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1  Game Development / Newbie & Debugging Questions / Re: Runnable jar doesn't play WAV formats on: 2014-07-25 18:47:09
It's possible to read and play sound files within a JAR without extracting them, this is what I do in my own game and it works flawlessly.
2  Discussions / General Discussions / Re: BrickBroken2 ? SLDT's GameEngine ? on: 2014-07-25 13:54:26
You do not understand that my game engine had been created to be used only in a networking way ; no files already on the hard disk. I just needed to remake everything. In plus that engine were included and hardly coded into BrickBroken. I took about weeks to remove security systems i made before. I had made so many hided security systems, at the point of if you try to start it on another game it would crash because the game program .jar is not valid... So i needed to remake the whole engine. Only RenderEngine has been extracted. Other classes had been remade from scratch.
If changing the way files are loaded requires to change tons of things in the engine, it might mean that there was a serious problem in the design. For example, there are only a very few lines of code to write in order to load a file from a JAR instead of loading it from a remote file system when using some known 3D engines like Ardor3D and JMonkeyEngine.

My game engine features are in one word SIMPLICITY, no complicated things like Slick2D.
If Slick2D is complicated for you, I worry about your intellectual ability Clueless I don't want to be harsh but when you understand some basic concepts behind Slick2D (states, game containers, ...), you can quickly use it. Good luck.
3  Discussions / General Discussions / Re: BrickBroken2 ? SLDT's GameEngine ? on: 2014-07-25 13:07:40

Yuri6037_1, why would I use your black box? If you publish the JAR and the Java documentation, please publish the source code as well (and clearly mention the license).

You can say what you want about this or this new project, i will make it if i receive enough asks.
Your last sentence seems to be very weird. What are you looking for? Gratefulness?

i deleted the source code.

So, this night, i just began thinking again about that, and i've got an idea.
Because now, SLDT's GameEngine has been extracted from BrickBroken and compiled into external jar, and because of massive changes on the game engine, maybe it's possible to make a BrickBroken2 that will not need launchers...

Indead, i found a way a long time ago, now this way works on SLDT's GameEngine. So it means that the game ressources can be directly included to the root folder of the application. So no longer need of any external download.
Where is the challenge? Do you realize that putting some files into the root folder of the application isn't extraordinary?
4  Games Center / WIP games, tools & toy projects / Re: [MAC OSX] JarBundle - A simple jar bundling application on: 2014-07-25 10:53:33
@orange451 Do you use hdiutil (to make a DMG file)? It's possible to make an icns file in Java:
Look at the method writeImage(final BufferedImage src, final OutputStream os, Map<String, Object> params).

I don't know whether you are interested in making your tool work with other operating systems. Personally, I hate being forced to use a Mac to create a Mac application bundle for a Java application.

Moreover, Packr puts a JVM (OpenJDK) into the bundle, it's really great because fewer Mac users have Java installed and it allows to work around the bugs caused by crappy or obsolete Java libraries installed as extensions. Implementing this option isn't very difficult, you just have to download an OpenJDK build, unzip it in the right subdirectory and modify your launcher in order to use it instead of the system JVM.
5  Games Center / WIP games, tools & toy projects / Re: FPS Engine on: 2014-07-25 10:30:55
shouldn't crash on mac or other linux distros anymore
It was probably reproducible under Windows too. I'm sure that the OS wasn't the culprit, only quite "tolerant" drivers accepted your shader as it was. I'll give it another try when I'm at home.

Edit.: I've just tested it a few minutes under Windows 7 64 bits, Nvidia Quadro 600. It works correctly. You said that there is no shooting yet. I advise you to read this discussion about collisions in FPS. To sum up, if you need a quick and dirty method to implement the shooting, just use rays, otherwise use multisampling (a posteriori discrete collision detection, easy to implement but expensive) or a priori continuous collision detection (harder to implement but more accurate, more efficient most of the time, supported by some physics engine). I quoted some articles in the thread above, I hope it will be helpful for you. Anyway, you can use the LibGDX 3D physics Bullet wrapper, maybe it is already the case.
6  Discussions / Miscellaneous Topics / Re: A rant on OpenGL's future on: 2014-07-24 21:28:21
Roquen, please can you elaborate?
7  Games Center / WIP games, tools & toy projects / Re: [MAC OSX] JarBundle - A simple jar bundling application on: 2014-07-24 20:36:24
@orange451 It is possible to build a GUI above an existing library.

@SHC Does your stuff support very recent versions of Mac OS X?
8  Discussions / Miscellaneous Topics / Re: A rant on OpenGL's future on: 2014-07-24 20:34:28
It's doable because what seems to be evident or factual for some people here can be neither evident nor factual for someone else.
9  Games Center / WIP games, tools & toy projects / Re: [MAC OSX] JarBundle - A simple jar bundling application on: 2014-07-24 20:22:17

Why haven't you used existing projects like those ones?

I haven't still tested the APP file I generated with PackR...
10  Games Center / WIP games, tools & toy projects / Re: FPS Engine on: 2014-07-24 20:18:43

Where is the source code? Maybe it can help to solve orange451 's problem :

Good luck.

Edit.: I have the same error under Mageia Linux 4 64 bits, Intel® 963Q Express.
11  Java Game APIs & Engines / OpenGL Development / Re: VBOs on: 2014-07-24 13:08:40
VertexBufferObjects are the "newest" and Recommended type to draw but the FASTEST is the (old old) DisplayList.
This is rarely true even on hardware made in 2004 compared to static VBOs and tons of drivers have broken display list implementations. You forgot to mention compiled vertex arrays Wink Display lists are sometimes faster on tiny sets of data (less than 10 primitives). In my humble opinion, writing readable and efficient code is easier with VBOs and vertex arrays.
12  Java Game APIs & Engines / JInput / Re: DirectAndRawInputEnvironmentPlugin not recognizing events or giving polldata on: 2014-07-24 13:01:48
Do you use this code in an AWT application?
13  Discussions / Miscellaneous Topics / Re: A rant on OpenGL's future on: 2014-07-24 13:00:23
Nobody's claiming backward compat should be simply shouldn't burden developers.
Aren't the forward compatible profiles designed for that?

princec, that's why I use a scenegraph, the boring low level code has to be written once in the renderer(s) and then you take care of the rest. Ideally, I would be happy if I could write only one shader instead of writing the same shader 3 times in order to support all GLSL versions. theagentd can play with the new stuffs in the forward compatible profiles, can't he?

Degrowth doesn't automatically lead to an increase of unemployment (especially in an economy that follows the principle "work less, work all") like growth doesn't automatically lead to a decrease of unemployment. I understand what you mean by "sell less of it... but make the same amount of money" but maybe then some people should find another job and most of the money won't go into the salaries... It is almost no longer possible to keep exactly the same job during the whole lifetime, I work for the same employer only about 2 years in average.
14  Discussions / Miscellaneous Topics / Re: A rant on OpenGL's future on: 2014-07-24 11:25:06
I get that you don't think it's worth higher hardware requirements, but you're really not speaking for everyone.
I speak mainly for myself first but sometimes even some software editors share my concerns when they have to support very old hardware and most OpenGL experts I met in my life who work in scientific visualization aren't fond of Direct3D because of what you claim to be the way to go, dropping tons of features even though it breaks compatibility.

However, I wrote "I know that almost nobody agrees with me about that here but I prefer fighting against planned obsolescence", I know that when it becomes clearly political, almost nobody agrees with me and I'm fine with that.

The primary reason I targeted OGL3 for We Shall Wake is performance. The only OpenGL 4 features I take advantage of if they're available are performance or memory optimizations. By limiting the game to newer hardware I reduce the performance requirements of the game. Also, we do have modelers so our game will actually look good if we use expensive shaders and postprocessing.
Yes, I understand your position and it's great to read your advises as you explore some things that I'll have to use one day, especially when it deals with VBOs. Riven's posts were very useful too.

The pollution argument is ridiculous. Why would you encourage people to waste energy on drawing pretty triangles at all if you care so much about pollution. Newer hardware is more energy efficient.
I don't want to force people to renew their hardware when it isn't absolutely necessary. Newer hardware isn't always more energy efficient, video games machines have become less energy efficient except those made by Nintendo. There are several aspects to take into account about pollution including energy consumption, energy production and the production of the hardware that consumes this produced energy. Columbite–tantalite (coltan) is used to manufacture tantalum capacitors in many electronic devices and its extraction pollutes some rivers and lakes (and I don't speak about the ethics of mining in DRC Sad ) ... What is ridiculous?

Finally, I couldn't care less about if OpenGL is good enough for other applications, or even for you. It's not good enough for me, and I'm sure a lot of game developers would agree. It'd be extremely naive for me to think that you or the CAD industry will care about what I want. This is a game developing forum. If WE don't even say what we want, no one else is gonna do it for us.
I don't claim that OpenGL shouldn't evolve, I say that it shouldn't evolve by taking Direct3D and Microsoft APIs as examples and manufacturers can still make tons of optimizations in forward compatible profiles, what's wrong with that? Isn't it enough to satisfy everyone?
15  Discussions / Miscellaneous Topics / Re: A rant on OpenGL's future on: 2014-07-23 21:51:19
Actually, there are several "accelerated" pipelines not relying on OpenGL, one using Direct2D/Direct3D and another one based on XRender.

OpenGL-ES on mobile is a nightmare, that's why I don't spend a lot of time on it for now. It works very well with Nvidia GPUs. The rest is still disappointing. Most of the time, when both ES 1 and ES 2 are available, ES 1 works correctly and ES 2 implementation is semi broken.

Personally, I prefer writing programs that support OpenGL from version 1 to version 4 rather than only supporting the very latest hardware, especially for my personal projects. I don't have tons of money to pay a computer artist, my main game will remain ugly, I don't see the interest of creating an ugly game requiring OpenGL 4. I don't want to encourage people to upgrade their hardware very often. I just do my best with what I have. I prefer disabling some effects that require high end graphics cards rather than asking players to buy expensive hardware to play. I don't try to get the most performance with the latest hardware, I try to do the same but on very old hardware. The production of monitors, memory, hard disks, graphics cards, ... is polluting. I'm happy when I learn that someone who owns a Pentium 2 MMX can still play with my game, I don't tell him "go spend 500 USD in a brand new graphics card" and I would be very happy if my game worked on the Raspberry Pi. I really want to criticize the capitalist industry. When I play with some very recent games, I really find them quickly boring, there is very often a problem of "replayability". I don't want to blindly follow the trends. Imagine that some years ago, some developers claimed that we would all drop Java in favor of Flex, they were wrong. In the industry, we aren't lazy, our cycles are just a lot longer, we can't take everything and put it into the trash bin every year.

I don't think that we need a specific version of OpenGL for games, I just think that the current situation isn't bad for everyone and evolving with some continuity is good even for the gaming industry. I prefer thinking about "approaching zero driver overhead" than paying attention to Mantle.
16  Discussions / Miscellaneous Topics / Re: A rant on OpenGL's future on: 2014-07-23 12:10:38

The number of games utilizing it is steadily increasing, which has forced GPU vendors to fix their broken drivers. Compared to 2 years ago, the PC OpenGL ecosystem is looking much better.
As you use some bleeding edge features, you know you're in the front line, you find bugs, it's not surprising.

Almost everyone on this forum have at at least one point in their life worked with OpenGL, either directly or indirectly. Some of us likes to go deep and use OpenGL directly through LWJGL or LibGDX
LibGDX is a middle-level API and there are other actively maintained Java bindings for the OpenGL and/or OpenGL-ES APIs including JGLFW (used in LibGDX), Android OpenGL and JOGL (JogAmp).

while others (a probable majority) prefer the increased productivity of abstractions of OpenGL like LibGDX's 2D support, JMonkeyEngine or even Java2D with OpenGL acceleration.
The build-in Java2D with OpenGL acceleration isn't very optimized and it drives Java2D performance inconsistent. Slick2D, Golden T Game Engine (GTGE) and GLG2D are more efficient.

Outside of Java, OpenGL is used mainly on mobile phones as both Android and IOS supports it, but a number of AAA PC games have recently used OpenGL.
OpenGL is used a lot in scientific visualization and in CAD softwares too.

Maybe you should mention that the situation is quite different in mobile environments. Intel hardware is still far behind when it deals with offscreen rendering.

I don't think about "market shares" and things like that but I have worked as an engineer in computer science specialized in 2D/3D visualization for more than 7 years and we are numerous to be mostly satisfied by the way OpenGL has evolved even though the slowness of some decision makers were really annoying. I prefer the evolution with a certain continuity rather than brutal questionable changes. Microsoft isn't a good example, it is very good at creating brand new APIs that only work with one or two versions of Windows and abandoning them. 2 softwares on which I worked already existed in the nineties and not all corporations can afford rewriting its rendering code every three years. OpenGL isn't only for games, it can't be designed only to please some game programmers.

I know that almost nobody agrees with me about that here but I prefer fighting against planned obsolescence. What theagentd wrote isn't apolitical. "Science without conscience is but the ruin of the soul" (François Rabelais).

Spasi talked about regal. JOGL provides immediate mode and fixed pipeline emulation too in ImmModeSink and PMVMatrix which is very useful when writing applications compatible with both OpenGL and OpenGL-ES.
17  Discussions / General Discussions / Re: dalvik, you suck on: 2014-07-22 23:51:07

Does it crash with ART too?

Personally, I prefer staying far from auto-boxing even with J2SE. I already had a problem when using it with ternary operators, it discouraged me. I use Integer.valueOf(int). I'm explicit. If I spend too much time in understanding some lines of code, I throw in the towel.
18  Java Game APIs & Engines / JInput / Re: DirectAndRawInputEnvironmentPlugin not recognizing events or giving polldata on: 2014-07-22 00:03:27

Which version of JInput do you use? Which controller do you use for your tests? I rarely use JInput but the last time I had to detect if a controller was plugged or not, I just had to use a listener, it was very simple and portable. You have to force the scan in the legacy version, otherwise it occurs only once in the default environment.
19  Game Development / Newbie & Debugging Questions / Re: Learning to create a 3D game in Java! on: 2014-07-21 13:22:56
@PandaMoniumHUN I agree with you and you're right about the importance of shaders. I don't want to discourage him, I think that he can succeed in making a small blueprint, a mock up or a small playable demo with the resources that I gave if he already has some experiences in writing 2D games but I'm almost sure that he should scale back his ambitions as Princec said or he shouldn't plan to write almost everything from scratch in order to avoid ending up with writing an engine and/or getting discouraged because the whole project should be too hard.

@sci4me You wrote in another topic that you have some difficulties in using Blender but you seem to have a little experience with OpenGL which is good. I read that you use(d) forge. If you need a nice example to write a Minecraft-like game, you can use this one:

It's not maintained, it uses (the abandoned version of) Ardor3D, the main class of the most elaborate example is here:

I modified it to fit into my own needs (for a demo), it works Smiley
20  Game Development / Newbie & Debugging Questions / Re: Learning to create a 3D game in Java! on: 2014-07-21 10:23:52
@princec Wise advice.

You can use any binding for the Bullet API if you don't want to write your own physics engine. JMonkeyEngine has its own binding. Otherwise, there is JBullet.
21  Game Development / Newbie & Debugging Questions / Re: Learning to create a 3D game in Java! on: 2014-07-21 10:09:26

Hey guys! So, I am a Java programmer. I would say I am fairly .. well.. excluding Java EE, I would say I'm a professional. I do not really know a whole lot about 3D and things like that... but I REALLY want to create a 3D game. I understand the challenge, and intend to spend years on it. Not 24/7 development, but years of development.
Have you ever created at least one 2D game? If it's not the case, think about starting by the beginning.

My question is: where can I find ALL the information I will need?
Don't expect to find a single website with ALL information. What you will need depends on where you are and where you'd like to go but you'll probably have to tinker and look for information in lots of websites.

I mean, I want a fairly nice looking game... and I don't want glitchtastic physics...
Come down to Earth. Creating games already requires various skills, we can't be good everywhere. You have almost no chance to become both a brilliant computer artist and an excellent game programmer. How deep would you like to go? If you don't see what I mean, read this post. Would you like to reinvent everything? Would you prefer using a physics engine?

I have seen some tutorials on 3D games... but none of them have really gotten me to a point where I can start working on my game and get somewhere...

Looking for pointers, tips, tricks, tutorials, resources, anything. Anything that will help. I intend to use LWJGL by the way.
The wiki of its main website already contains a lot of information. If you read and understand its content, you'll be able to create a fullscreen window, manage the input, display some things in 3D. You can look at the "Space Invaders" example at the bottom. If you don't want to use a 3D engine, you'll have to implement the model loading by yourself. orange451 ported my MD3 loader to the library that you plan to use. You can find how to load an .obj file in the bottom right corner of the wiki page. Someone else will have to give you some pointers about physics.

If you plan to write everything from scratch except another binding for the OpenGL API and another one for OpenAL (and if you want realistic physics + fairly nice models all this made by yourself), you won't need some years, you'll need some decades.
22  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Clipping planes in Ardor3D on: 2014-07-19 23:26:38
Yes this fork is public but by default Github doesn't show the real clean forks except if you use "fork:true":

Mine is still here:

Of course, I succeed in maintaining the JOGL backend Smiley I implemented most of the tricky things in this backend except VAO + the fully shader based pipeline and the support of NEWT Input.
23  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Clipping planes in Ardor3D on: 2014-07-18 23:53:31
Another user forked Ardor3D last year and implemented several important features based on shaders and VAO in order to use a backward compatible profile but he didn't contributed back probably because a lack of time. We can still implement an alternative code path using shaders, I did something similar to support OpenGL-ES in the JOGL backend without breaking the rest of the renderer but my main concern is the potential bug.

In my humble opinion, it would be better to look at the source code of Goo Engine and use it as an inspiration for Ardor3D 2 but I would like to keep a code path supporting OpenGL 1 instead of dropping its support (which is done in most major recent scenegraphs).
24  Game Development / Newbie & Debugging Questions / Re: Slow FPS Problems on: 2014-07-18 14:55:53

You use a SpriteBatch. Each "object" is handled as a Sprite. I've found nothing obvious that could hurt the performance but I'm not an expert of LibGDX and I use another backend (it shouldn't affect the framerate anyway).
25  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Clipping planes in Ardor3D on: 2014-07-18 10:23:40
I have the latest one, I know it was discontinued.
Which latest one? The "latest" version available through Maven is Ardor3D 0.9 (Ardor3D will never be updated on Maven Central). The "latest" version available on Renanse's Github repository is Ardor3D 1.0 "snapshot" but the latest version of a maintained subset of Ardor3D is on my Github repository here:

Yes, Im probably wrong, but I´d like to know why. It seems pretty clear that the code is not computing the normals
of the faces of a pyramid, but a prism.

There is the possibility that this is a bug that would result in rejecting no mesh by clipping. In this case there would by no visual hint of the problem, only that the culling state "Automatic"  is not doing its work, and objects outside the frustum are not filtered, but transformed to the clipping space and rejected there by the hardware.   

Another point to consider is if it is worth to allow the cpu to clip in world space, or its faster to let the card do all the transformations and the clipping job. It is obviously  more job, but maybe parallelization compensates for it.
As I'm alone to maintain a subset of Ardor3D, I would feel better if you could fill a bug report with a short test case exhibiting the wrong behavior you describe. The viewing frustum is a square frustum which is a kind of pyramid.

Please make a separate bug report for your request for enhancement about the clipping in world space in the GPU instead of the CPU. It's probably a bit late to implement this kind of feature as I'd like to release a stable version next year.
26  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Clipping planes in Ardor3D on: 2014-07-17 20:57:36

Which version of Ardor3D are you using? You're probably wrong, I have used Ardor3D since 2009 and it works like a charm... except that now I'm alone to maintain a subset of Ardor3D as Renanse abandoned it.
27  Discussions / General Discussions / Re: Java Swing GUI Creator on: 2014-07-17 20:52:44
JavaFX even has 3D graphics
Its 3D API has most of the same design flaws than Java3D <= 1.5, it has inconsistent performance across platform, it is very poor in comparison with most 3D engines written in Java available for years. The charting API is a better example in my humble opinion.
28  Games Center / WIP games, tools & toy projects / Re: Vox2D JGL - Easy AWT Game Wrapper on: 2014-07-16 21:13:30
MIT License added.
29  Discussions / General Discussions / Re: Java Swing GUI Creator on: 2014-07-16 21:06:51

Personally, I prefer going on using Swing, I talked about that here. I agree with KevinWorkman. I'm forced to use Netbeans GUI builder (Matisse) at work but I find it useless because I already understand Swing, I already follow some guidelines, it just makes me waste my time, it just helps some colleagues who want to modify the appearance without really understanding what they are doing and anyway when it gets broken, only those who are able to go deeper than the builder can repair those GUIs. JavaFX isn't the panacea even though now what you can do with Swing has become doable with JavaFX but there is not yet any dialog API.
30  Games Center / WIP games, tools & toy projects / Re: Vox2D JGL - Easy AWT Game Wrapper on: 2014-07-15 23:51:52
Please add a file named LICENSE into the root directory of your project so that we can quickly know under which license it is. If you mention nothing, it's copyrighted.
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pw (24 views)
2014-07-24 01:59:36

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