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1  Discussions / General Discussions / Re: Microsoft to buy Mojang for $2 billion? on: 2014-09-18 20:43:41
The opinions of millions of misinformed strangers trickle through in your personal life, I suspect.
especially when they know your full name, where you live, where you work, ...
2  Discussions / General Discussions / Re: Microsoft to buy Mojang for $2 billion? on: 2014-09-17 14:21:43
@Damocles I disagree with you, capitalism isn't implemented in every brain, some people can pay attention to a project even though they pay nothing for it and a bad paid game can be forgotten too.
3  Discussions / General Discussions / Re: Microsoft to buy Mojang for $2 billion? on: 2014-09-15 20:18:18
I can also understand leaving a project behind that became "unreal" in terms of popularity.
Not everyone wants to stand in the spotlight, being followed by paparazzi to the loo.
Being famous leads to pressure, only people who really look for attention can bear standing in the spotlight for a long time whereas the loss of privacy it causes is difficult to live for an healthy person. Notch is still healthy, it's a good piece of news.
4  Discussions / General Discussions / Re: Microsoft to buy Mojang for $2 billion? on: 2014-09-15 19:33:15
Yeah I hope he can go do what he wants to now, but I fear it may be difficult to escape the notoriety, at least for a while.
Notoriety isn't a trip, it's not something that you can take and leave once for all, he can return to a more peaceful life but he can't rewrite the History, he can't erase Minecraft. I'm impatient to see its Doom renderer based on WebGL/Dart even though he wrote some unpleasant comments about TUER (my game) several years ago.
5  Discussions / Community & Volunteer Projects / Re: Community Project - Migrate Matrix Api (java) To OpenCL ( JOCL ) on: 2014-09-15 11:52:49

Please can you indicate which JOCL you plan to use as there are 2 projects called JOCL? Are you going to use JogAmp's JOCL?
6  Games Center / Cube World Projects / Re: Open source cube world projects on: 2014-09-10 13:52:17
Minecraft won't do me much, I'm pretty new to the LWJGL scene in general so I don't think I'd be able to learn too much with the deobfuscated code.

Some great tutorials here about how to render blocks/chunks would also help me a lot.
You asked a question about higher level wrappers above OpenGL last month, why don't you give a try to the voxel engine based on LibGDX or ArdorCraft (based on JogAmp's Ardor3D Continuation)?
7  Games Center / WIP games, tools & toy projects / Re: Nano-platformer, a really basic platformer for teaching purposes on: 2014-09-09 20:22:15

I have just read this class:

You should rather quote this bug report, it would be better to explain why you call Thread.sleep():
8  Games Center / Cube World Projects / Re: Voxel-Based Engine Using Game on: 2014-09-09 11:33:29

After talking with a couple people in the tech industry, I've come across the realization that it's never good to have multiple classes accessing the OpenGL stream. So in short, the rendering must be done in the main class or only in one class.
Accessing OpenGL from multiple threads is possible but there is no guarantee that it works reliably everywhere. The rendering can be done in multiple classes as long as they don't try to make the OpenGL context current on several threads. Call all your rendering methods directly or indirectly in GameLoop.render() or Screen.worldRender() and it will work.

At first I attempted to use the Executor Service style, but that didn't turn out well. All I ended up doing there was implementing a way for chunks to save ASYNC when you make block changes (previously it didn't save your changes to the world).

So, now realizing I very likely won't be able to offset my calculations needed for rendering, it brings up a new question I'm unable to answer and was hoping someone might have an idea: How could I render ONLY the blocks I am able to see? Or just render enough blocks, not excess. (Currently I'm rendering all blocks next to air within the 9 chunk's square around me. (my current chunk and the 8 surrounding chunks, which is about 4000 blocks rendered per chunk in a 16x16x64 world (generated using a SimplexNoise))

The second question then;
And what would be a good method of implementing the loading of the new chunks as I move into another chunk (assuming it always has the 9 square chunks in memory)?

Sorry if I'm too vague, but this is really starting to drive me nuts, everything I try is just making the game run even slower!
Are you sure that the bottlenecks are those computations? Do you plan to use view frustum culling in order to render only the blocks you have a chance to see?
9  Games Center / Cube World Projects / Re: Open source cube world projects on: 2014-09-09 10:49:36
Even if they did, it is really hard to learn from "completed code" and even harder, if it is such a big game. It would take weeks or even month to find and understand the parts, even if the code is clean. 
The ancestor of my main game (written by Vincent Stahl) is composed of 4 classes, I took me several weeks to understand it a bit and the source code is quite dirty. I admit that understanding a completed code can be very hard for a beginner. That's why I suggest to use ArdorCraft. There are 3 working examples in ArdorCraftAPITest, a very basic example, an intermediate example and the most complete example, it allows to understand the concepts step by step. Those examples are designed for learning purposes. Terasology is a lot better and richer than ArdorCraftAPITest but in my humble opinion, it seems to be harder to understand.

I think it would be a lot easier to read a few tutorials, which often contain some code parts, and then try those things out. 

Anyways: In the Libgdx Tests, there is a VoxelEngine (
Thank you, it's an excellent example.
10  Games Center / Cube World Projects / Re: Open source cube world projects on: 2014-09-08 13:48:59
Why not using ArdorCraft?
You can find a working example here.

11  Game Development / Newbie & Debugging Questions / Re: New Skype Group, a Boiling Pot To Share Dev and Ideas - THE GUILD OF JAVA DEV on: 2014-09-07 13:15:59
We already have an irc chat as well
Where is it?
12  Discussions / General Discussions / Re: Can a Single Developer Create a Big Game? on: 2014-09-07 13:06:57

Starting by working on small projects first is a good idea. It allows you not to get discouraged because of you planned to do something too ambitious and you realize that you cannot succeed. It's a way of splitting a big problem into smaller ones easier to solve Smiley You learn step by step.

Actually, you're talking about several aspects in game creation, not only game programming and you're insisting on game contents and gameplay. I think that it's hardly doable alone, there are a very few people with a very large skillset. You can focus on programming a big game alone if and only if you already have enough experience and ask some help for computer graphics, it's a lot more viable. Personally, I have been working on Truly Unusual Experience of Revolution® since 2006, it is very time consuming, I can just be a "customer" of APIs, I have to contribute to get the job done even though they are already very good. If I were you, I would slowly increase the difficulty and then I wouldn't have a impression of preparing something big, I would just know that I'm going to do something a little bit bigger than my previous project. If you feel that the step is big, maybe you should use several smaller steps to reach your aim(s).
13  Game Development / Newbie & Debugging Questions / Re: LWJGL 3D I want to create a 3d game on: 2014-09-06 20:58:10
Would some sort of voxel engine be possible in LibGdx? I've only seen basic 3d animations from others.
The 3D API of LibGDX seems to be mature but less complete than the one of JMonkeyEngine and JogAmp's Ardor3D Continuation. Its 3D API isn't a scenegraph API. I think that it's possible to write a voxel engine with it but it's probably not the best tool for this purpose and why using LibGDX whereas in this case Ardor3D or JogAmp's Ardor3D Continuation makes a better job thanks to ArdorCraft with a specialized API? Mythruna is a RPG of the same graphical style than Minecraft, it's based on JMonkeyEngine 3. Actually, if you start creating another Minecraft-like game with an engine with no specialized API, you'll have to write this API by yourself whereas if you use ArdorCraft, you'll start directly with a working demo which will be a lot more motivating, won't it?

EDIT: I left LWJGL after VBOs, I can't understand the 3D.
VBOs aren't very difficult to understand and why do you conclude that you don't understand the 3D? Actually, you can understand the principles of 3D computer graphics without understanding VBOs and vice versa. VBOs are just a mean of using the retained mode.
14  Game Development / Newbie & Debugging Questions / Re: LWJGL 3D I want to create a 3d game on: 2014-09-06 17:41:28
I was responding to DarkCart's suggestion of going low-level without a reason.
Sorry. I don't see why going low-level would be interesting except for learning purposes... or to implement new features in any LibGDX backend Smiley Understanding how OpenGL works can be useful when using APIs based on it, especially when it doesn't work as expected but I think that some developers still think that they have to free themselves from APIs :s In my humble opinion, writing boilerplate code isn't very interesting.
15  Discussions / General Discussions / Re: Building a free flying 3D Quaternion camera on: 2014-09-06 08:48:50
What's the matter with Math.sin()?
16  Game Development / Newbie & Debugging Questions / Re: LWJGL 3D I want to create a 3d game on: 2014-09-06 08:47:20
Unless libGDX is doing it's job and being all that you need, why make life difficult by leaving it?
I have nothing against LibGDX but in this case, ArdorCraft would make his life a lot easier because it is designed for games based on voxels, that's why I insist on this solution.
17  Games Center / WIP games, tools & toy projects / Re: Praxis LIVE v2 - live visual / coding env - request for testing / comment on: 2014-09-05 23:14:53

Revised OpenGL renderer based on Processing v2 (so now switched from LWJGL to JOGL - hi Julien! Wink ).
We can mention your application in the homepage of JOGL if you want.
18  Discussions / General Discussions / Re: Minecraft implementation with Java 3D API on: 2014-09-05 16:42:55

Java 3D is still actively maintained but there will be no new feature implemented:

Feel free to use my tutorial if you really want to install it:

No Java 3D isn't no longer based on Direct3D whatever the platform, it is based on JOGL 2.

Why not using ArdorCraft? It's based on JogAmp's Ardor3D Continuation which is very actively maintained and I'm still writing a very big tutorial about this engine:

19  Games Center / Showcase / Re: Tess on: 2014-08-30 09:52:24

I gave it a try, I played until I found the first boss, nice game, well done Smiley Maybe you could fix the French translation, the words "up", "down", "right", "left" and "spacebar" aren't translated.
20  Game Development / Newbie & Debugging Questions / Re: LWJGL 3D I want to create a 3d game on: 2014-08-30 08:56:00
@tommohawkaction I already replied but you don't really read my answers Sad

21  Game Development / Newbie & Debugging Questions / Re: Getting GLG2D to work in my Java2D game. on: 2014-08-30 08:49:02
@TehJavaDev What you did to install JOGL is wrong, you should have followed the instructions in the first link. There is no need to use any DLLs, you don't need Android JARs, ... Please follow the instructions first and if you still need some help, contact us on the official JogAmp forum.
22  Discussions / General Discussions / Re: Building a free flying 3D Quaternion camera on: 2014-08-29 19:47:53
I don't see the interest of using quaternions here as you still use Euler transforms with rotations around 3 axis...  Clueless
23  Game Development / Newbie & Debugging Questions / Re: Getting GLG2D to work in my Java2D game. on: 2014-08-29 11:56:18

@TehJavaDev GLG2D relies on JOGL, it is a good solution to get the best of the both world, a better hardware acceleration with only a very few changes in your source code that still uses Java2D. GLG2D just provides an alternative Graphics2D implementation. You can use Marlin with it too.

However, if you really want to get some help on any JogAmp API, rather ask your question on our official forum:

I won't make any comment about what some members consider popular or not. LibGDX has a JOGL backend, it would allow you to get even better performance and Java2D isn't a good choice for 2D games except maybe if you keep it very rudimentary.

Best regards.

Edit.: Have you tried to use a GLG2DCanvas?
Edit.: As GLG2D requires JOGL, you have to install JOGL and GlueGen:
24  Discussions / Miscellaneous Topics / Re: Do you recommend a break on: 2014-08-24 19:04:23

25  Discussions / Business and Project Management Discussions / Re: Programming freelance on the internet: compete with cheap foreigners on: 2014-08-23 12:51:35
Ok but some replies weren't politically neutral, maybe a bit racist even though it was probably not intentional.
26  Java Game APIs & Engines / Engines, Libraries and Tools / Re: What ephyisc ngine should I choose? on: 2014-08-22 21:52:40
I ment which physics engine should I choose.
jmonkeyengine is just the 3d engine I choose, but I might choose another one.
Finding the best physics engine is the top priority for me.
Jinngine is no longer maintained, dyn4j is mainly for 2D. I only see Bullet which is tightly integrated within JMonkeyEngine through JBullet (until 3.0) and its own Java binding for the Bullet API which is a preferred way of using Bullet with JMonkeyEngine since its version 3.1. I'm sorry, I would have been very happy to advise you to use JogAmp's Ardor3D Continuation but we have no physics integration yet.
27  Java Game APIs & Engines / Engines, Libraries and Tools / Re: What engine should I choose? on: 2014-08-22 15:41:29
JMonkeyEngine supports Bullet with JBullet and with its own binding. You should rather ask questions about this engine on its forum.
28  Discussions / Business and Project Management Discussions / Re: Game Programmer looking for Team on: 2014-08-22 10:37:24

I am very interested in joining a team to create something truly special and unique. I have tried to develop a game with the "unique" and "special" characteristic before, however the lack of art and ideas made it come crashing to the ground in a very, very, very early state.
Sorry to disappoint you but you have to learn a lot before making something "unique", "special", ... You have to start by ... the beginning, very simple non graphical games probably alone. I'm not sure that looking for a team is the best way to start. I agree with lcass and JVallius. At first, prove that you're able to code, become quite autonomous and then you might work within a team. Don't look for a team to learn something, don't assume that some developers have pedagogical skills.
29  Game Development / Newbie & Debugging Questions / Re: Where to start? Which library should i use? on: 2014-08-22 10:31:26

Finally, I would like to try make something online, but this will be another independent library I think.
Please don't create yet another library except for purely pedagogical purposes (to learn). There are already tons of libraries and I really think that a consolidation of Java ecosystem on fewer libraries would be better than effort duplication and "not invented here" anti-pattern. princec already indicated you some nice libraries that you can use. JogAmp's Ardor3D Continuation is worth a try too but you should start a very simple project, preferably not in 3D, even without graphics. If you try to do something too difficult for a newbie, you'll get discouraged and you'll give up.
30  Discussions / Business and Project Management Discussions / Re: Programming freelance on the internet: compete with cheap foreigners on: 2014-08-21 23:52:17
(Without getting too political)
It's political. There are different cultures all over the world but in my humble opinion, there is no deterministic link between the color of the skin, the nationality and the abilities in computer science. If you want to earn much money, rather concentrate on tasks that fewer people can do. Moreover, people aren't forced to study in their country. I don't see why an Indian would be obviously worse than me if he can make the same studies, obtain the same diploma and access the same knowledge. The living standards are different but tends to become closer which will reduce social dumping on the very long term. Outsourcing can be a complete waste of money, not mostly because of the abilities of the workers but rather because the necessary efforts to outsource have been underestimated by the decision makers and the managers.
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