featured games (81)
games approved by the League of Dukes
Games in Showcase (499)
Games in Android Showcase (118)
games submitted by our members
Games in WIP (567)
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]
1  Game Development / Newbie & Debugging Questions / Re: It's soooo H0T: Java CS! ! on: 2004-07-06 02:16:37
Oooh, Java counter-strike, lol.

I thought he meant computer science too!  Cursed schools, I've got studying on the brain more than games,  what has become of me!
2  Java Game APIs & Engines / OpenGL Development / Re: Newbie Sprite Question on: 2004-07-06 02:06:48
Thanks for the ideas and thanks for the link, cfmdobbie.  I'll try out some of this stuff and take a look at that engine.

Right now, my family is visiting, so all projects are on hold for the week.  *Sigh* I miss my Java.  

Anyway, I will most definately be working on this stuff when I'm able to get at my projects again.
3  Java Game APIs & Engines / OpenGL Development / Newbie Sprite Question on: 2004-06-30 19:41:38
I'm working on a 2D "sort-of-game, more-like-a-test" and wanted some ideas on this one thing.

The way I figure, I could very easily and likely have more than one of the same "sprite" onscreen at once.  I was thinking of storing all of a sprite's textures (after loading them) inside the sprite's class, then call for that address when I need it.  If I did this, then I think it would be more efficient to just reuse the same textures over, rather than reload the exact same image.  The problem is, I'm not sure how to do this.

I was thinking of having one "queen" type object that would hold the actual textures and stuff, and then it could spawn off the real sprite objects as needed.  Can someone help me figure out an implementation for this?

It seems like a lot to actually make a special queen class for every enemy or what-not in the game, but would that be the best way?  
4  Game Development / Newbie & Debugging Questions / Re: The basic question on: 2004-06-30 16:38:22
Things don't really "move."  You just change their position a little bit every frame.  

Basically, just set the x and y position of it to somewhere onscreen, then increment it every loop.

The webpage he gave seems simple enough.  Just scroll to the movement section and it bascially puts it right there.

Every sprite has an x and y position variable, and you use that to tell it where to draw it at, then you change that variable when the loop restarts, so it appears to move.
5  Game Development / Newbie & Debugging Questions / Re: Vector Math on: 2004-06-30 06:16:14
Well, haha on me.   I've been using LWJGL, looked at the javadoc today and looky there, they have a vector class too!  

I really need to look at the documention on this stuff more often.  Is there a downloadable version of the LWJGL doc?
6  Game Development / Newbie & Debugging Questions / Re: It's soooo H0T: Java CS! ! on: 2004-06-29 22:21:58
Yes, I'm quite confused.  

Not that it's hard right now to confuse me, as I've been studying java non-stop and haven't slept more than 6 hours in the last 3 days.

Still....this topic is befuddling and bewildering.  A mystery for the ages.
7  Game Development / Newbie & Debugging Questions / Re: It's soooo H0T: Java CS! ! on: 2004-06-29 20:22:48
The topic got deleted?

What's going on?
8  Game Development / Newbie & Debugging Questions / Re: Vector Math on: 2004-06-28 00:35:34
I have another question to ask.   What are TexCoords used for?  I get that their texture coordinates, so, yeah I suppose they would be used for textures, but there doesn't seem to be any difference between a Tuple and TexCoord, so I don't see the point.  

Are they there so that some other part of Java3D can make use of them specificially?
9  Game Development / Newbie & Debugging Questions / Re: Vector Math on: 2004-06-27 13:38:45
Ahhh, perfect, that's exactly what I needed.  Thank you very much.  

Glad I learned Vector Math last semester in Calculus.  They told me it would come in handy someday.   Grin
10  Game Development / Newbie & Debugging Questions / Vector Math on: 2004-06-27 06:19:36
I'm sort of dabbling in a game project to teach myself some fundamentals, and I think I need vectors now.  

I have a library I picked up from the Xith3D website (part of a 3rd party tools package) that is for VectorMath, but I've got no documentation to go with it so I'm not sure how to properly use or implement the vector math tools.

I don't suppose it would be that hard to make vector stuff myself either, I only need 2D vectors.  

Basically, I'm asking: Can anyone point me at the documentation for the library I have (VecMath.jar)?  Or, can someone tell me where else I can get access to vectors at (does Java include them already?) Or, can someone sort of tell me how I'd go about making a vector class? (Would it have a sepeate variable for each component, or what?)

Sorry if this has been asked before (or it's so super-noob that it's insulting).  I did a search and came up with nothing, so I figured that asking directly might get better results.
11  Game Development / Newbie & Debugging Questions / Re: Help! 1.5beta ate my machine! on: 2004-06-09 03:05:21
Yeah, I'm curious as to why that's a problem?  It's not like reinstalling JVM is a huge task.  Is it?

I recently reinstalled Java, after removing the whole freaking thing.  Updated to 1.5 myself, thinking it would make certain demos work.  Actually, I think my video card just sucks, but I'm still using the beta java and it seems to run everything just fine.
12  Game Development / Newbie & Debugging Questions / Re: Books on: 2004-06-04 16:30:30
You could probably just download some Java tutorials and print them, or bring them to a copy shop (like kinkos) and have them print it.  

If you want a good book on Java, I'd reccomend Head First Java.  It has lots of pictures and fun examples.  Plus, it pretty much covers all the basics.  You're making visual stuff, using windows and widgets and such, by chapter 2 or 3.  I got my java basics from it and it seemed to be a good start.

For Java gaming, not sure what to tell you.  Maybe you could get an OpenGl binding (JOGL or LWJGL) and then a book on OpenGL?
13  Game Development / Game Play & Game Design / Re: Pong game on: 2004-06-03 14:46:11
Oh... Learn something new everyday.  So much good my comp sci degree will be when my instructors keep telling me the wrong things to "keep it simple" Thanks Blah^3.  Nice to know how things actually work.
14  Game Development / Game Play & Game Design / Re: Pong game on: 2004-06-03 14:16:28
I think I found your error.  In your key listener, it looks like you put & between your statements.  I hope you wanted a bitwise and, because otherwise, you should have put &&.  Is that the problem?
15  Game Development / Newbie & Debugging Questions / Re: How do I start Java Game Programming on: 2004-06-03 14:07:42
Now that I've lurked the forums for awhile, I'm a little more informed as a clubie.  Allow me to offer up what I'm thinking so far:

I bought "Developing Games in Java" by David Brackeen, as well.  It seemed like the friendliest looking java games book in the store.  Now that I've looked around a bit, I've learned that his methods are most likely outdated.  The book still holds promise, mind you.  It's definately a good book for teaching the basics of game design.  Just be aware that:

-AWT and other Java2D stuff doesn't seem to be the preffered method for 2D games.  I've been looking into OpenGL, since that seems the way of the future.

-He uses multi-threading, but it seems that single-threading is preffered for games.

-His 3D stuff will teach a lot about 3D, but once again, it seems like it's better to use OpenGL rather than Java3D.  And actually, it looks like he uses Java2D to make his 3D stuff.  So you can definately learn a lot about 3D engine stuff here.

That's just my collected wisdom so far.  Seems like the major point is just that openGL is the way to go.

As to what binding to use, the war continues.  I think Java3D is pretty much out, but there might be some support there still.  I tried JOGL, but couldn't really get a handle on it.  Since then, I've started playing with LWJGL, and found it to be quite excellent.  

LWJGL is simple to install, and explained well enough on their website.  Basically, you just have to copy a couple of files to the right directorties, and tada, you have access to the LWJGL tools.  Do a forum search for "LWJGL Tutorials" and you should come up with the OpenGL tutorials from a site named NeHe, converted to LWJGL by one of the guys around here.  

Good luck, my fellow game design explorer.
16  Game Development / Newbie & Debugging Questions / Re: Doing 2d with 3d (OpenGl/Xith/Java3d) on: 2004-06-02 20:42:58
About your texture-animation problem, why not put all the frames for one set of animation on a single texture?  I.E. you'd have a run texture and a shooting texture, etc, so that you swap positions for the anim, and swap textures when you swap animations.   Don't know if that would work, but I thought I'd suggest it.

BTW, I have a related question, since I'm also planning a 2D game with LWJGL.  According to the OpenGL tutorials I've read, you're supposed to not use textures above something like 512x512.  If that's the case, then how does one go about doing big objects, like a backround, or a huge sprite sheet?
17  Game Development / Game Play & Game Design / Re: Big Multiplayer Online Games on: 2004-05-08 21:18:55
I'm not sure how many computers could handle 10,000 bot AIs.  Maybe modern PCs could deal with 10k very simple units.  If that's what you implied then I suppose a very massive RTS-like game of that sort could be cool.

I've heard nothing about what you call a BMOG.  Seems to me that most games try to get all the players than can and either divide them into 64 player max games or whatever number of players they can stuff into one world.  

I do think a smaller world might help players feel more important to the world.    With around 200-500 people, and a very big world, you could have enough room for wandering heros.  The story would still not be able to fully revolve around one character though, obviously.  

What kind of responses are you looking for exactly?  Do you plan on building such a game, or are you just asking to promote thought about current multiplayer game systems?
18  Games Center / Archived Projects / Re: Scaled back game.... on: 2004-05-08 21:05:36
I had heard the theories that gravity was a particle (usually called a Graviton).  Pressure theory is a new on on me though.  

The Dark Energy idea, from what I understand it, is that there is a force that is like anti-gravity, pushing all bodies apart rather than pushing them together.  

I like the idea that space-time curvature causes gravity (and all waves, I think that's how the theory goes) but I believe particle theories are more popular now.
19  Game Development / Game Play & Game Design / Re: 3d world on: 2004-04-24 16:13:10
Just a note (Because I like to nag about these things) but if you go off the top and appear on the bottom and then go off one side and appear on the other, then it's not a spere.  That shape is technically called a torus, aka, the donut.  If the world were a flattened sphere, then going off the bottom would bring you back up on the bottom and one radii distance to the side.
20  Games Center / Archived Projects / Re: UridiumGL on: 2004-04-23 01:37:58
As a major consumer of games of all types, I give my vote to JWS.  3 megs or 300 megs, you have to download it somehow.  Better to use JWS and let it handle updates and such as well, instead of offering only the .jar.  I actually like the idea of a game manager too, that keeps all my games on one shortcut, allows for easy deletion, etc.
21  Discussions / General Discussions / Re: Jeff's 10 Answers to Gordon on: 2004-04-21 16:21:43
I'd say people always have problems when new genres/gimmicks appear or come back into popularity and everyone starts copying them.  

Mind you, not innovating or improving in any dramatic way.   Just pretty much blatantly copying them.  The fact that after 15 years or so it's still common practice just annoys people I guess.  It's the same in any industry.  Look at movies right now, comic books are hot and so every graphic novel in existance is getting a movie.  Eventually, people will get tired of them or one will bomb or something new will come along and it will fall to the side.  

But my annoying ranting has drawn this thread way off topic hasn't it?  I appologize.
22  Game Development / Game Play & Game Design / Re: Resource Mining Techniques - GT6 on: 2004-04-21 15:57:04
No, I don't think that's how it works.  Or maybe I'm reading it wrong.  It basically looks like Endolf calculates the percentage of each item in the rock, then rolls math.random to get a percentage value.  Whatever range the random falls into, that's the item you get.  In that case, you'd just have better odds of getting the material in greater quantity, but if a few other minerals had equal but smaller amounts, then you'd have an equally small chance of getting any one of them, as compared to the item you have the most of.
23  Discussions / General Discussions / Re: Jeff's 10 Answers to Gordon on: 2004-04-21 15:51:58
Ah, you got me.  I totally disregarded the MMOs that aren't fantasy genre, and I really meant not to do that.  Game like Planetside and Puzzle Pirates offer an interesting appeal in their own rights for fans of their respective genres.

One point that Planetside brings to mind is that thing about the "magic number" of players.  An MMO should definately offer plenty for the "soloist" player to do.  Many upstart games (that I"ve seen) seem to think that give players a big playground will draw people in for the amount of interaction and socializing that there will be.  I can't say I'm above that design, since it does sound fun.  The downside is that when you don't get enough players to make it fun, then you lose players.  It's a slippery-slope problem.  

Anyway, I'm not trying to put down MMOs or downplay their importance.  They are here, they are popular, and there will be more of them for sure.  I'mjust saying, and I think everyone will agree with me, that they need variety in their gameplay and creativity to attract new players.  All these EQ "Me-Too" games are cluttering up what will eventually be a fun and unique new genre.
24  Game Development / Newbie & Debugging Questions / Re: Game programming books on: 2004-04-21 15:20:07
I have Brackeen's book too, "Developing Games in Java".  I like it for the most part.  Nekromant is right on about the content.  The first part of the book hits on some basic game concepts and goes over a little 2D game.  The bulk of the book is about 3D graphics and looks to be great for beginning level on that subject.  He goes over building pretty much an entire engine from scratch.  Also covered are some good general topics like path finding, collision detection, game scripting, and multiplayer.  

If you're looking for a great super noob java book, I'd reccomend Head First Java, from O'Reilly books.  It has lots of pictures and real simple code.  You build some really neat, fun things though and it covers all the basics in a fun manner that makes it easy to read and remember.  It might help to some programming experience (I knew a little C before I started on Java) but I think the book can teach you most of the "basic basics" too.  Highly reccomended.

25  Discussions / General Discussions / Re: Game market crashes after 2005? on: 2004-04-21 14:38:41
Well thank /root for that.  I might have a job when I graduate after all.  

It's a little scary getting a comp sci degree, hoping to move into game design, and worried that there might not be a games industry when I get there.  Or worse and more accurate, that the market will be saturated with gamedevs and programmers.
26  Discussions / General Discussions / Re: Jeff's 10 Answers to Gordon on: 2004-04-21 14:35:00
Ok, I'm not a gamedev(yet), just a newless clubie, but I thought I'd share some of my ideas on the MMORPG craze.

He brings up the point that there are too many, and you reiterate by saying that it's like having too many single player games.  Unfortuneately, that's not quite the case.  Keep in mind the point you made about MMO games trying to attract and keep subscribers, so you get the most profit out of the system.   With a single player game, you're looking at 20-80 hours of gameplay, averaging around 40.  A good player (or a person using cheats), can beat such games in let's say...75% of the estimated time, maybe less.  Anyway, the point is, you play a single player game, you beat it, and if it's good, you might beat it again, but people can shelve a game they've finished and move on to another.  

This is not so with MMOs.  You want players to invest their time in the game with some regulartity.  That means you need a stream of new content, new options, and new fun to keep players interested.  What I see wrong with my MMOs is the way they do this--repetitive tasks.  I don't know, for some people, watching your avatar slay monsters for you might be real exciting.   I get a kick out of it for about an hour.  But to spend a year or more doing that?  

Now, if this engine/game you're talking about (sorry, haven't read much on Sim Server yet) is out to fix this problem, then you might have a winner.  But right now, I have to agree that the market just does not need another game where you sit and talk to people while your character does some dull task for you.    Let's say that the rule is, if you think "social interaction" is a feature because you put a chat system in, then you need to make sure you have enough fun, immersing gameplay that players don't have to resort to roleplaying over the chat system alone.
27  Game Development / Newbie & Debugging Questions / Re: How to get in to Java games programming? on: 2004-04-01 23:15:16
Hmmm...yeah, this book uses AWT and Swing pretty heavily.

Well, if there's a better method...what is it and where is it?
28  Game Development / Newbie & Debugging Questions / Re: How to get in to Java games programming? on: 2004-04-01 03:10:14
I'm currently working my way through a few books to try and get this stuff down.

I'd reccomend Head First Java, by Kathy Sierra and Burt Bates (published by O'Reilly) as a good book for a total newb.  It's pretty easy to follow and has you build fun example programs.  I highly reccomend it to learn java basics.

Right now, I'm reading David Brackeen's, Developing Games in Java. It's an ok book so far.  He covers a lot of useful concepts, and he seems to know his Java.  I haven't gotten too far into it so far, so I'm not sure how much I can reccomend it.
Pages: [1]
 

Add your game by posting it in the WIP section,
or publish it in Showcase.

The first screenshot will be displayed as a thumbnail.

Pippogeek (38 views)
2014-09-24 16:13:29

Pippogeek (29 views)
2014-09-24 16:12:22

Pippogeek (18 views)
2014-09-24 16:12:06

Grunnt (42 views)
2014-09-23 14:38:19

radar3301 (24 views)
2014-09-21 23:33:17

BurntPizza (61 views)
2014-09-21 02:42:18

BurntPizza (31 views)
2014-09-21 01:30:30

moogie (36 views)
2014-09-21 00:26:15

UprightPath (49 views)
2014-09-20 20:14:06

BurntPizza (53 views)
2014-09-19 03:14:18
List of Learning Resources
by Longor1996
2014-08-16 10:40:00

List of Learning Resources
by SilverTiger
2014-08-05 19:33:27

Resources for WIP games
by CogWheelz
2014-08-01 16:20:17

Resources for WIP games
by CogWheelz
2014-08-01 16:19:50

List of Learning Resources
by SilverTiger
2014-07-31 16:29:50

List of Learning Resources
by SilverTiger
2014-07-31 16:26:06

List of Learning Resources
by SilverTiger
2014-07-31 11:54:12

HotSpot Options
by dleskov
2014-07-08 01:59:08
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!