Java-Gaming.org Hi !
Featured games (84)
games approved by the League of Dukes
Games in Showcase (603)
Games in Android Showcase (171)
games submitted by our members
Games in WIP (652)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
   Home   Help   Search   Login   Register   
  Show Posts
Pages: [1] 2 3 ... 164
1  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.
2  Discussions / General Discussions / Re: Easy and Fast UDP Gaming Library - is there a need for it? on: 2015-07-17 14:21:22
Have you really looked at tengi (noctarius' suggestion)? It implements SCTP, it would be far better than driving UDP more reliable by yourself.

Both Tengi and Kryonet are interesting for me, I wouldn't create yet another network library.
3  Java Game APIs & Engines / OpenGL Development / Re: [LWJGL3] Experiencing weird crash on glUseProgram when started in fullscreen on: 2015-07-15 14:06:52
You can use this example based on GLEW and SFML:
http://www.reddit.com/r/archlinux/comments/1efhw8/opengl_not_working_on_intel_hd_4000_is_working_on/

If it still crashes, it will confirm that it's really a driver bug.
4  Java Game APIs & Engines / OpenGL Development / Re: Mixing LWJGL and AWT JPanel on: 2015-07-15 12:13:26
And for now i think im going to stay with JOGL. Thanks guys for clearing up some things.

Which canvas do you use? There are several canvases in JOGL working with AWT and Swing:
- AWT GLCanvas (heavyweight, very stable, fast, very reliable except in a few corner cases for example with JInternalFrame)
- NewtCanvasAWT (the fastest option as long as you're forced to use AWT/Swing, less reliable, not usable with OpenJFX/JavaFX)
- GLJPanel (lightweight, stable, less fast because of its use of FBOs under the hood, reliable especially with JInternalFrame and non opaque Swing components, usable with SwingNode -> OpenJFX/JavaFX)

You might also consider libGDX, which is built on top of LWJGL
There is a JogAmp backend for this framework and we recently succeeded in making it work with OpenJFX/JavaFX too. The last part of your sentence is plain wrong, LibGDX has had several backends for several years, including another one based on GWT for example, it's not built on top any particular set of bindings.

Good luck.
5  Java Game APIs & Engines / OpenGL Development / Re: [LWJGL3] Experiencing weird crash on glUseProgram when started in fullscreen on: 2015-07-15 11:58:41
Why not running your simple example in plain C in order to determine whether or not the binding is to blame?
6  Games Center / Showcase / Re: Z25d - a javafx 2.5d rpg game on: 2015-07-14 19:11:30
Hi

Please can you translate the comments (in your source code) into English? In my humble opinion, this class should be commented a little bit more:
https://github.com/dongfangshangren/Z25d/blob/master/src/com/arpg/astar/Astar.java
7  Discussions / Miscellaneous Topics / Re: What's your favorite OS and why? on: 2015-07-14 13:36:22
I'm under Mageia Linux 4 and I use PlayOnLinux to run Windows games without Windows. By the way, I often play with non-Windows games  Grin
8  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-07-13 12:15:19
gouessej's thread for his actual project TUER is still longer, although not by much now. More impressive is that it started nearly 8 years ago and is still more or less going.
Grin The size is important, isn't it? Sorry, it was my daily saucy (bad?) joke.

Not hard to make a super long thread when it's something everyone participates in and never really loses relevance.
You're right. When you're not alone, there are fewer chances that you can't post anything new frequently. When a project depends on a single person, it's harder.
9  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Java OpenGL Math Library (JOML) on: 2015-07-13 12:04:10
Not true.  All quaternions other than zero represent a rotation.
Reference (page 4):
http://www.cs.ucr.edu/~vbz/resources/quatut.pdf
http://people.csail.mit.edu/bkph/articles/Quaternions.pdf
Quote
If N(q)  = 1, then q = [vˆ sin W, cos W] acts to rotate around unit axis vˆ by 2W
Quote
we can henceforth assume q is a unit quaternion
Quote
it has to be a unit quaternion

Edit.: Sorry for the off topic.
10  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Java OpenGL Math Library (JOML) on: 2015-07-12 16:29:20
Remember that there's absolutely nothing special about unit quaternions. Non-unit quaternions have uses.
Ok but only the unit quaternions represent rotations.
11  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Java OpenGL Math Library (JOML) on: 2015-07-11 22:53:07
theagentd, where is your source code? You claim that your own frustum culling is faster but how can I check that?

Is there a benchmark that I can run on my machine?
12  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Java OpenGL Math Library (JOML) on: 2015-07-09 20:46:38
In my humble opinion, a benchmark would still be welcome.
13  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Fast, reliabe & crossplatform Javascript API/Library for Java? (for game dev.) on: 2015-07-09 13:21:56
@cylab
I just read about the OpenJDK yesterday, i'll read into that soon. Is there any drawback on using OpenJDK that you know of? (instead of Oracle/Sun)
I advise you to look at the Oracle BCL for Java SE and JavaFX if you plan to embed it into your application:
http://www.oracle.com/technetwork/java/javase/terms/license/index.html
14  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Java OpenGL Math Library (JOML) on: 2015-07-09 13:17:06
Hi

It would be interesting to run those tests on your library to compare its performance to others:
http://lessthanoptimal.github.io/Java-Matrix-Benchmark/

There are already numerous libraries similar to JOML.
15  Game Development / Newbie & Debugging Questions / Re: What technologies should I choose as a newbie java game programmer ? on: 2015-07-09 12:33:58
JogAmp
16  Java Game APIs & Engines / Java Sound & OpenAL / Re: EasyOgg nowhere to be found. on: 2015-05-04 13:40:11
I recommend Paul Lamb Sound Library. It has a codec for Ogg. It has several backends for desktop environments, I use its JOAL plugin unlike Minecraft.
17  Game Development / Newbie & Debugging Questions / Re: LWJGL 3D Collision cannot work out on: 2015-05-04 13:37:10
Hi

You should look at the source code of my game as I use the same kind of level and my rudimentary system of collision detection works. I create 3D levels composed of orthogonal walls from 2D images:
http://svn.code.sf.net/p/tuer/code/alpha/main/GameModel.java
18  Discussions / General Discussions / Re: Need halp (help) testing native binaries on Mac and Linux on: 2015-04-29 09:59:52
Hi

Why not helping us to fix the remaining bugs in PackR? This one is annoying me:
https://github.com/libgdx/packr/issues/29

@nsigma I should look at the Netbeans launch script, thanks.

Not sure if you looked at the somewhat hidden link in my reply above - it's a blog post I wrote on how the Praxis LIVE package is built - Packaging as a .deb
JNDT can create DEB packages too, it relies on JDeb.
19  Discussions / General Discussions / Re: Need halp (help) testing native binaries on Mac and Linux on: 2015-04-26 09:53:07
Sorry for my lack of accuracy. I convert both images into .ico and .icns in Java and Ant with my contribution to Apache Commons Imaging. Moreover, I tested the script under Mac OS X 10.6.8 a few months ago and a JogAmp contributor tested it under OS X 10.10 (Yosemite). Finally, JNDT supports a fallback on a precompiled binary launcher (from PackR) which is helpful if you're not satisfied by the script. You can modify them if you want to rename the Java command. I don't need to use Launch4j to make it work. I'm very happy because I can target an operating system without installing it on my machines, it's not the case when using some platform-dependent tools.
20  Discussions / General Discussions / Re: Need halp (help) testing native binaries on Mac and Linux on: 2015-04-24 13:29:20
theagentd, why don't you look at my stuff? I use some Java code to convert images into ico format and it's under a permissive license in the project Apache Commons Imaging:
https://github.com/gouessej/commons-imaging/commits/trunk
I use Ant to call my code. Don't reinvent the wheel, you're gonna solve once again the same problems than some developers including me had in the past, i.e with BASH_SOURCE:
http://stackoverflow.com/a/246128

I haven't tried it (I also don't have a Mac) but packr says it supports .apps.
I used PackR before writing my own tool (JNDT). I confirm that it works very well with Mac OS X >= 10.8. Our tools work very well under GNU Linux, Mac and Windows. Mine is a bit less documented. You can use Wix toolset to create a MSI file, feel free to use my template (work in progress):
http://stackoverflow.com/questions/29748422/how-to-create-a-msi-windows-installer-for-a-java-program

Note that PackR is able to minimize the JRE, you can still do it by yourself. Using Oracle Java instead of OpenJDK is less permissive, look at the Oracle Binary Code License Agreement.

Have you ever used javapackager?

Good luck.

Edit.: Some working native self contained application bundles I made.
21  Discussions / General Discussions / Re: What do you think of Greenfoot? on: 2015-04-17 11:59:49
Hi

Why do you claim that GreenFoot is an advanced version of Scratch? The latter is so easy that even 7-year-old kids can use it. I love Java but I prefer recommending Scratch. Moreover, I'm not sure that GreenFoot is available in several languages.
22  Discussions / General Discussions / Re: Where can I find fast spatial querying? on: 2015-04-16 18:43:18
Hi

Mads, you've just reminded me that I have to work on portal culling and I've found this open source (permissive license, BSD) library in C++ which I can partially port:
http://www.visualizationlibrary.org/documentation/pag_guide_portals.html

Coming here is almost always a pleasure, thanks to all.
23  Discussions / Business and Project Management Discussions / Re: [PAID] Looking for Java consultant on: 2015-04-13 15:02:05
Hi

Maybe this and this can help. Good luck.
24  Game Development / Newbie & Debugging Questions / Re: Running jar files on Linux on: 2015-04-07 08:41:24
OpenJDK JDK 1.8 RPM packages are called java-1.8.0-openjdk-devel. I use LibGDX occasionally under Mageia Linux 4 with OpenJDK 1.8 and I have no such trouble. Your trouble comes from a (fixed?) bug (or a known regression) in your library:
http://forum.lwjgl.org/index.php?topic=4085.msg22081#msg22081
https://bbs.archlinux.org/viewtopic.php?pid=975456#p975456
25  Discussions / General Discussions / Re: Does Internet cost matter to you? on: 2015-04-07 08:26:42
Actually, net neutrality matters to me, I don't want to pay much more to use some subsets of Internet.
26  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Java Universal Model Importer (JUMI) - Early Alpha on: 2015-04-04 11:00:42
IAFAK jMonkeyEngine 3 does not support Collada to any extent.
Someone tried to contribute but his plugin is no longer maintained Sad

It does not seem to be a big problem since many jME-developers use Blender and make the conversion in Blender. Then export to OgreXML or save as blend-files.
It becomes less straightforward when you want to edit existing models whose formats aren't supported by Blender. Since its version 2.50, tons of importers have been dropped and even Collada isn't fully supported especially when exporting actions/animations. Blender Python API changes very often which drives the maintenance of external scripts very hard especially for someone with a little experience in Python :s

I think many developers have a similar pipeline, i.e. you read models into a modeling tool, touch up and make them fit the game/game engine you are using. So I would suggest to O.P. that one necessary step in having people adapt a new file format is that there must already be high quality exporters for popular modeling tools. Writing importers isn't that big of a deal in your own code compared to not having an exporter for e.g. blender, maya, make human et c.
As far as I know, many computer artists use several tools to take advantage of all their features, the interchange formats are very important and the blend format isn't a long term storage format, it is the format of an editing tool. OpenGEX has an excellent support of the most used modelers.
27  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Java Universal Model Importer (JUMI) - Early Alpha on: 2015-04-02 11:39:11
Based on the above and your other comments, perhaps instead of creating my own JUMI format, would it be worth adopting an existing format such as GLTF and look to create a library that can read from a series of formats and export to a choice of existing runtime formats, and/or change the JUMI structure to mimic that of GLTF for manipulation through code? That would appear to resolve a number of issues around trying to push a "better" format, duplication of existing engine structures like materials etc.
In my humble opinion, it's an excellent idea, just choose the format to mimic very carefully, GLTF is a good candidate, OpenGEX too as it has some importers for Blender, Maya and 3D Studio Max. It depends on what you want to achieve. Look at this document, especially the page entitled "gltf pipeline - overview". If you'd like to create a tool that targets the engines, choose gltf. If you'd like to create a tool that targets the modelers and some engines, choose Collada or OpenGEX. As far as I know, the Blender OpenGEX exporter exports the actions/animations unlike the Blender exporter that only exports the very first key frame Sad Collada is known to be bloated but it is very capable. Your architecture should support the common subset of features in OpenGEX and Collada. There is already a tool to convert the models from Collada to gltf. You could start by implementing a very simple WaveFront OBJ exporter and pick Collada and/or OpenGEX later.

The problem is that JMonkeyEngine 3 supports a very few formats (OBJ, Blend, OgreXML), I don't know exactly how well it supports Collada. JogAmp's Ardor3D Continuation supports Collada 1.3. LibGDX supports Collada in fbx-conv. That's why Collada seems to be a good candidate to me.
28  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Java Universal Model Importer (JUMI) - Early Alpha on: 2015-04-02 09:21:54
Will you be supporting IQM? By far the best (super subjective).
IQE seems to be a bit easier to support. Excellent suggestion. Thank you.
29  Discussions / Miscellaneous Topics / Re: What Anti-Virus are you using? on: 2015-04-02 09:13:58
Hi

When I'm forced to use Mac OS X, I don't use any virus scanner.

When I'm forced to use Microsoft Windows, I use Kaspersky (proprietary, not free of charge) at work and preferably Clamwin (open source, free of charge) elsewhere. I use Spybot against the spywares.

I don't use Clamav under GNU Linux yet, it could be useful to avoid being an healthy carrier of viruses targeting Windows. In my humble opinion, if you don't want to get any virus, use carefully a computer under GNU Linux. I have always been occasionally bothered by viruses under Windows even though I don't go to dangerous websites. I have been very seriously infected only once but even Kaspersky could do nothing for me. Malwarebytes Antirootkit can be useful too.
30  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Java Universal Model Importer (JUMI) - Early Alpha on: 2015-04-01 15:24:25
they only need to parse the JUMI format (which will be thoroughly documented) because JUMI itself will worry about the specifics of FBX, OBJ, MD2 etc.
Ok but an interchange format (like U3D, OpenGEX, xbuf, Collada) doesn't have the same constraint than a runtime asset format (GLTF). Then, you'll have to make a decision.
I talked about using your library as a source of inspiration for engines because I thought that in this case, using the abstractions of an engine reduces the overhead. Actually, you will write lots of classes that we typically find in a 3D framework or engine. In my humble opinion, as a programmer responsible for engine support in the JogAmp community, I would be reluctant to put a third party library into an engine knowing that there is a lot of duplication.

Obviously that's a big undertaking, so for now I'm just working on one format at a time. What I would like help with is understanding what the data should look like for animation. I understand the basic concepts of skeletal animation, but I could really use some help designing a data model that people will instantly recognise and is intuitive.
There is an example of model using skeletal animation here.

Then I'd just convert whatever animation system the source format uses to that bespoke design. For older formats that don't use skeletal animation (like MDL, MD2 etc.), JUMI would probably represent the keyframes as morph targets.
Take care of basing your design on something flexible enough to support several formats. Designing a "better" format to use as an intermediary is very difficult too. Collada has become very complicated, especially since its version 1.4.

PS: I also want to handle exports too. By using that single data structure, it should then be easy to reverse the process and write back into any of the supported formats.
You're right, this is what I did in JogAmp's Ardor3D Continuation to export the meshes in WaveFront OBJ. I'm just a bit worried because some projects like MeshLab and Assimp are very time consuming, lots of people work on them. JMonkeyEngine 2 supports lots of formats but some importers weren't correctly maintained. Why would you succeed in doing something that numerous motivated developers failed? I don't try to discourage you but I see some pitfalls in your plan.

To sum up, if you don't succeed in convincing the developers to use your "super" format (similar to the approach of OpenCTM), you'll have to convince them to embed your library as is (similar to the approach of Assimp). If you fail, it will still be a good candidate to implement a viewing application similar to MeshLab but you can't compete with 3D engines and frameworks developed by numerous developers except if you're a genius. In my humble opinion, sticking to something less ambitious is more viable, for example by avoiding to design a "better" format than the Khronos Group, Adobe and the others, and by keeping your library extremely lightweight so that you have at least a vanishingly small chance to convince engine maintainers to use it (a very few Java developers use their own engines in 3D applications on the long term).

Another solution consists in contributing to those middle and high level APIs instead of working on a separate library. The developers of Unlicense-lib would be very glad to get some help to support much more formats. JogAmp's Ardor3D Continuation is still compatible with ardor3d-openctm...
Pages: [1] 2 3 ... 164
 
SHC (21 views)
2015-08-01 03:58:20

Jesse (19 views)
2015-07-29 04:35:27

Riven (39 views)
2015-07-27 16:38:00

Riven (21 views)
2015-07-27 15:35:20

Riven (24 views)
2015-07-27 12:26:13

Riven (14 views)
2015-07-27 12:23:39

BurntPizza (35 views)
2015-07-25 00:14:37

BurntPizza (46 views)
2015-07-24 22:06:39

BurntPizza (28 views)
2015-07-24 06:06:53

NoxInc (36 views)
2015-07-22 22:16:53
List of Learning Resources
by gouessej
2015-07-09 11:29:36

How Do I Expand My Game?
by bashfrog
2015-06-14 11:34:43

List of Learning Resources
by PocketCrafter7
2015-05-31 05:37:30

Intersection Methods
by Roquen
2015-05-29 08:19:33

List of Learning Resources
by SilverTiger
2015-05-05 10:20:32

How to: JGO Wiki
by Mac70
2015-02-17 20:56:16

2D Dynamic Lighting
by ThePixelPony
2015-01-01 20:25:42

How do I start Java Game Development?
by gouessej
2014-12-27 19:41:21
java-gaming.org 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‑gaming.org
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!