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1  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-01-29 20:39:25
Wrote an OBJ exporter for my 3D modeling language, and loaded my test model successfully in an online viewer:

http://www.3dvieweronline.com/share/OKMXULwdjN3gnit/OKMXULwdjN3gnit

Hah! I am free of the shackles of jMonkey Engine  Wink
2  Game Development / Newbie & Debugging Questions / Re: Collision and movement in Java2D on: 2015-01-29 19:59:33
What has collision got to do with Java2D? Or with any other graphics library?
3  Discussions / Miscellaneous Topics / Re: Facebook integrated JGO account, but facebook is being deleted. on: 2015-01-23 22:58:46
It's a total cesspit.

Like!
4  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-01-23 22:13:44
I spent weeks avoiding creating normal arrays for my model loader and got started tonight. Can it be this simple?

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        Vector3f[] normalsArray = new Vector3f[coordsArray.length];
        OneToManyMap<Integer, Vector3f> map = new OneToManyMap<Integer, Vector3f>();
        for (int ii = 0; ii < indexesArray.length; ii += 3) {
            //triangle vectors a and b
            int idx1 = indexesArray[ii], idx2 = indexesArray[ii + 1], idx3 = indexesArray[ii + 2];
            Vector3f a = coordsArray[idx2].subtract(coordsArray[idx1]).normalizeLocal();
            Vector3f b = coordsArray[idx3].subtract(coordsArray[idx1]).normalizeLocal();
            Vector3f normal = a.cross(b).normalizeLocal();
            map.put(idx1, normal);
            map.put(idx2, normal);
            map.put(idx3, normal);
        }
        for (Integer idx : map.keySet()) {
            List<Vector3f> allNormals = map.get(idx);
            Vector3f sum = new Vector3f();
            for (Vector3f normal : allNormals) {
                sum.add(normal);
            }
            normalsArray[idx] = sum.divide(allNormals.size()).normalizeLocal();
        }


EDIT: changed the OneToManyMap.get() return a List and not a Set, as otherwise the average might go wrong.
5  Game Development / Newbie & Debugging Questions / Re: Experienced game developers opinions needed! on: 2015-01-23 22:07:02
Quote
No single game is going to require every game-programming technique.

...and if such a game does exist, then there's nobody that can write it :-)
6  Discussions / General Discussions / Re: RESOLVED: am thinking of getting this PC, for both gaming and developing on: 2015-01-22 23:08:23


I wouldn't think going from a Radeon 260X to a GeForce 750Ti would be much of an upgrade if any.

http://gpuboss.com/gpus/Radeon-R7-260X-vs-GeForce-GTX-750-Ti

It is not a upgrade, but he was on a really low budget, my suggestion was a 750 TI, and a Radeon 260x if he had to really save money (almost half the price in some cases). Especially when he noted his not a huge gamer, especially not with newer games that get released.

he also said the GTX 750 TI would be a future upgrade, though by the time you decide to upgrade @philfrei , it would probably be better to try going for something more powerful then the 750 TI.

From looking at graphics cards when I was looking one for a friend, a lot of people were suggesting the Radeon 260x over the GTX 750 TI, as it was cheaper and supposedly better in some cases.

Also from my looking around, most people on tomshardware tell people to not use gpuboss as its not a reliable way to compare them.

I also suggested the 750Ti as an upgrade for his old system (limited PSU).

About GPUBoss, I agree, I was being lazy.
7  Discussions / General Discussions / Re: RESOLVED: am thinking of getting this PC, for both gaming and developing on: 2015-01-22 21:53:15
New computer built from parts is up and running!

I'm using an AMD FX 6300 CPU (6 cores). There is an 8-core available for a future upgrade.

I'm using a Saphire Radeon R7 260X GPU. It was listed as a good low-cost option for gaming PCs in a Toms article. (Ah, Phased recommended this GPU in an earlier post.) Upgrading to a 750 Ti can wait for a bit.

Thanks, everyone!

I wouldn't think going from a Radeon 260X to a GeForce 750Ti would be much of an upgrade if any.

http://gpuboss.com/gpus/Radeon-R7-260X-vs-GeForce-GTX-750-Ti
8  Game Development / Newbie & Debugging Questions / Re: Starting to develop games. on: 2015-01-22 21:46:48
You need to create a few games before you can create an engine. Otherwise you don't know what problems you are trying to solve.

It will also give you more of an idea of the amount of effort that has gone into LibGDX or jMonkey Engine.
9  Games Center / WIP games, tools & toy projects / Re: Army Men - a 3do fangame! on: 2015-01-22 20:37:23
I read something today that made me think of this game. It would be brilliant if you could combine this game with the Microsoft Hololens (I know, even the Dev Kit is not out yet). Then the army men could do their thing in your actual living room.

http://www.tomsguide.com/us/hololens-mainstreams-augmented-reality,news-20346.html

Great thing is... MS have integrated hololens with Minecraft, so there is definitely some kind of Java interface for it. Thanks Notch!
10  Discussions / General Discussions / Re: Posting in wrong thread on: 2015-01-19 22:16:06
It's in the nature of rants to end up in the wrong thread somehow. Probably nothing to do with the forum :-)
11  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-01-19 22:11:35
Got loops working in PoppetScript, the 3D modelling language you don't need.

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model: "ground"
pointsPerArc:6
texture: "grass"
   bottomLeft: 0.0,0.505
   topRight: 0.5,1.0
mesh: "ground"
   loop: 20
      offset: 0.0, 0.0, 10.0
      loop: 20
         offset: 10.0, 0.0, 0.0
   properties:
      useTexture: "grass"
   line:
      offset: -100.0, 0.0, -100.0
      vector: 0.0, 1.0, 0.0
      start: 0.0, 0.0, 0.0
      end: 10.0, 0.0, 0.0
   line:
      offset: -100.0, 0.0, -90.0
      vector: 0.0, 1.0, 0.0
      start: 0.0, 0.0, 0.0
      end: 10.0, 0.0, 0.0
   line:
      offset: -100.0, 0.0, -100.0
      vector: 0.0, 1.0, 0.0
      start: 0.0, 0.0, 0.0
      end: 10.0, 0.0, 0.0
12  Discussions / Miscellaneous Topics / Re: Article: The Rise and Fall of the Lone Game Developer on: 2015-01-14 21:53:04
It was never easy to be mediocre. Way back when, when there was less competition in the app stores, there were also less buyers. Those "simple" eighties games had to push the limits of very limited hardware, and everything was built with very primitive or non-existent toolchains.
13  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-01-08 22:25:40
Started building a (virtual) art gallery.
14  Java Game APIs & Engines / Engines, Libraries and Tools / Re: [libgdx] Hosting js/html5 files: SecurityError due to different origins on: 2015-01-08 21:21:39
Even subdomains are blocked? I didn't know that.

But on the whole, I'm glad we have the Javascript security rules we do.
15  Game Development / Game Play & Game Design / Re: Lost beauties of Game Design on: 2015-01-08 20:52:26
It's simple: the bigger the the budget of the game, the less risks will be taken.
16  Games Center / Featured Games / Re: State of Fortune on: 2015-01-08 11:51:39
The number of bugs in a piece of software is proportional to the number of its users... :-)
17  Games Center / WIP games, tools & toy projects / Re: Horizon (Freerome MMORPG) WIP on: 2015-01-08 11:11:19
Depends entirely on what the entities are doing... These look like they are standing around, for example. But if they were all playing chess with each other...
18  Java Game APIs & Engines / Engines, Libraries and Tools / Re: [libgdx] Hosting js/html5 files: SecurityError due to different origins on: 2015-01-07 22:34:46
Can yoiu map the s3 server to a subdomain of staticvoidgames?
19  Game Development / Newbie & Debugging Questions / Re: my 3d model loader is driving me mad! on: 2015-01-07 20:53:04
I've calmed down a little and pretty printed the vertexes:. It makes a bit more sense than looking at the rendered geometry. It's built up as a series of lines of three verteces each. I've split it out into what should be the three separate triangles, but clearly the second triangle is referencing back into the first triangle.

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0, 1, 3, 
1, 2, 4,
4, 3, 1,
5, 4, 2,

3, 4, 6,
4, 5, 7,
7, 6, 4,
8, 7, 5,

6, 7, 9,
7, 8, 10,
10, 9, 7,
11, 10, 8,


EDIT: Figured it out... I need to increment the number of verteces in the last cross section of each submesh.

Now I can draw triangles. And cubes... Wow, I could build a voxel-based sandbox cube world with a survival mode :-)

20  Game Development / Newbie & Debugging Questions / my 3d model loader is driving me mad! on: 2015-01-07 19:33:19
I am trying to load this model as a jME custom mesh.

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model: "simple"
pointsPerArc:2
texture: "demo"
   bottomLeft: 0.0,0.0
   topRight: 0.5,0.5
texture: "demo2"
   bottomLeft: 0.5,0.5
   topRight: 1.0,1.0
texture: "demo3"
   bottomLeft: 0.5,0.0
   topRight: 1.0,0.5
texture: "demo4"
   bottomLeft: 0.0,0.5
   topRight: 0.5,1.0
mesh: "mesh1"
   properties:
      useTexture: "demo"
   circle:
      offset: 0.0, -2.0, 0.0
      vector: 0.0, 1.0, 0.0
      radius: 2.8
   circle:
      offset: 0.0, 2.0, 0.0
      vector: 0.0, 1.0, 0.0
      radius: 0.10
mesh: "mesh2"
   properties:
      useTexture: "demo2"
   circle:
      offset: 0.0, 4.0, 0.0
      vector: 0.0, 1.0, 0.0
      radius: 2.8
   circle:
      offset: 0.0, 8.0, 0.0
      vector: 0.0, 1.0, 0.0
      radius: 0.10
mesh: "mesh3"
   properties:
      useTexture: "demo3"
   circle:
      offset: 0.0, 12.0, 0.0
      vector: 0.0, 1.0, 0.0
      radius: 2.8
   circle:
      offset: 0.0, 16.0, 0.0
      vector: 0.0, 1.0, 0.0
      radius: 0.10



It should be three separate "triangles" pointing up. Instead the triangles are joined together as a strip and the index doesn't seem to reference all the verteces.



My apologies for the code, it is still in the hacky will-it-work stage. No it doesn't.

http://pastebin.java-gaming.org/85c373d701f1c

EDIT: I updated the pastebin with the fix.
21  Game Development / Newbie & Debugging Questions / Re: How to instal Java 8 over 7 on: 2015-01-06 11:46:34
OK, my mistake, but is this even possible? A Java 7 program is going to run in Java 8. If it doesn't then it's a Java bug.
22  Game Development / Newbie & Debugging Questions / Re: How to instal Java 8 over 7 on: 2015-01-06 11:42:20
You can compile your game with target language version 6 or 7, while continuing to use version 8.

http://stackoverflow.com/questions/15492948/javac-source-and-target-options
23  Discussions / General Discussions / Re: New rules regarding Game Engine topics on: 2015-01-05 21:28:22
If your engine is used by other developers than those how build the engine, by developers who noticed your awesome games... then the people have spoken, and the engine will be moved back to WIP, or more likely: Showcase.

Off the top of my head, only LibGDX and jPCT would qualify at this time.

Ironically, I don't know of any threads for LibGDX or jPCT or jME.
24  Discussions / General Discussions / Re: System requirements for Oculus Rift? on: 2015-01-05 11:48:42
There is also a jME project to integrate with the Rift:

https://code.google.com/p/jmonkeyengine-oculus-rift/

That is the route I will go.

To run current games at 1080p at 75FPS would require a laptop with fans blowing like a hairdryer.

Does the rift allow lower resolutions like 720p, or is it fixed at 1080?

As a prelude to getting an oculus rift, I upgraded my laptop to dual channel RAM - it made quite a difference (although I now have an absurd 16GB of RAM). After the upgrade I had a meaningful bump on my texturing tests, but figures were doubled for the geometry test:

http://www.headline-benchmark.com/results/5bd6fceb-a002-4bc3-b7f6-25cbfa236795/66675d10-0621-44fe-8dbd-fe7cc44a2fee#graphics
25  Discussions / General Discussions / System requirements for Oculus Rift? on: 2015-01-04 22:38:23
I am experimenting with virtual reality and I'm thinking of getting an Oculus Rift.

I have an laptop with an AMD A10 processor. The graphics are about the same as Intel HD4600. Will I be able to use the Oculus Rift?

Also, is there any move to standardize the interfaces to these VR headsets, or is that something for 2017?
26  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-01-04 21:28:28
Found the smoking gun in my broken texture mapping code.
27  Discussions / Jobs and Resumes / Re: Relatively urgent - web luvvie required for oddjob on: 2015-01-03 22:46:35
you do stinking JSP's then ? Wink

Yes. http://www.headline-benchmark.com/
28  Games Center / WIP games, tools & toy projects / Re: Horizon (Freerome MMORPG) WIP on: 2015-01-03 20:46:47
After you have walked the first million tiles, it's going to start looking a bit same-ey. A smaller more diverse topography might have more interesting gameplay.
29  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-01-03 16:23:42
Released Verbal 3.2 which fixes a lot of bugs related to wierd lags and pauses. Started work on the paid-for version, Verbal Gold.
30  Games Center / Showcase / Re: VERBAL - the fast-paced thinking word game on: 2015-01-02 21:48:41
I have started work on this again. My main goal is to make the game experience smoother with no random lags and glitches, which I now understand to be due to my overuse of AsynchTasks. I also have plans for three new game modes, Heavy Hitter, Sausage Factory and Wordtris.
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