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1  Java Game APIs & Engines / Tools Discussion / Re: jBullet3 on: 2015-08-29 21:07:00
both OpenGL compute and Vulkan seem like much better bets atm
What do you mean by "better"? OpenGL Compute != OpenCL

In my humble opinion, some forks of JBullet available on Github and the native bullet binding of JMonkeyEngine are some more viable options on the long term.
2  Discussions / Miscellaneous Topics / Re: OpenAL fails on my computer on: 2015-08-27 14:12:29
CopyableCougar4, the title of your thread is a bit misleading as your problem is specific to one version of a set of Java bindings that supports OpenAL.
3  Discussions / Miscellaneous Topics / Re: Hello, people. on: 2015-08-27 14:10:01
Welcome on JGO.

3. I can't drink alcohol, it gives me the impression that I'm burning from inside and I prefer staying far from it anyway.
4  Game Development / Newbie & Debugging Questions / Re: About separating game logic from rendering on: 2015-08-27 14:05:14
Actually, when you mix the game logic with the rendering, there is no way to update the former less often than the latter. Do you really need to check if there are some collisions 60 times per second? Imagine that the end user disables the v-sync, should your game really run those checks as much time as possible? A physics engine can create lots of short-lived objects, running it only when it is necessary can be helpful to reduce the memory and CPU footprint of your game, especially on machines with a limited autonomy (laptops, mobile phones, ...).

It depends on the kind of game that you create but maybe you'll need to avoid mixing together not only to ease the port to other platforms. In my humble opinion, writing dirty code is a bad idea on long term projects (working with it will become increasingly discouraging as time goes by) and writing an independent renderer can be helpful if you need to switch to another library.

If you use a "good" framework or a "good" engine, you don't have to worry about it as this separation is already done, just don't mix everything in your own code.
5  Discussions / General Discussions / Re: Windows 10 on: 2015-08-26 11:30:24
The spying feature is in Windows 7 and 8 too, enjoy  Kiss
http://www.hakspek.com/security/updates-make-windows-7-and-8-spy-on-you-like-windows-10/
6  Discussions / General Discussions / Re: Azul Zulu on: 2015-08-19 09:08:02
Hi

I have packaged my game with OpenJDK for several months (or years?), I prefer using Alex Kashchenko's builds than those of Azul Systems because OpenJDK 7 is currently enough for me and I can use his build scripts to compile OpenJDK by myself. I like getting rid of the crapwares put into Oracle Java. OpenJDK 9 includes OpenJFX (then there is no need to make some JAR/ZIP/DLL/SO/JNILIB surgery to include JavaFX). I confirm that several PackR's users insist on using Oracle Java with the JRE minimizer which infringes the Oracle BCL.

If you need a JRE supporting ARM under Linux, I advise you to have a look at the DEB packages of Debian. Of course, it's not interesting for those who use some APIs that don't support it...
7  Games Center / Contests / Re: [Idea] Would anyone be interested in a Pure Java game jam? on: 2015-08-19 08:46:10
What's the point on insisting on "pure Java"?
8  Game Development / Newbie & Debugging Questions / Re: libgdx The need to dipose assets on desktop on: 2015-08-12 22:45:42
Why do you still wonder when to do it? Do it when the player isn't playing for example, typically when leaving a level, or somewhere in background when there is no such structure in a game.

Concerning "what", look at the disposable objects.

Actually, there is a more complicated solution to use the cache even when unloading useless resources. You can compare the resources you used in the previous level with the resources you're going to use in the next level in order to unload only the useless resources without wasting the interest of a cache. It's doable, it's just trickier to implement but it can decrease the time required to unload them. Imagine that there is an enemy that appears both in the level 2 and in the level 3, you won't unload its meshes and its textures when you go from the former to the latter.
9  Games Center / WIP games, tools & toy projects / Re: Final Fantasy based game - Angel's Destiny on: 2015-08-12 17:19:32
All graphics have been licensed.
Please can you elaborate?

This is an example of what can happen to somebody infringing a copyright even though he was selling nothing:
http://www.fullscreenmario.com/
10  Games Center / WIP games, tools & toy projects / Re: [Now w/Demo] Shard Master - 3D Software Rasterized RPG on: 2015-08-12 17:17:37
I get only between 13 and 15 FPS on my Intel Core2 Duo.
11  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-08-12 12:12:07
Finished my basic dungeon generator.
Do you plan to share some technical details about it?
12  Game Development / Newbie & Debugging Questions / Re: libgdx The need to dipose assets on desktop on: 2015-08-12 09:39:28
theagentd is right. Avoid keeping references on unused objects so that the garbage collector can do its job and keep in mind that the management of the native memory is up to you, i.e you can run out of native memory and then it's probably your fault, look at the method BufferUtils.freeBuffer() or disposeUnsafeByteBuffer() depending on which version of LibGDX you use. This utility creates direct NIO buffers, those buffers are used under the hood when creating textures for example. I advise you to ensure that you know which native resources are really necessary when you start a level and to release them when you leave it.

Look at all instances of classes implementing the interface com.badlogic.gdx.utils.Disposable.

Of course, this advice concerns the developers who use the JogAmp backend too.
13  Games Center / WIP games, tools & toy projects / Re: [Now w/Demo] Shard Master - 3D Software Rasterized RPG on: 2015-08-12 09:26:58
Hi

It runs smoothly with an Intel Xeon E3-1245 3.39 Ghz microprocessor, I'll give it a try on a very low end machine soon.

I advise you to allow the player to choose between fullscreen mode and windowed mode in order to please everybody and to keep a decent framerate even on very low end hardware. I'm sure that you can get below 20 frames per second in fullscreen mode with the default resolution of my screen (1920 * 1080). I don't want to restart a very old debate about software rendering, EgonOlsen's suggestion is acceptable for end users who like fullscreen mode (I'm still surprised to hear about some players who prefer windowed mode, each to his own...) if you stick to a low resolution and if you limit the amount of geometry that you send to your software renderer.

You can use AWT to get the supported display mode. Unfortunately, AWT fullscreen mode under GNU Linux is broken, the task bar is drawn above the fullscreen window. If you really want to get rid of this limitation, let me know, it is possible to use NEWT (the native windowing toolkit of JOGL, part of JogAmp) without OpenGL (you could still use your software renderer) with AWT.
14  Games Center / WIP games, tools & toy projects / Re: TUER: Truly Unusual Experience of Revolution, FPS using JOGL on: 2015-08-10 22:58:29
Hi

I'm currently uploading the updated self-contained native application bundles of my game, sorry for the long delay.

The brand new JogAmp fat JAR (jogamp-fat.jar) eases a lot the use of JogAmp especially for the newbies (just one JAR to add into the classpath and no Java library path to set as usual) and it helps a lot to create fat JARs from any application based on it with various build tools including Ant (no need to wonder what the layout of the native libraries is, just preserve the location of these files).

I need to buy an HDMI cable, I'd like to make my game work with the Raspberry Pi 2  Grin Stay tuned.

2015/08/18: I have uploaded a new version. It fixes a big regression under Windows 8.1, GlueGen was unable to find a temporary executable directory to extract the native libraries.
15  Game Development / Newbie & Debugging Questions / Re: Best Practices for Creating New Objects on: 2015-08-10 12:38:24
DavidBVal , I meant that object pooling can be useful on a regular basis on mobile phones not using OpenJDK, it isn't relevant for Java game programming on desktop computers in general. I don't advise the Java developers to use object pooling everywhere whereas it can be efficient under Android and with J2ME but not with Oracle Java SE Embedded.
16  Games Center / Showcase / Re: jfCraft on: 2015-08-09 18:06:10
It uses GLFW which currently doesn't support putting on icon on the window
NEWT (JogAmp) has supported this feature for more than one year and an half:
https://jogamp.org/bugzilla/show_bug.cgi?id=934
17  Discussions / General Discussions / Re: Windows 10 on: 2015-08-08 13:48:23
Imho: The Trend of last years fears me:
from year to year we have more buggy and laggy software’s each year
- and now even big corporations create so low quality products.

What be next.
in 50 years we will have 100 core cpu that run new tetris with lags 10- FPS
because you don’t have top pc with 378 cores ?  persecutioncomplex  
I agree with you. That's why I expect a game that looks like Quake 2 to be able to run smoothly on a computer bought in 1997.
18  Java Game APIs & Engines / Java Sound & OpenAL / Re: Paul's SoundSystem, set folder for files on: 2015-08-08 13:43:12
Oh, and by the way, I've fixed Pauls LWJGL-jar so that it runs with LWJGL 3.0 if anyone is interested!
Contact Paul, send him a nice patch  Grin
19  Game Development / Newbie & Debugging Questions / Re: Best Practices for Creating New Objects on: 2015-08-08 13:41:28
Well, no optimization is "minor" enough when you are on a mobile, for instance.
It depends on which virtual machine you use and I still think that some optimizations have no measurable effect even on a mobile phone.

I remember when I refactored all my code to remove all the instantiations like the one in the first post, it made no difference on PC and on most testing Android phones. But in my own phone, which had RAM issues, avoiding continuous calls to the GC increased performance dramatically.
It just proves the weakness of the DVM (Dalvik Virtual Machine) and/or ART (Android RunTime). The DVM is inspired of Apache Harmony, it doesn't behave like OpenJDK. I don't encourage the developers to write poor code, I encourage them to make some efforts at the appropriate moment when it is required. I suspect some Android games to throw the whole geometry of a level to the GPU, it hurts the performance and it's not necessarily a problem of memory footprint.
20  Discussions / General Discussions / Re: Windows 10 on: 2015-08-06 15:34:33
Well do you mean by explorer the file explorer or internet explorer. In the first case nothing changed but the icons.
I mean the file explorer ("Explorateur de fichiers" in French), it's crystal clear.
21  Game Development / Newbie & Debugging Questions / Re: Best Practices for Creating New Objects on: 2015-08-06 15:31:06
You can use object pools for this kind of reusable objects.  Pointing
Object pooling is inefficient most of the time since Java 1.4.
22  Games Center / WIP games, tools & toy projects / Re: Brutal Fighters - Vote on Steam Greenlight!! on: 2015-08-05 12:50:27
Does it mean that I will be forced to use Steam to download your game? How can I give it a try now?
23  Discussions / General Discussions / Re: Windows 10 on: 2015-08-04 20:46:52
Hi

In my humble opinion, it looks like an unfinished and very buggy operating system like the previous versions. When I resize the file explorer, there is still a black area at the top right corner, this bug was already in Vista and even XP. The performance of WebGL is still noticeably worse with Edge than with Mozilla Firefox and Google Chrome, it's a bit less catastrophic than with Internet Explorer. Some design choices are completely counter-intuitive to me, I don't understand why some build-in "apps" have a colorized bar at the top and others just have a white bar. When you have to mimic the behaviour of this OS in a Java software, you might spend some time in looking for the expected "natural" appearance to provide a comfortable integration. The very thin border around the windows is almost invisible, is it really useful? Now the resize cursor appears only when you move the cursor close to the border inside of the window, not outside, I find it just weird. Microsoft's transparency seems to be less bad than Google's one but some sentences of the 23 pages in the privacy statement are enough to confirm that this operating system will never get installed on my computers at home. "Freedom only wears out when it is not used". The secure boot is a nightmare when you want to switch to GNU Linux.

I'm still under Mageia Linux  Grin Ghostery and uBlock are enabled  Wink
24  Games Center / WIP games, tools & toy projects / Re: Brutal Fighters - Available for Free!! on: 2015-08-04 18:21:26
Hi

Sorry, I have probably missed something obvious but where is the download link? I haven't found it on your main website.
25  Game Development / Newbie & Debugging Questions / Re: Best way to handle multiple references to a resource on: 2015-08-04 13:24:54
Hi

The articles quoted by KevinWorkman seems to be easy to understand.

Don't load everything at startup or the bigger your program is, the longer it takes to start. It's ok if it remains tiny. Otherwise, you should load an image only when you really need it and you should keep it during a certain amount of time in order to avoid reloading it each time except when you risk to run out of memory. You can split the whole life of your software from the start to the end into cycles, maybe you don't need everything always. For example, as we are on Java-Gaming.org, when you enter the level 11, you don't need to keep the sprites of the bad guys located in the level 1, do you? Another strategy consists in using a kind of reference able to "drop" the referenced object(s) when you risk to run out of Java memory, you can look at weak references (but keep in mind that WeakHashMap uses weak keys, not weak values, i.e it's a bad candidate for caching).

It's important to know how to identify a resource, in order to retrieve it further. You can use the path of the image file to identify an image, it's more flexible than creating a static field in a class each time you want to use a new image but you can still do it to store the relative path of the entity image.

Maybe the advises above are a bit too much for your use case, it's up to you. Good luck.
26  Games Center / WIP games, tools & toy projects / Re: Final Fantasy based game - Angel's Destiny on: 2015-08-04 11:54:06
Oh come on @gouessej
Sorry to disturb you.

As long as you aren't selling anything asking forgiveness rather than permission is fine - don't worry about it. Plus you can always change the art later.
Sorry to contradict you but using copyrighted content without the consent of the copyright owner(s) even though you aren't selling anything is illegal.

Edit.: I agree with SHC. Moreover, it's good to accept to start a project by the beginning, even with crappy artworks. When you start making a cake, do you expect that the ingredients will magically appear in front of you? Making a game can require months or years of "work". If you want to get a nice result immediately lazily, maybe game programming isn't for you.
27  Games Center / Showcase / Re: jfCraft on: 2015-08-04 11:49:41
Hi

Good job Smiley

But seriously I'm working on mac support.
Maybe it would be easier if you didn't reinvent the wheel, why not dropping your OpenGL binding and using another one (of your choice, no flame war) that already supports OS X? Thank you for sharing your source code, I didn't know that it's possible to create a DMG file with genisoimage under GNU Linux. By the way, it's possible to build a RPM without a spec file, look at RedLine RPM... and it's possible to create an ICO file from a PNG file with Apache Commons Imaging. Good luck.
28  Game Development / Newbie & Debugging Questions / Re: Best way to handle multiple references to a resource on: 2015-08-03 14:06:53
Hi

Do you know the design pattern "Flyweight"?
29  Games Center / WIP games, tools & toy projects / Re: Final Fantasy based game - Angel's Destiny on: 2015-08-03 13:58:48
Hi

You claim that your game is based on Final Fantasy, please don't use any copyrighted content without the prior consent of its copyright owners. You can find some artworks under open licenses on opengameart.org, which is (in my humble opinion) better and more honest. Good luck.
30  Game Development / Newbie & Debugging Questions / Re: I want to work in 3D? on: 2015-07-31 10:41:07
Why not using the ancestor of my first person shooter? It uses raycasting (implemented in software), you can create simple maps by using images like in your video and collision detection is already implemented:
http://www.stahlworks.com/dev/index.php?tool=d3caster



Edit.: If you look at an hardware accelerated version, look at the alpha version of my game.
Pages: [1] 2 3 ... 165
 
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HotSpot Options
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Rendering resources
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Rendering resources
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Rendering resources
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