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1  Discussions / General Discussions / Re: Comparison between 2 IDE's - Netbeans and Eclipse on: 2016-08-27 15:22:38
I don't think that you can form a judgement after a hello world app. I've used IntelliJ, Eclipse and Netbeans, and overall I prefer IntelliJ. IntelliJ's code inspections help me to write better Java.
2  Game Development / Game Mechanics / Re: Downloading and running jars from servers - Security? on: 2016-08-26 16:30:57
Yes, huge security risk.
3  Game Development / Newbie & Debugging Questions / Re: Does sat only works for 2 polygons at a time? (solved) on: 2016-08-25 19:01:40
...but what was the solution?
4  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-08-25 17:13:26
I've spent the last couple of lunchtimes building up a little village generator:

https://www.jdoodle.com/a/13E

Currently it builds a grid, puts down some random trees and one instance of each building type, and then adds random roads. Next steps are add more organized town planning and then connect up the roads.
5  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-08-24 10:45:50
To resolve some sound smoothness issues in Vangard I did some analysis of the times logic frames are taking. On average they take 20ms on my laptop with a target of 30fps, so the frame times looked ok. However I then counted the logic frames for each logic frame duration and found that although the vast majority were 16ms or less, 10% of the frames were over 33ms, so the CPU was spending a lot of time at full utilization on all cores.

I don't know how solveable the issue is. some of the spikes are probably due to my code, GC and so on, but sometimes the PC just has to do other stuff and with the CPU almost fully utilized by the game only bad things can happen.

For now i have simply provided a parameter to control world size. My laptop seems happy with 36km2, while I guess my fancy desktop can handle the original 100km2.
6  Games Center / WIP games, tools & toy projects / Re: Vangard on: 2016-08-22 10:41:16
I have been working with @philfrei on audio for a while. I will put up a new JAR soon with integration with pfambience.jar once we have ironed out a few glitches.

I have come up with a way to handle character ageing in the game. The problem I have is that I want the game to have ageing but it is hard to get an ageing rate that will work correctly given that I can't foresee the actual mortality rate. The goal would be to have the character expiring after about 40 hours of gameplay.

My solution is to use the same system I am planning to use for trees, where trees have a few age categories, like sapling, young tree, tree, mature tree, old tree, ancient tree. When a tree in one age category dies or gets aged into a higher category, a tree from the next category down gets aged into tree's category. So when an old tree is chopped down, a mature tree is aged into being an old tree, which causes a tree to become a mature tree, a young tree to become a tree, and a sapling to become a young tree. When a sapling is aged, then I spawn a new sapling somewhere.

So it would be the same for people - I would have categories like infant, child, youth, young adult, adult, mature adult, middle aged, old, wizened, terminal. The last age category actively kills people off, the player will get a timer to wrap up their affairs and select an heir!

Understandably, some people may not want to play a lineage and may want to play one character. For these cases I will let players opt to have a ring of immortality in their starting equipment. Instead of difficulty levels (which I can't even imagine for Vangard) I will let the players choose aspects of their background, like this ring, or having a powerful friend or enemy etc.
7  Discussions / Miscellaneous Topics / Re: There is no hope on: 2016-08-22 10:08:47
People are very binary. I once got a one star review that started "I love this game. I play it all the time, but..."
8  Game Development / Newbie & Debugging Questions / Re: getters and setters vs public vars on: 2016-08-22 05:19:02
I mostly agree with philfrei, except that in my experience it is not hard tracking down the usages of a method or public variable. Aside from the excellent support for this in my IDE, it can as simple as changing the return type / variable type, and then working through all the compiler errors.
9  Discussions / Miscellaneous Topics / Re: HTML/CSS Is Gross on: 2016-08-21 12:50:47
Hydroque, you can like totally do this for real. Make up whatever language you want.... then compile it Javascript, CSS and HTML.
10  Discussions / Miscellaneous Topics / There is no hope on: 2016-08-21 10:32:02
Browsing the Gogle Play store, I saw this comment about someone's game:

Quote
Its a nice game but why we have to purchase with real money?
11  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-08-20 11:21:52
Alright, a ton of things have happened.
First off, I made the SW engine used deferred rendering.
Second, with the help of TheAgentD, I was able to multithread this so that it runs faster.
Third, added spotlights to lightmaps Smiley

What sort of performance boost do you get from multithreading?
12  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-08-18 11:12:15
Discovered https://www.jdoodle.com/, which will revolutionize my lunch breaks at work.
13  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-08-17 17:48:29
Found out that I get to move to our devs department for a trial run, and if I do good, they will hire me.  Hopefully I dont f**k it up!   I work in customer service for my company now, and I can't wait to get out of it.  You guys have no idea how dumb people can be.

EDIT:  unless you've worked in customer service...

If you think you are going to avoid dumbness with this move, you're in for a treat. Clever people just do dumb in more convoluted ways.
14  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-08-16 10:40:19
The problem with VR is first-person motion makes people sick. I have the idea to combine the zooming mechanic with VR so that when you are standing still or only moving a little (roomscale?) you can be in VR-first person mode, but otherwise you are in zoomed out VR birds-eye view mode (still in VR, but not in first-person VR).

jME has some support for VR, so all i need to do is figure out how to to export a view of the world to a jME instance, and of course rebuild the GUI controls for VR. A couple of days work, surely! Smiley

With flexible graphics plugins, there is always the hope that @theagentd will be a huge fan and will upload a free fan-made plugin with gorgeous 3D models, shaders and stuff.
15  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-08-16 10:11:48
I integrated @philfrei soundscapes into Vangard. There is a night and day soundscape, I just need to tweak them now and add tense/relaxing flavors (so countryside near towns has a relaxing ambience, while deep wilderness has more frequent tension-inducing sounds). Then add some accents, like a dawn chorus of birds, rainfall, variable wind.

I will give sound a plugin architecture, so I can have a default sound system using a few samples and TinySound, and will then wrap @philfrei's work in a plugin.

While i am doing that, I will also complete the work to make the game's UI a plugin too, so I can easily deploy different views when bored. Like Vangard Isometric, Vangard Third-Person View, Vangard First-Person View, and Vangard VR. Plenty stuff there to keep me busy till 2020 Smiley

(Seriously, I have one user - 50% of my user base! - that has requested an isometric/RTS-style view, so I would like to add that, but still keeping the simple Vangardy look and feel).

The idea was always to have swappable graphics, as a way to make sure my presentation code is strictly separate from my game logic. As a way to force me to do that, I chose Java2D as my initial graphics library Smiley

=====

@ShadedVertex, are you sure you need 3D? It's hard to think of a game that is restricted by its very nature to just one form of representation.
16  Games Center / Contests / Re: The OpenTafl Computer Tafl Open - An Abstract Strategy AI Tournament on: 2016-08-15 22:52:21
Eeeeeeeeek! My entry will serve the purpose of making everyone (else) a winner Sad
17  Game Development / Newbie & Debugging Questions / Re: How Do I time events? on: 2016-08-14 16:31:41
Just keep track of game time. You actions are scheduled to take place at some point in the future. When the time passes a certain point, do the action.
18  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-08-14 10:20:58
That is exactly what happened - the pc was in don't-switch-off mode, the cpu got to hot and the system did an energency shutdown Sad

And I was making good progress on my town planning idea..
19  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-08-13 15:00:57
Lost a couple of days of Vangard prototyping due to computer malfunction. The power saving mode laptop CPU was set to 100% and cooling was set to passive... so it cooked itself while doing a system update. How did that even happen?
20  Discussions / General Discussions / Re: Eclipse Vs Android Studio on: 2016-08-11 10:29:19
why not just use intellij directly?
21  Discussions / General Discussions / Re: Why is Minecraft bad? on: 2016-08-11 10:28:28
"Coding it well" is not a do once, done forever thing. Code might start out at a certain lower level of quality when you are just trying to get things running, but the longer you have with the code the more incremental improvements will go into it. I don't think the Minecraft devs ever made a decision to just go round randomly making the code better, they just ended up with a program that has millions of users on many different platforms and five years worth of maintenance behind it. That's going to make a substantial difference to code quality!
22  Discussions / General Discussions / Re: Why is Minecraft bad? on: 2016-08-10 18:17:52
Thats, like, proper coding Smiley
23  Games Center / WIP games, tools & toy projects / Re: OpenTafl: old terminal graphics meet Old Norse board games on: 2016-08-10 16:50:02
Tried to register on playtaflonline.com but not getting the registration email. Also, I would be more comfortable with google authentication...
24  Discussions / General Discussions / Re: Why is Minecraft bad? on: 2016-08-10 10:25:13
Isn't everything "coded badly"? OpenGL is bad, LibGDX is bad, LWGL is bad, jME is bad, Swing is bad, J2EE is bad, Java is bad...

Given a sufficiently large code base, you will be able to find a ridiculously large number of things that are either appallingly bad by any reasonable standard or are perfectly good but still unacceptable to a large number of people for various reasons.
25  Games Center / WIP games, tools & toy projects / Re: Vangard on: 2016-08-08 10:58:25
My D&D group also propose a general Taming skill that could be used to convert wolves, foxes etc into companions. I don't think that would be very "authentic" however.
26  Game Development / Newbie & Debugging Questions / Re: where to place collision detection, and why? on: 2016-08-08 10:40:24
Not sure I understand the question, but in Vangard I handle thousands of moving objects per frame, with tens of thousands of collidable objects.

1. Things only check for collision if they want to move, and they check for collision at their new target location before they move.

2. The world is divided into 10k sectors and moving objects only check for collision with objects in their sector and adjacent sectors.

3. The sectors are divvied up in such a way that I can process them in parallel.

I don't see why you would have a collision handler or what it would help with. In fact having a collision handler seems to create another object registration issue, and requires another iteration through all entities. I have the objects that can move capable of making their own collision checks if and when they want to move.
27  Games Center / WIP games, tools & toy projects / Re: Vangard on: 2016-08-05 23:29:21
Added building definitions to Vangard today. At the moment the buildings are just outlines, and info on status, construction and maintenance maintenance costs etc. Currently everyone has a hovel, but of course smiths and others should at least have a cottage or longhouse, while chieftains should have a hall. Smiths need a separate forge for their work.

I'm still thinking about giving the player character a dog. It would be fun to train it to either do tricks, fight, guard or track.

To allow a certain degree of city-building strategy without an RTS-style tech tree, I'm planning on allowing temples to various gods to provide divine favor to citizens of the settlements. So a temple to Thor would boost attack and lawspeaker skills, while a temple to Odin would boostdefence, dodge and command skills. The number of temples that can be built to any god would be limited, creating some resource competition.
28  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-08-04 21:01:47
@VaTTeRGeR, I like that performance graph, I'm going to add a copy to Vangard Smiley
29  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-08-02 21:43:51
You have a very pretty renderer there.

I completely changed the way I handled items and inventories in Vangard, and after a week of work the game compiled and ran without crashing yesterday. Since then I have been on a bug hunt, only a few more nasties to go.
30  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-08-01 14:07:24
What!?? Phong shading in a real time software renderer??!

How much CPU is this thing using?
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