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1  Discussions / General Discussions / Re: Animation Model format - LWJGL 3.1 on: 2016-12-07 20:18:26
Hi

gLTF (GL Transmission Protocol)...
No, it's rather "GL Transmission Format":
https://github.com/KhronosGroup/glTF/blob/master/README.md
Quote
glTF™ (GL Transmission Format) is a royalty-free specification for the efficient transmission and loading of 3D scenes and models by applications. glTF minimizes both the size of 3D assets, and the runtime processing needed to unpack and use those assets. glTF defines an extensible, common publishing format for 3D content tools and services that streamlines authoring workflows and enables interoperable use of content across the industry.

There is no "best" format for animations and it depends on the kind of animation (key framed or skeletal). JavaBlend is a nice API to manipulate Blender models. There are tons of importers in various scenegraph APIs, you can use them as sources of inspiration too.
2  Games Center / Showcase / Re: [Free][Windows] WorldGrower, rpg simulator on: 2016-12-03 11:47:14
I tried OpenJDK 8 (http://openjdk.java.net/install/index.html) on my Ubuntu installation.
Everything looks ok until I open the start menu of the game, and then Ubuntu freezes. It seems to be a known issue, I'm trying the different solutions.
Maybe I'll use the Red Hat OpenJDK next.
Is it this bug?
https://bugs.debian.org/cgi-bin/bugreport.cgi?bug=798131
This workaround might help you:
http://askubuntu.com/a/704462

Let me know whether you need some assistance, it's a pleasure to help you  Smiley Note that you can modify the files of the JRE before passing them to JNDT, it's a good way of testing this workaround and ensuring that your game is correctly packaged.

P.S: You can disable accessibility by using "-Djavax.accessibility.assistive_technologies=" or "System.setProperty("javax.accessibility.assistive_technologies", "");". I looked at the source code of java.awt.Toolkit, the former works, the latter has a chance to work if it's called very early and if another library doesn't initialize AWT before your own code.
3  Java Game APIs & Engines / Engines, Libraries and Tools / Re: LWJGL 3 - Assimp bindings on: 2016-12-01 19:36:44
You're welcome. I like this library. In my humble opinion, its only drawback is the lack of versioning as it would help to follow and understand the changes.
4  Games Center / Showcase / Re: [Free][Windows] WorldGrower, rpg simulator on: 2016-12-01 19:34:10
You might notice some tiny differences in the font rendering and in the sound management.

As you use Java 1.8, you'll have to use Oracle Java or Red Hat OpenJDK (available for all supported platforms) instead of the custom build I use as it's OpenJDK 1.7.
5  Java Game APIs & Engines / Engines, Libraries and Tools / Re: LWJGL 3 - Assimp bindings on: 2016-12-01 12:42:14
Possibly the best use of it is just loading stuff and converting it to whatever proprietary format is best for your game engine. Ie. as a tool, not a deployable part of a game.
Ok but then the performance would be less important than if it was deployed inside the game, wouldn't it?

.. and there is alot native code in jassimp
basil_, you make a confusion between another library with the same name and elect's jassimp. He talked about Kotlin, he really uses it as you can see in his source code:
https://github.com/java-graphics/assimp/tree/master/src/main

theagentd, you can use JavaBlend for Blender files and FBX is proprietary so you get what is expected from this kind of format.

By the way, there are already some Java APIs providing some importers and exporters, Unlicense supports the .x format and I was a bit wrong as it partially supports .lwo (Modo), jReality, JMonkeyEngine and JogAmp's Ardor3D Continuation have some importers and exporters too. If elect succeeds, I'll see his project more as a source of code to implement importers and exporters in various engines rather than something I'll put into my projects as is. I spent about 10 days in writing an importer for the .ply format, I know that it's time consuming.
6  Java Game APIs & Engines / Engines, Libraries and Tools / Re: LWJGL 3 - Assimp bindings on: 2016-11-30 13:57:15
Hi

do you really think it's easy to beat a native implementation (in both CPU time and especially memory overhead) with pure Java?
It's not easy to me as assimp supports numerous formats but there are numerous importers and exporters for several scenegraph APIs, engines and frameworks decently optimized to avoid memory leak and you can modify the settings of the JVM to unload unused classes. If you want to compete with MeshLab, you'll need the 40 formats but I doubt that all are needed for a game or even for the tool set of a game in which you may use a few editor formats (.blend, .max, ...), a few interchange formats (Collada, U3D, ...) and a runtime asset delivery format (gltf, ...) or your own one. In my humble opinion, some popular formats are already supported enough by the existing Java ecosystem to drive such a binding not very appealing in certain particular cases but I agree with elect "it's good to have alternatives" and this binding can be very useful in some use cases.

I remind that using a "foreign" API to load models in a scenegraph API may add some overhead to convert the models in the object model of this API into the object model of the scenegraph API.

Personally, I've read tons of "loaders" in various programming languages and I advise you all to be very careful as I've found numerous APIs supporting tons of formats having numerous caveats or limitations. Sometimes, those limitations are commented only in the source code and not mentioned in the documentation.

Assimp supports Modo (.lxo). As far as I know, there is no free or open source Java importer supporting this format. This binding is then welcome to load files in this format  Smiley

Good job and keep up the good work.
7  Games Center / Showcase / Re: [Free][Windows] WorldGrower, rpg simulator on: 2016-11-29 19:57:05
Hi

Why does Economy2.png contain a large empty space under Oil Resource?

I'll put JNDT XML script into a JAR and improve the documentation for Gradle users as soon as possible. I advise you to test your game with OpenJDK as it's what most GNU Linux users use but nowadays there isn't a big difference with Oracle Java.
8  Games Center / WIP games, tools & toy projects / Re: TUER: Truly Unusual Experience of Revolution, FPS using JOGL on: 2016-11-27 18:52:58
Hi

TUER is ten years old, I've just published a new article about it.

By the way, I updated the documentation a few hours ago, especially for the end users under Microsoft Windows. I tried to install the English language pack on a friend's laptop, it was very painful and SmartScreen went on showing the warning message in French anyway, sorry for the bad "fake" screen captures used to illustrate the explanations:





2016/11/30: There is a new teleporter to go to the last level, there is a new poster at the exit of the museum and the artificial intelligence has been improved: the enemy tries to face the player (but it's not smart as he rotates brutally, I'll use slerp very soon).
My website is temporarily down because of a problem with Sourceforge.
2016/12/01: The game version and release numbers are stored in order to implement the system of update suggestion.
My website is back online, you may need to clear your cache to make it work. As Sourceforge has more and more technical problems, I will have to seriously reconsider hosting my infrastructure on my own low-energy server.
2016/12/02: JNDT is now packaged as a JAR and I've just updated its documentation, it should be a bit easier to use. Some complementary clarifications will be added very soon.
9  Discussions / Miscellaneous Topics / Re: Looking for simple but complete open-source game on: 2016-11-25 23:36:53
Still a crappy implementation, but not as bad as the old days.
What makes you think it's any better now? It still supports only OpenGL 1.1 or OpenGL 1.4 in the best case, doesn't it?
10  Discussions / General Discussions / Re: BDX - Open-source 3D Blender-Integrated Game Engine on: 2016-11-25 10:06:19
Hi

Shouldn't this topic be moved into the section "WIP games, tools & toy projects"?
11  Discussions / Suggestions / Re: Featured Open-Source on: 2016-11-23 20:06:44
Scratch that.  I couldn't find a single game's source code.
Tesseract, Spider Experiment, Jake 2, ...
12  Discussions / Suggestions / Re: Featured Open-Source on: 2016-11-22 20:17:57
In my humble opinion, mentioning the license isn't difficult, I do it for my contents and those I reuse too, it helps Smiley

There are tens of free or at least open source Java games in the archive of the FGF but you can still find most of them in the Java Game Tome.
13  Discussions / Miscellaneous Topics / Re: Looking for simple but complete open-source game on: 2016-11-22 20:13:49
Hi

Set org.lwjgl.opengl.Display.allowSoftwareOpenGL to true, it should work. Your machine probably only has the crappy Microsoft GDI Renderer as unique OpenGL driver:
http://wiki.lwjgl.org/wiki/LWJGL_Hidden_Switches.html

A better solution would consist in installing a better OpenGL driver provided by your GPU manufacturer.
14  Games Center / Showcase / Re: Spatium Wars Alpha on: 2016-11-19 10:58:27
Hi

Sorry, I know that it's an alpha version but where are the installers (or at least the JAR(s)) for the other operating systems? I only see an installer for Windows  Huh
15  Discussions / Suggestions / Re: Featured Open-Source on: 2016-11-14 21:47:35
Hi

The source code of my main game is under GPL. By the way, KevinWorkman is a bit right, you talk about giving away, it's a bit more complicated than what you mean. Some projects clearly state that their source code is open source or free but mentions nothing about their artworks, there are tons of licenses with different terms, some licenses are viral, some others are permissive, some licenses can only be used for the documentation, some others can only be used for the source code, some others are only for artworks, ... Giving everything away is close to the terms of the Creative Commons Zero Public Domain Dedication license but it's not completely legal in some countries in which you cannot abandon or cease your paternity rights (typically in France).

Why not simply creating a new page in the wiki to store your list of free / open source Java games?
16  Discussions / Suggestions / Re: Art section on: 2016-11-14 21:35:24
Hi

I'm fed up with those catch-all sections, "what I did today", "what I drew today", ... What annoys me isn't the content of those threads, I just think that those elements should be moved into separate per-project threads, I don't see the interest of putting tons of things into 2 threads, it's a mess. I prefer following the activities of the projects that I find interesting. Moreover, I prefer seeing the very early blueprints and artworks of a very young project in its dedicated thread instead of drowning its contents in "what I did today" & "what I drew today". This is just my opinion, nothing more. Best regards.
17  Games Center / Showcase / Re: [Free][Windows] WorldGrower, rpg simulator on: 2016-11-13 18:00:10
Hi

@gouessej, thanks for the info regarding native installers.
I did try my game under GNU Linux.
I got some strange behavior, that's why I decided to release the Windows version first.
Which strange behaviour? If you want to get some help, maybe you should tell us what is wrong. You use a cross-platform technology and as far as I know, your game works like a charm on my machine.

Right now, I use Install4J and that seems to support native installers like .deb and .rpm.
As far as I can tell, JNDT can do the same as Install4J, so I think I'll keep using Install4J. That route is probably the least amount of effort for me to build native installers.
Install4J isn't free of charge (you can only obtain a trial key for a short time, use an evaluation version or obtain an "open source" license until Ej-technologies modifies its policy like InstallAnywhere did), it's neither open source nor free and its support of DEB & RPM packages is surprisingly less mature and a lot less complete than JNDT. It's your project, it's up to you to decide but feel free to ask for help if you plan to move to a more reliable and viable solution than Install4J on the long term (except if you're ready to pay at least 848 € per year for the less expensive licence) especially when JNDT becomes easier to include in a project (currently only a few JARs and a single XML script). I don't think that using a few lines of XML code from a real example of use as a source of inspiration takes a long time and you can call Ant from Gradle. I'm not often on this forum, it doesn't mean that I'm not interested in your project Wink
18  Games Center / Showcase / Re: [Free][Windows] WorldGrower, rpg simulator on: 2016-11-13 00:39:21
Hi

Ok, fair point regarding the installers.
I'd like to take you up on your offer regarding native installers.
If you show me your tool, I'll take look at it.

Well, I'll take a look after making sure the program works on non windows environments, otherwise the native installers aren't that useful  Smiley.
Have you ever launched your game under GNU Linux? Your Gradle build seems to create a single fat JAR with all dependencies, you can use it with JNDT which is documented here. I really have to move my tool into a separate project to drive it easier you to use.

I've just looked at the tutorial (under Mageia Linux 5, by using the JAR inside the ZIP archive). I find your game promising. It's already polished, good job.
19  Games Center / Showcase / Re: Caromble! revolutionizing an old genre. Chapter 3 now on Steam Early Access! on: 2016-11-06 12:12:05
Hi

Caromble! is created in our self-made Java engine.
Stunning visuals, that's all I've got to say. What amazes me even more is that you guys created the engine yourselves...in Java.
It's a bit wrong. As far as I know, Caromble uses a fork of the legacy Ardor3D (they rewrote an important part of the rendering pipeline to make it work with OpenGL 3), not an engine 100% written from scratch:
http://blog.crimsonowl.com/2013/05/java-game-programming/ 2013
Quote
While we wrote all engine code ourselves, we do use Ardor3D (in combination with LWJGL) for graphics and JBullet for physics (love them both).
http://www.java-gaming.org/topics/iconified/36584/view.html 2015
Quote
Caromble! is written in our own Java-based game engine. It relies on JBullet and a heavily modified version of Ardor3D.
20  Games Center / Showcase / Re: [Free][Windows] WorldGrower, rpg simulator on: 2016-11-06 12:02:34
@gouessej, thanks for your feedback. Most graphics are free graphics from other people. Here is a list:
https://github.com/WorldGrower/WorldGrower/blob/master/resources/credits.txt
And the few graphics that I created myself can be considered public domain.
Thank you for the explanation. It's great, you give some credits to the original authors  Grin

There are other installers, but I've hidden them from plain view because there are some issues left with those operating systems.
And thanks for the offer, but the installers are the few things that didn't cause problems on non-Windows operating systems :-).
I saw only some scripts for other platforms, these aren't real installers. In my humble opinion, it's enough for developers but not for non technical end users. Moreover, as you write "[Windows]" in the title, non Windows users can wonder whether your game works under other operating systems and there are numerous developers under OS X and GNU Linux here.
21  Games Center / Showcase / Re: [Free][Windows] WorldGrower, rpg simulator on: 2016-11-04 13:04:31
Hi

Please can you clarify the licensing terms of your graphics? Are they under Creative Commons BY-SA?

I see that there is only a Windows installer. If you need some help to generate native installers for all major operating systems, let me know, my own tool does it very well.
22  Java Game APIs & Engines / Engines, Libraries and Tools / Re: JOML 1.8.0 Release on: 2016-10-24 11:56:53
It is accessible without a switch or a module import when the runned Jar is not a Jigsaw module.
So, people can still use their application and JOML on JDK9 unchanged.
Actually, no. You have to force this module to be exported, I had to use this even though I don't package my software as a module:
Quote
--add-exports jdk.unsupported/jdk.internal.ref=ALL-UNNAMED
23  Java Game APIs & Engines / Engines, Libraries and Tools / Re: JOML 1.8.0 Release on: 2016-10-23 12:52:37
Yes, I did. It compiles fine on 1.9 Build 140. Java 9 will not remove sun.misc.Unsafe. Probably 10 will.
Sorry but it has already been moved into a module (jdk.unsupported) only accessible by using a switch:
http://hg.openjdk.java.net/jdk9/jdk9/jdk/file/7b0b28ceca62/src/jdk.unsupported/share/classes/sun/misc/Unsafe.java

And even if it did, JOML can still for a very long time build the CI builds on JDK8, and the MemUtilUnsafe class will not be loaded at runtime if it was detected that sun.misc.Unsafe is not available. So, _running_ JOML on any Java 1.4 compatible JVM is fine, even if it does not support sun.misc.Unsafe.
You're right but have you looked at a replacement for Java 1.9 even though there is no hurry?
24  Java Game APIs & Engines / Engines, Libraries and Tools / Re: JOML 1.8.0 Release on: 2016-10-20 11:38:31
Hi

KaiHH, I'm almost sure it won't compile with Java 1.9:
https://github.com/JOML-CI/JOML/blob/master/src/org/joml/MemUtil.java#L1907

Have you ever tried to compile JOML with an early build of Java 1.9?
25  Games Center / Contests / Re: JAVA4K GAMES DOWNLOAD on: 2016-09-19 11:06:54
Hi

I advise you to run your JAR in command line first (java -jar GTA4K.jar). Check that you created a manifest file with the Main-Class attribute as I said earlier and ensure that you added it into the JAR. My method works, I succeeded in playing with GTA4K and it has the advantage of being future-proof (there was an error in SHC's code, he wrote setPositionRelativeTo instead of setLocationRelativeTo).

I don't see how compilejava.net helps. It works with Procyon. I gave you all the necessary steps.
26  Games Center / Showcase / Re: Break-It: an old school Breakout clone! on: 2016-09-17 21:26:14
It's between 400 and 600 in the title screen. Your game is simple but it looks really polished, I really hope that you'll fix this bug. I'll give it a try under Windows later.
27  Games Center / Contests / Re: JAVA4K GAMES DOWNLOAD on: 2016-09-17 19:53:55
Even the fresh source code(not replace anything) i got this error:
Use an editor that supports UTF-8 or use "Save" in JD-GUI.

Personally, I still get tons of compile errors but not the same than Bogart. Both Java Decompiler and CFR produce wrong source code.

Im keep getting erorr and error while compile...post full code please.
I won't post the full source code without the prior consent of the copyright owner but I'll do my best to help you out. SHC's suggestion works if you use the unmodified .class file and write another class with a main method except if you use a version of Java without applet support which will be the case of Java 1.10 in a far future.

P.S: It works with Procyon!!!!
1  
java -jar procyon-decompiler-0.5.30.jar -jar GTA4K.jar


My changes in the source code:
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12c12,15
< import java.applet.Applet;
---
> import java.awt.Panel;
> import java.awt.Dimension;
> import javax.swing.JFrame;
> import java.awt.BorderLayout;
18c21
< public class A extends Applet implements Runnable
---
> public class A extends Panel implements Runnable
719,721c722,724
<             if (!this.isActive()) {
<                 break;
<             }
---
>             //if (!this.isActive()) {
>             //    break;
>             //}
729a733,750
>    
>     public static void main(String[] args) {
>     JFrame frame = new JFrame("GTA-4K");
>
> frame.setResizable(false);
> frame.setLocationRelativeTo(null);
> frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
>
> A panel = new A(); // Assuming this is the class name, haven't checked
> panel.setSize(new Dimension(800, 600));
> panel.setPreferredSize(new Dimension(800, 600));
> frame.setLayout(new BorderLayout());
> frame.add(panel, BorderLayout.CENTER);
> frame.setVisible(true);
> frame.pack();
>
> panel.start();
> }
28  Games Center / Contests / Re: JAVA4K GAMES DOWNLOAD on: 2016-09-17 11:17:45
Use Java Decompiler to open the JAR and get the source code of the class A. Copy the source code into a file named A.java.

Replace
1  
import java.applet.Applet;

by
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import java.awt.Panel;


Replace
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public class A
  extends Applet
  implements Runnable

by
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public class A
  extends Panel
  implements Runnable


At the end of the class before the last closed bracket '}', insert this:
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public static void main(String[] args) {
    JFrame frame = new JFrame("GTA-4K");

frame.setResizable(false);
frame.setLocationRelativeTo(null);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);

A panel = new A(); // Assuming this is the class name, haven't checked
panel.setSize(800, 600);

frame.add(panel);
frame.pack();

frame.setVisible(true);

panel.start();
}


Enter
Quote
javac A.java
java A
and you're done. If you want to make a JAR, don't forget to add a manifest file MANIFEST.MF containing at least:
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Main-Class: A

use this to create the new JAR:
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jar cmf MANIFEST.MF GTA4K.jar A.class


Do NOT republish the whole source code without the prior consent of the author, SimonH.
29  Games Center / Showcase / Re: Break-It: an old school Breakout clone! on: 2016-09-16 23:21:44
Hi

The sound works without any trouble under Mageia Linux 5, I hear the music and the effects. I get about 60 UPS and 600 FPS but the game seems to be very jerky, it drives it almost unplayable. It's like tons of frames are missing when the ball moves, it makes it hard to follow.
30  Games Center / Contests / Re: JAVA4K GAMES DOWNLOAD on: 2016-09-16 23:11:14
Use SHC's source code + replace java.awt.Applet with java.awt.Panel or javax.swing.JPanel both in GTA4K and in SHC's source code. You can use jd-gui to decompile GTA4K. I've looked at its source code, the class extends Applet and implements Runnable. N.B: Rather use setSize(800, 600); as it is the expected hardcoded size.

If you use SHC's suggestion without mine, it will work with Java >= 1.9 but not with Java 1.10. Keep in mind that you cannot reupload the class files elsewhere without the prior consent of the copyright owner. If you do something with the code, keep it for you. Some developers explicitly forbids republishing modified versions of their games even though they release their code, it's the case of "notch" alias Markus Persson for his game "Breaking the tower" and maybe Miners4K too.

Maybe we should contact SimonH, the author of GTA4K.
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