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1  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-06-30 22:02:26
Actually I'm still having fun bashing into trees. To take it to the next level, I've added more species of trees and increased the tree count by x50. Also I can now zoom in and out, so it's easier to find new trees to bash into. Should have a playable demo soon Smiley
2  Discussions / General Discussions / Re: What projects are you guys working on? How's progress going? on: 2015-06-30 22:00:00
Medieval world sim.
3  Discussions / General Discussions / Re: Oracle are winning in the 'copyright an api' legal fight on: 2015-06-30 17:37:29
Wait a minute... I implemented java.util.List yesterday.... Do I need to call my lawyer?
4  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-06-30 10:27:10
@basil_... your graphics always look soooo slick!
5  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-06-29 19:10:45
Very sad to hear... I lost my mother recently, it leaves a hole.

On a lighter front, I multithreaded my games logic (again) and halved my logic millis. It should have been double that, but I had to fix some bugs so the algorithm is slower since I benched the single-threaded version.
6  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-06-26 10:39:09
Scaled up my medieval sim to 10,000 actors two nights ago, and found that logic per frame was "only" taking 1800 ms. All of the entities are instructed to move around, which is one of the more expensive things they could do, especially as the world size is only 0.25 square kilometers.

I worked on improving that and have got logic time down to just above 20 ms which is OK (as I'm targeting 30 FPS) but not great. Hopefully some tweaks to broad-phase collision detection will get that down below 20 ms. After that I am re-enabling multi-threaded game logic which should get me down to ~5 ms. My goal is 2 ms. To get there I may have to introduce some approximations to the sim.

I need the logic to go as fast as possible as I want the player to be able to fast-forward the sim, like you can in UFO: Enemy Unknown. The trouble with a sim is that often, interesting things are not occurring. with a 3 ms logic time, I could let payers go to an x10 fast forward.
7  Java Game APIs & Engines / Java 2D / Re: Newbie Tips? on: 2015-06-25 21:49:38
Java is all about "extensions", although I have worked with teams that mistrust all "third party libraries", and you have to jump through hoops if you want to ad one to a project. If you want to try out Java2D (no need to mess with the classpath), there are some simple examples to find on the internet, like this one:
8  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-06-24 21:50:26
Saw hundreds of deer converge on a point due to a bug... but they didn't get stuck!

9  Game Development / Newbie & Debugging Questions / Re: [LibGDX] Text Input listener. on: 2015-06-23 17:50:39
Quick question though, how does this work??? I thought you needed bracket for if statements
If you have only one instruction inside of if statement (works with other statements), you don't need to use brackets.

Skipping the curly brackets for single statements is widely regarded as a bad practice, as you are likely to add another statement overlooking the fact it is not enclosed by the if.
10  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-06-22 10:53:29
I stick to Ubuntu. But you certainly don't learn much about the linux CLI that way.

In the past 24 hours I worked on content for my medieval sim, and defined (in CSV) a few new diseases and curses. I also had more ideas for the dialog system and the tasks and opportunities system ("quests" just sounds wrong to me).

On the programming front, I got the the player sprite moving round in response the arrow keys and rotating to face the right direction. I know, pretty basic, but it is nice to see it working in my new stripped down version of my code. I must have spent half an hour bumping into trees, because it is just so amazing to bump into trees Smiley

I did a quick count of recent threads on JGO, and about 50% were graphics-related. Bah, graphics... waste of time!
11  Discussions / Miscellaneous Topics / Re: What are your current personal projects? on: 2015-06-19 18:15:55
I've been working on it for a couple of years, but I'm only just getting to the point of adding content. I expect it will be a couple more years before I'm done. Sad
12  Discussions / General Discussions / Re: Error handling and reporting on: 2015-06-19 11:14:57
I do anonymous error reporting from Headline Benchmark. I pop up a Swing dialog where the user can submit the stack trace and a brief description should they so choose. However, I have only ever had one error report!
13  Discussions / Miscellaneous Topics / Re: What to really learn for commercial Java ? on: 2015-06-19 11:09:01
Definitely. I also see a progression from Web Services to JSON services to RESTful JSON services. I learned XSLT before it was even an official spec and I think I can say I am truly an expert in it, but as a general programming skill it does not open doors. In my technical writer role, I do use XSLT quite a lot, but not for anything else.
14  Discussions / Miscellaneous Topics / Re: What are your current personal projects? on: 2015-06-19 11:01:32
Working on a medieval world simulation. The goal is to have thousands of actors in the world interacting with each other and strategizing to increase their status, power, wealth, security or leisure time (or whatever motivators I program into them). I'm using the simplest graphics (just boxes and simple polys) to visualize the world. The eventual goal is the player will be an insignificant part of the world, which will evolve unpredictably (although I can of course anticipate many states).

The reason I am building this is because I love the concept of MMOs but hate the other human players - I am sure I can write bots that will act truer to character and less predictably.
15  Game Development / Game Mechanics / Re: Game loop and capping fps on: 2015-06-19 10:45:16
@Cero, I'm not really arguing with you, I'm fully aware that java2d is just about the worst possible choice for game development. My focus was more on the "super hacks to get performance" part. I can understand these were necessary 5-6 years ago, but surely less so today given the dramatic increase in rendering performance we have seen over the past half decade. My budget Android phone has better graphics than my above-average 2008 laptop... (yes, I know my android phone cannot run java2d, I'm only using it as an example of the preformance differential we see in the recent past). I don't really know as I have not used java2d very much myself. From the little I have seen it seems very similar to OpenGL direct mode rendering.

Regarding porting, I don't think that is such a big issue. It's a luxury problem for the average java2d game. In general you should isolate third-party libraries so you have the minimum dependencies on them, regardless of how similar that library may be to other libraries. And porting is always possible - consider princec's ports from Java to C++ for example.

Also, pelep has another thread where princec mentioned that anyone looking at java2d should really be looking at javafx8 today.
16  Game Development / Game Mechanics / Re: Game loop and capping fps on: 2015-06-18 10:34:31
I've seen some impressive stuff done with Java2d... Have a look here:

Just a thought: Java2D was too slow for a certain level of graphical fidelity in 2010. Since then the API has been improved at least a little bit. And graphics hardware has vastly increased in power since 2010. On the other hand, the graphical level of the average Java2d game has not increased much over the past few years. So I conclude that java2d has never been a better choice for game development!
17  Java Game APIs & Engines / Java 2D / Re: Approaches to active rendering with no libraries on: 2015-06-17 11:19:28
There is this thread with a sample FX game loop, just noticed it, haven't tried it myself yet:
18  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-06-17 10:13:45
Got basic sliding working, so entities can safely get from A to B despite being (currently) embedded in a huge tangled forest. Also, made my trees look prettier.

...except sliding has been implemented for all moving objects, so arrows politely slide around their targets Smiley
19  Game Development / Newbie & Debugging Questions / Re: [LibGDX] How to make a Console like screen? on: 2015-06-16 10:13:17
20  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-06-15 21:06:46
Got zoom working on top-down model visualiser (game?), and got my observer (player?) entity moving round and bumping into stuff.
21  Game Development / Game Mechanics / Re: Collision between different maps (2d lwjgl) on: 2015-06-12 22:39:32
Sorry, I appreciated by mistake :-) I meant to reply... It really sounds like you don't understand by-ref versus by-val.

You can simply have a World object with a list of Entity objects. The you can call world.getEntities() wherever you need to access the entities.
22  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-06-12 22:10:29
I spent the evening cleaning up my code. Moving classes around, defining some new interfaces, and making a completely clean split between the game logic and the graphics code.
23  Game Development / Game Play & Game Design / Re: Game armor/weapons: random attributes or predefined attributes? on: 2015-06-12 10:41:20
Not random attributes: I don't think the average user will care about that level of detail and it doesn't make much sense. How much variation is there going to be between two similar swords, presumably rendered with the same model? They are going to do about the same amount of damage, be roughly equally strong etc etc. Maybe one is a plain sword and the other has rubies in the hilt? They have a dramatically different market value in that case, but they still do the same job in a fight.

Don't bombard your players with unimportant or trivial information - it just dilutes the more unique game content.
24  Game Development / Newbie & Debugging Questions / Re: Brick Breaker game running slow on: 2015-06-12 10:23:30 can move to Mercury (similar to Java2D's Graphics interface, but uses hardware acceleration).

Good luck.

To be fair to Java2D, it does use hardware acceleration.
25  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-06-11 10:22:25
Started adding Rule objects to my Entity objects in my new game Vangard. Vangard is exactly the same as my other project Fog, it's just different  Smiley
26  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-06-10 17:20:42
If it was easy it wouldn't pay very well....
27  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-06-08 20:30:49
Add a couple more frames, it looks great.
28  Discussions / Miscellaneous Topics / Re: What kind of keyboard do you code on? on: 2015-06-08 20:29:38
Opiop, I'm going on three times your age and still look at the keyboard. I just have zero manual coordination :-(
29  Discussions / Miscellaneous Topics / Re: What kind of keyboard do you code on? on: 2015-06-07 19:52:08
A dirty one.

At work: a silent one. My team leader was so sick of the sound of my noisy typing she requisitioned one specially.
30  Discussions / Miscellaneous Topics / Re: What's your favorite OS and why? on: 2015-06-06 17:13:40
DOS was great too. It gave me the confidence to work with computers.
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2014-12-18 10:26:14 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‑
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