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1  Game Development / Shared Code / Re: [Help] Unlimited terrain on: 2012-04-28 18:19:30
That is very true, and so to basically make an unlimited world you would have to continue on rendering blocks whenever needed. Well, never thought about it that way ut it does make a lot of sense in a way Smiley
2  Game Development / Game Play & Game Design / Re: [Help] Block Class Design on: 2012-04-28 15:48:27
Ohh okay, so it would automatically draw the cube on the "space"
3  Game Development / Shared Code / Re: [Help] Unlimited terrain on: 2012-04-28 15:46:30
You can always look at the minecraft wiki if you want to clone what minecraft does: http://www.minecraftwiki.net/wiki/Chunk_format
Thanks, but isnt it copyrighted so I cant use it in my game, or could I use some of the code but change the most of it?
4  Game Development / Game Play & Game Design / Re: [Help] Block Class Design on: 2012-04-28 14:30:21
For coordinates, find a point/vector3d which will be used to all 6 sides. Your class hold it and also texture REFERENCE. Class's drawing method has to draw that texture 6 times with different position.
Ahh okay, and how would you have it on an actual block place, and not in the miidlle of it
5  Game Development / Shared Code / Re: [Help] Unlimited terrain on: 2012-04-27 18:12:12
So then how would you set something up like that? Is there a certain way, and for the saving terrain what would you do?
6  Game Development / Game Play & Game Design / Re: [Help] Block Class Design on: 2012-04-27 18:09:46
By structure you mean relation between class? well it's up to your game mechanism. Or you mean this single block class? just fill it with necessary fields and methods. With lwjgl, you can call static GL to draw from within your block class directly.
Okay, and what type of fields and methods do you think I should incorporate, and do you happen to know how to make a cube with the same texture on all 6 sides?
7  Game Development / Shared Code / [Help] Unlimited terrain on: 2012-04-26 15:24:35
Hey, im making a 3d game and right now I can only have up to 1000 block grid size without lwjgl freaking out. I would like to know if anyone knows how to have an unlimited terrain sort of like minecraft Huh
PS. Im using LWJGL
8  Game Development / Game Play & Game Design / Re: [Help] Block Class Design on: 2012-04-26 15:22:03
Depends on your lib. Usually on libgdx I pass SpriteBatch to each class of this kind.
Im using lwjgl, and do you happen to know how to structure the class?
9  Game Development / Game Play & Game Design / [Help] Block Class Design on: 2012-04-26 03:09:18
Hey everyone, im really needing a lot of help in creating a 3D block class, Ive been looking around for some time and I havent found anything that could really help me. This is my first 3D game and I dont really know what to add into the class, and is it possible to have it render from the actual block class, or does it have to be rendered in the render class? Any help would be really appreciated. Im also looking for a basic structure of a random world generator. Thanks a lot Cheesy
10  Game Development / Game Mechanics / Re: [Solved] Calling a class on: 2012-04-26 00:21:38
yea, I shouldve done that
11  Game Development / Game Mechanics / Re: [Solved] Calling a class on: 2012-04-25 21:07:01
Thanks a lot Grin
12  Game Development / Game Mechanics / Re: [Solved] Calling a class on: 2012-04-25 03:02:59
After painfully read your code, I found that you call static methods getDelta, getTime and updateFPS of super-class from child-class. NO. Just make it "protected void blah()". You make it static when you want to call Fearless.getTime(). In inheritance, you also make instance of super-class.

Also there're duplicates code on your main and gameLoop
So i should make getTime, getDelta and updateFPS protected void ... , and what about the error I get about the static problems, or do i also put the Fearless.render  and Render.render method to protected Huh
13  Game Development / Game Mechanics / Re: [Solved] Calling a class on: 2012-04-25 00:12:16
Ok, i think I understand what you are all getting to but im still getting an error about different statics and stuff

Render class
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package com.game.Fearless;

import static org.lwjgl.opengl.GL11.GL_ALPHA_TEST;
import static org.lwjgl.opengl.GL11.GL_BACK;
import static org.lwjgl.opengl.GL11.GL_BLEND;
import static org.lwjgl.opengl.GL11.GL_COLOR_BUFFER_BIT;
import static org.lwjgl.opengl.GL11.GL_COMPILE;
import static org.lwjgl.opengl.GL11.GL_CULL_FACE;
import static org.lwjgl.opengl.GL11.GL_DEPTH_BUFFER_BIT;
import static org.lwjgl.opengl.GL11.GL_DEPTH_TEST;
import static org.lwjgl.opengl.GL11.GL_FOG;
import static org.lwjgl.opengl.GL11.GL_FOG_COLOR;
import static org.lwjgl.opengl.GL11.GL_FOG_DENSITY;
import static org.lwjgl.opengl.GL11.GL_FOG_END;
import static org.lwjgl.opengl.GL11.GL_FOG_HINT;
import static org.lwjgl.opengl.GL11.GL_FOG_MODE;
import static org.lwjgl.opengl.GL11.GL_FOG_START;
import static org.lwjgl.opengl.GL11.GL_LINEAR;
import static org.lwjgl.opengl.GL11.GL_MODELVIEW;
import static org.lwjgl.opengl.GL11.GL_NEAREST;
import static org.lwjgl.opengl.GL11.GL_NICEST;
import static org.lwjgl.opengl.GL11.GL_ONE_MINUS_SRC_ALPHA;
import static org.lwjgl.opengl.GL11.GL_PERSPECTIVE_CORRECTION_HINT;
import static org.lwjgl.opengl.GL11.GL_PROJECTION;
import static org.lwjgl.opengl.GL11.GL_QUADS;
import static org.lwjgl.opengl.GL11.GL_RGBA;
import static org.lwjgl.opengl.GL11.GL_SRC_ALPHA;
import static org.lwjgl.opengl.GL11.GL_TEXTURE_2D;
import static org.lwjgl.opengl.GL11.GL_TEXTURE_MAG_FILTER;
import static org.lwjgl.opengl.GL11.GL_TEXTURE_MIN_FILTER;
import static org.lwjgl.opengl.GL11.GL_TRIANGLES;
import static org.lwjgl.opengl.GL11.GL_UNSIGNED_BYTE;
import static org.lwjgl.opengl.GL11.glBegin;
import static org.lwjgl.opengl.GL11.glBindTexture;
import static org.lwjgl.opengl.GL11.glBlendFunc;
import static org.lwjgl.opengl.GL11.glCallList;
import static org.lwjgl.opengl.GL11.glClear;
import static org.lwjgl.opengl.GL11.glClearColor;
import static org.lwjgl.opengl.GL11.glColor4f;
import static org.lwjgl.opengl.GL11.glCullFace;
import static org.lwjgl.opengl.GL11.glDeleteTextures;
import static org.lwjgl.opengl.GL11.glDisable;
import static org.lwjgl.opengl.GL11.glEnable;
import static org.lwjgl.opengl.GL11.glEnd;
import static org.lwjgl.opengl.GL11.glEndList;
import static org.lwjgl.opengl.GL11.glFog;
import static org.lwjgl.opengl.GL11.glFogf;
import static org.lwjgl.opengl.GL11.glFogi;
import static org.lwjgl.opengl.GL11.glGenLists;
import static org.lwjgl.opengl.GL11.glGenTextures;
import static org.lwjgl.opengl.GL11.glHint;
import static org.lwjgl.opengl.GL11.glLoadIdentity;
import static org.lwjgl.opengl.GL11.glMatrixMode;
import static org.lwjgl.opengl.GL11.glNewList;
import static org.lwjgl.opengl.GL11.glRotatef;
import static org.lwjgl.opengl.GL11.glTexCoord2f;
import static org.lwjgl.opengl.GL11.glTexImage2D;
import static org.lwjgl.opengl.GL11.glTexParameteri;
import static org.lwjgl.opengl.GL11.glTranslatef;
import static org.lwjgl.opengl.GL11.glVertex3d;
import static org.lwjgl.opengl.GL11.glVertex3f;
import static org.lwjgl.opengl.GL11.glViewport;
import static org.lwjgl.util.glu.GLU.gluPerspective;

import java.io.FileInputStream;
import java.io.FileNotFoundException;
import java.io.IOException;
import java.io.InputStream;
import java.nio.ByteBuffer;
import java.nio.FloatBuffer;

import org.lwjgl.BufferUtils;
import org.lwjgl.opengl.Display;

import de.matthiasmann.twl.utils.PNGDecoder;
import de.matthiasmann.twl.utils.PNGDecoder.Format;

public class Render extends Fearless {

   static float rotationx = Input.rotation.x;
   static float rotationy = Input.rotation.y;
   static float rotationz = Input.rotation.z;
   static float positionx = Input.position.x;
   static float positiony = Input.position.y;
   static float positionz = Input.position.z;
   
   public void render() {
      int endTexture = glGenTextures();
      {
         InputStream in = null;
         try {
            in = new FileInputStream("bin/images/floor.png");
            PNGDecoder decoder = new PNGDecoder(in);
            ByteBuffer buffer = BufferUtils.createByteBuffer(4
                  * decoder.getWidth() * decoder.getHeight());
            decoder.decode(buffer, decoder.getWidth() * 4, Format.RGBA);
            buffer.flip();
            in.close();
            glBindTexture(GL_TEXTURE_2D, endTexture);
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
                  GL_NEAREST);
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
                  GL_NEAREST);
            glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, decoder.getWidth(),
                  decoder.getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE,
                  buffer);
            glBindTexture(GL_TEXTURE_2D, 0);
         } catch (FileNotFoundException ex) {
            System.err.println("Failed to find the texture files.");
         } catch (IOException ex) {
            System.err.println("Failed to load the texture files.");
         }
      }

      glMatrixMode(GL_PROJECTION);
      glLoadIdentity();
      gluPerspective(fov,
            (float) Display.getWidth() / (float) Display.getHeight(),
            zNear, zFar);
      glMatrixMode(GL_MODELVIEW);
      glLoadIdentity();

      glEnable(GL_DEPTH_TEST);
      glEnable(GL_TEXTURE_2D);
      glEnable(GL_BLEND);
      glEnable(GL_ALPHA_TEST);
      glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
      glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
      glEnable(GL_CULL_FACE);
      glCullFace(GL_BACK);
      glEnable(GL_FOG);

      {
         FloatBuffer fogColours = BufferUtils.createFloatBuffer(4);
         fogColours.put(new float[] { fogColor.r, fogColor.g, fogColor.b,
               fogColor.a });
         glClearColor(fogColor.r, fogColor.g, fogColor.b, fogColor.a);
         fogColours.flip();
         glFog(GL_FOG_COLOR, fogColours);
         glFogi(GL_FOG_MODE, GL_LINEAR);
         glHint(GL_FOG_HINT, GL_NICEST);
         glFogf(GL_FOG_START, fogNear);
         glFogf(GL_FOG_END, fogFar);
         glFogf(GL_FOG_DENSITY, 0.005f);
      }

      int ceilingDisplayList = glGenLists(1);
      glNewList(ceilingDisplayList, GL_COMPILE);
      glBegin(GL_QUADS);
      glTexCoord2f(0, 0);
      glVertex3f(-gridSize, ceilingHeight, -gridSize);
      glTexCoord2f(gridSize * 10 * tileSize, 0);
      glVertex3f(gridSize, ceilingHeight, -gridSize);
      glTexCoord2f(gridSize * 10 * tileSize, gridSize * 10 * tileSize);
      glVertex3f(gridSize, ceilingHeight, gridSize);
      glTexCoord2f(0, gridSize * 10 * tileSize);
      glVertex3f(-gridSize, ceilingHeight, gridSize);
      glEnd();
      glEndList();

      int wallDisplayList = glGenLists(1);
      glNewList(wallDisplayList, GL_COMPILE);

      glBegin(GL_QUADS);

      glEnd();

      glEndList();

      int floorDisplayList = glGenLists(1);
      glNewList(floorDisplayList, GL_COMPILE);
      glBegin(GL_QUADS);
      glTexCoord2f(0, 0);
      glVertex3f(-gridSize, floorHeight, -gridSize);
      glTexCoord2f(0, gridSize * 10 * tileSize);
      glVertex3f(-gridSize, floorHeight, gridSize);
      glTexCoord2f(gridSize * 10 * tileSize, gridSize * 10 * tileSize);
      glVertex3f(gridSize, floorHeight, gridSize);
      glTexCoord2f(gridSize * 10 * tileSize, 0);
      glVertex3f(gridSize, floorHeight, -gridSize);
      glEnd();
      glEndList();

      int objectDisplayList = glGenLists(1);
      glNewList(objectDisplayList, GL_COMPILE);
      {
         double topPoint = 0.75;
         glBegin(GL_TRIANGLES);
         glColor4f(1, 1, 0, 1f);
         glVertex3d(0, topPoint, -5);
         glColor4f(0, 0, 1, 1f);
         glVertex3d(-1, -0.75, -4);
         glColor4f(0, 0, 1, 1f);
         glVertex3d(1, -.75, -4);

         glColor4f(1, 1, 0, 1f);
         glVertex3d(0, topPoint, -5);
         glColor4f(0, 0, 1, 1f);
         glVertex3d(1, -0.75, -4);
         glColor4f(0, 0, 1, 1f);
         glVertex3d(1, -0.75, -6);

         glColor4f(1, 1, 0, 1f);
         glVertex3d(0, topPoint, -5);
         glColor4f(0, 0, 1, 1f);
         glVertex3d(1, -0.75, -6);
         glColor4f(0, 0, 1, 1f);
         glVertex3d(-1, -.75, -6);

         glColor4f(1, 1, 0, 1f);
         glVertex3d(0, topPoint, -5);
         glColor4f(0, 0, 1, 1f);
         glVertex3d(-1, -0.75, -6);
         glColor4f(0, 0, 1, 1f);
         glVertex3d(-1, -.75, -4);

         glEnd();

         glColor4f(1, 1, 1, 1);
      }
      glEndList();

      getDelta();
      lastFPS = getTime();

      while (running) {
         glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

         int delta = getDelta();
         glBindTexture(GL_TEXTURE_2D, endTexture);

         glEnable(GL_CULL_FACE);
         glDisable(GL_DEPTH_TEST);
         glCallList(floorDisplayList);
         glCallList(ceilingDisplayList);
         glCallList(wallDisplayList);
         glEnable(GL_DEPTH_TEST);
         glDisable(GL_CULL_FACE);
         glBindTexture(GL_TEXTURE_2D, 0);
         glCallList(objectDisplayList);

         glLoadIdentity();
         glRotatef(rotationx, 1, 0, 0);
         glRotatef(rotationy, 0, 1, 0);
         glRotatef(rotationz, 0, 0, 1);
         glTranslatef(positionx, positiony, positionz);

      }
      if (resizable) {
         if (Display.wasResized()) {
            glViewport(0, 0, Display.getWidth(), Display.getHeight());
            glMatrixMode(GL_PROJECTION);
            glLoadIdentity();
            gluPerspective(fov, (float) Display.getWidth()
                  / (float) Display.getHeight(), zNear, zFar);
            glMatrixMode(GL_MODELVIEW);
            glLoadIdentity();
         }
      }
      if (printFPS) {
         updateFPS();
      }
      Display.update();
      if (vsync) {
         Display.sync(60);
      }
      if (Display.isCloseRequested()) {
         running = false;
      }
      while (!running) {
         glDeleteTextures(endTexture);
         // glDeleteLists(floorDisplayList, 1);
        // glDeleteLists(ceilingDisplayList, 1);
        // glDeleteLists(wallDisplayList, 1);
        // glDeleteLists(objectDisplayList, 1);
        Display.destroy();
         System.exit(0);
      }
   }
}


Main class
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package com.game.Fearless;

import com.game.Fearless.Render;
import org.lwjgl.LWJGLException;
import org.lwjgl.Sys;
import org.lwjgl.input.Mouse;
import org.lwjgl.opengl.Display;
import org.lwjgl.opengl.DisplayMode;
import org.lwjgl.opengl.GLContext;
import org.lwjgl.util.vector.Vector3f;
import org.newdawn.slick.Color;

public class Fearless {

   public static final boolean resizable = false;
   public static volatile boolean running = true;
   public static Vector3f position = new Vector3f(0, 0, 0);
   public static Vector3f rotation = new Vector3f(0, 0, 0);
   public static float zNear = 0.00001f;
   public static final int gridSize = 100;
   public static final float tileSize = 0.4f;
   public static float zFar = 100000f;
   public static float fogNear = 120f;
   public static float fogFar = 100f;
   public static Color fogColor = new Color(0f, 0f, 0f, 1f);
   public static final boolean fullscreen = false;
   public static int walkingSpeed = 105;
   public static int mouseSpeed = 2;
   public static final boolean vsync = true;
   public static boolean printFPS = false;
   public static final int maxLookUp = 85;
   public static final int maxLookDown = -85;
   public static final float ceilingHeight = 200;
   public static final float floorHeight = -1;
   public static int fov = 100;
   private static int fps;
   public static long lastFPS;
   public static long lastFrame;
     
   protected static int getDelta() {
      long currentTime = getTime();
      lastFrame = getTime();
      int delta = (int) (currentTime - lastFrame);
      return delta;
   }

   public static long getTime() {
      return (Sys.getTime() * 1000) / Sys.getTimerResolution();
   }

   public static void updateFPS() {
      if (getTime() - lastFPS > 1000) {
         if (printFPS) {
            System.out.println("FPS: " + fps);
         }
         fps = 0;
         lastFPS += 1000;
      }
      fps++;
   }
   
   public void render() {
      Display.update();
      if (!Display.isCloseRequested()) {
         gameLoop();
      }
      Render.render();
   }

   private void gameLoop() {
      Fearless fearless;
      fearless = new Fearless();
      fearless.render();
   }

   public static void main(String[] args) {
      Fearless fearless;
      fearless = new Fearless();
      fearless.render();
      try {
         if (fullscreen) {
            Display.setDisplayModeAndFullscreen(Display
                  .getDesktopDisplayMode());
         } else {
            Display.setResizable(resizable);
            Display.setDisplayMode(new DisplayMode(800, 600));
         }
         Display.setTitle("Fearless Pre-Alpha 0.01");
         Display.setVSyncEnabled(vsync);
         Display.create();
      } catch (LWJGLException ex) {
         System.err.println("Display initialization failed.");
         System.exit(1);
      }

      if (fullscreen) {
         Mouse.setGrabbed(true);
      } else {
         Mouse.setGrabbed(false);
      }

      if (!GLContext.getCapabilities().OpenGL11) {
         System.err
               .println("Your OpenGL version doesn't support the required functionality.");
         Display.destroy();
         System.exit(1);
      }
      if (Display.isCloseRequested()) {
         Display.destroy();
         System.exit(1);
      }
   }
}
14  Game Development / Game Mechanics / Re: [Solved] Calling a class on: 2012-04-24 03:01:18
On the off-chance you might be using the static keyword unnecessarily (which might quickly snowball into making everything static - a big no no), since mostly only the 'public static void main()" method is static. Here's a quick rundown on how you use a class and its methods typically.

To use a class and its methods, you first need to create a new instance of the class with the new keyword. This is usually done in the 'public static void main' method - the method that starts off the application. Ie, create a new instance of the class and save it inside a variable for later use.
thanks, but what if I want to call an external class. And when do u use static Huh
15  Game Development / Game Mechanics / Re: [Solved] Calling a class on: 2012-04-23 03:21:46
If it is then maybe you had problem in calling the method.
I dont think it was that, I think its that I just needed to set both of my methods (the caller and the called) to static because after I did that it was fixed Smiley
16  Game Development / Game Mechanics / [Solved] Calling a class on: 2012-04-22 13:51:00
I Solved it no need to worry about this. But if you want to know what I did, I just made a nooby mistake and forgot to set it as public static void  Cranky
17  Game Development / Newbie & Debugging Questions / Re: Block Class on: 2012-04-22 05:40:20
So don't be discouraged by asking nooby questions but I would do a quick google search before posting because what you seem to be asking is done many times in tutorials that you can find via google.
thanks a lot, I really appreciate it Cheesy
18  Game Development / Newbie & Debugging Questions / Re: Block Class on: 2012-04-22 05:28:06
You could have a 3d array with your blocks stored in it. You can change one of the blocks' type, and the rendering code will be able to recognize that the one block is different and be able to render that block different.

You could also pass the rendering function a different type for that one block, and it will be rendered different.

If you want to be able to select a certain block, you will have to set up a coordinate system. As for rendering the actual blocks, you will have to know OpenGL and a bit of math in order to render at a certain angle and position.

I do agree with jonjava and StumpyStreet; know 2d cold, and then start getting into 3d.

Bye the way, what 3d engine are you using?

~Longarmx

Oh, i get it, I think, and Im using LWJGL right now but if needed I could switch I guess. And how would you even go about setting up a coordiante system? Im looking into that but I cant find anything Sad
19  Discussions / General Discussions / Re: How Long Have You Been Coding? on: 2012-04-22 03:39:10
I've been coding for only about 4 months of actually doing something, and then only about 5 months of making small little minecraft mods and what not. Im having a hard time too, but what I noticed is that once you get over how to structure your code and how the code actually works it gets easier. Although you still have to learn everything else Sad. About the OpenGL, Im making my own game in LWJGL and I have found that although I got over a bit of the hard part, its still a lengthy process of understanding and getting used to its code.

Ive also been talking to a few friends (who work for big gaming companies) and they have said that it takes a long time 1-2 years about to get all the code somewhat memorized so that you can go and code for a long time without having to rely on the internet for different things. Like I said earlier I have only been coding for about 8 months total, and am only 14 so Im not the biggest mastermind of coding, but being 14 it shows that you dont have to be a genious to understand it and to apply the code.
20  Game Development / Newbie & Debugging Questions / Re: Block Class on: 2012-04-22 03:09:28
What do you mean by that?  Huh
21  Game Development / Newbie & Debugging Questions / Re: Block Class on: 2012-04-22 02:53:56
I suppose that is true, but its going well except that I am only having problems on specifying a block type and all, and Im also having problems sending the different blocks to the rendering class that I have setup.
22  Game Development / Newbie & Debugging Questions / Re: Block Class on: 2012-04-22 02:46:51
Don't jump to 3D world yet, it's serious bussiness. Make it 2D first.
Well if I were to make it 2d first, it would take a long time to transfer it over to 3d when thats done wouldnt it?
23  Game Development / Newbie & Debugging Questions / Re: Block Class on: 2012-04-22 02:18:02
Ive looked into that already, its just that I dont know what to do now and Im stuck on block creation.
24  Game Development / Newbie & Debugging Questions / Re: Block Class on: 2012-04-22 01:47:25
Thanks, ill look into that, any help was needed Smiley  and this will work in a 3d world right?
25  Game Development / Newbie & Debugging Questions / Re: Block Class on: 2012-04-22 01:34:24
Your main class, or the "public static void main(String[] args)" method?

The "public static void main(...)" method doesn't have anything to do with the class that it's in, it's just the starting point of a java program.
I know that, its just I want to know how to call the block in rendering or wherever you call it into.
26  Game Development / Newbie & Debugging Questions / Re: Block Class on: 2012-04-22 01:16:50
A Class is basically just a collection of data.

What kind of data do you think a "Block" class should have?
I got that, but like I dont know how to set it up and I dont know how to "call" it from my main class
27  Game Development / Newbie & Debugging Questions / Block Class on: 2012-04-22 00:57:04
Anyone know how to make a basic block class and how to size it (blocks like in minecraft). Im also looking for a way to have the blocks selected in the "main" method or wherever it gets selected.
28  Java Game APIs & Engines / OpenGL Development / Good tutorials on: 2012-04-21 15:05:03
Hey everyone, Im just wondering if anyone has any good LWJGL tutorials for 3d programming. Any help is appreciated
29  Game Development / Newbie & Debugging Questions / Re: Equations or other problems on: 2012-04-21 15:02:49
Why are all the mouse listener methods overridden so that none of them do anything? is it some generalized sort of all-in-one input handler? Where is it used in the rest of the code?
thats because im doing that later on, and I just want to start on the maain movement
30  Game Development / Newbie & Debugging Questions / Re: Equations or other problems on: 2012-04-21 04:26:45
What do you mean by "moving screen"? I mean, what's wrong?
the char will move randomly
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