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1  Games Center / WIP games, tools & toy projects / Re: TUER: Truly Unusual Experience of Revolution, FPS using JOGL on: 2014-11-22 22:33:21

I've just published my tutorial about JogAmp's Ardor3D Continuation:

I still have to explain better the basic concepts and the numerous (about 100) examples. I think that there is a huge lack of screen captures too as it is intended to show what a 3D engine can do  Clueless

It contains some documentation for JNDT too. It will be improved very soon.

I will add some support of multiple JARs into JNDT, I will support the native libraries outside of the JARs too so that the developers can use it with lots of libraries that don't extract and load them from their JARs. Moreover, the automated native library loading has a cost, it increases the startup time and it doesn't work on some machines with very strict security policies.

Best regards.
2  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Clipping planes in Ardor3D on: 2014-11-22 17:35:50

As promised, JogAmp's Ardor3D Continuation user's guide is available here. Sorry, it is very long and there are about one hundred examples on Github. Best regards.
3  Game Development / Newbie & Debugging Questions / Re: Create a simple box with a texture !!! on: 2014-11-22 11:31:55

If you really want to obtain some help about Java3D, ensure that you use the very latest version (currently 1.6.0 pre 11) and post your question on its official forum. Stranger is problably right; if you don't set any texture coordinates, you have to ask Java 3D to generate them. You can't display a texture without texture coordinates.

DonDon's answer is offtopic as the original poster is asking for help, not to switch to another library.
4  Game Development / Newbie & Debugging Questions / Re: [Jbullet] LWJGL util vs Swing vecmath on: 2014-11-20 08:53:46

Vecmath has nothing to do with Swing except that both are in javax. JBullet doesn't need Swing. If you really want to use this "Util", rewrite it to use Vecmath instead of rewriting JBullet.
5  Java Game APIs & Engines / OpenGL Development / Re: LWJGL 3; how's it getting along? on: 2014-11-14 12:20:10
How would it deal with the windowing?
6  Java Game APIs & Engines / OpenGL Development / Re: LWJGL 3; how's it getting along? on: 2014-11-14 10:03:11
Nice Bug with Firefox 33.0.3:
Not reproducible with Firefox 33.1.

I find the website quite pretty and well designed. Finding something isn't difficult. It's easy to find the most important information. The "get started" section is simple, it's easy to understand for a beginner but it doesn't go into details about how to setup the libraries in an IDE. As it seems to require at least Java 1.7, how will you support Android?

Edit.: Sorry for my silly question about Android as you don't support EGL yet.
7  Discussions / General Discussions / Re: Someone pick my license! on: 2014-11-13 13:16:23
I agree with KevinWorkman, whatever the license you choose, if someone doesn't want to respect your right of paternity (right to be identified as the author), how can you expect her/him to respect a restrictive license?

I read the source code of others very often, even when they don't provide any separate documentation. However, I have to admit that most of the developers don't as far as I know. I have two concrete examples:
- (JogAmp's) Ardor3D (Continuation)
- Truly Unusual Experience of Revolution®

The ancestor of the former has almost no separate documentation. The former only has a few pages in a wiki and I've been writing a huge tutorial about it (not released yet). It has been a problem since the very beginning of the project. Only a very few people use it and I really think that the main reason is the lack of documentation despite the fact that its source code is under an permissive open source license.

The source code of the latter has been publicly available since November 2006. Despite the absence of documentation (I don't speak about the documentation in the source code) for years, tens of students read my source code, it was used for years as a concrete use case of JOGL 1 by the Regional University of Blumenau (Brazil). An Italian student used my source code for years too. I have done my best to ease the use of my project but it's not very efficient without a real documentation.

I'm surprised to see some developers who spend tons of time in using a search engine instead of looking at the source code when something doesn't work as expected.

Rayvolution, I advise you to release your source code and to write some tutorials about it if you have enough time to do it correctly. In my humble opinion, the source code that lasts is the source code in which you like spending your time, like a couple. Preparing your source code to be released shouldn't be an effort only for others, it should be done for you too. If someone else can't read it, you won't be able to read it too after a stop of several months.

Finally, I have used tons of open source libraries, I have benefited of a few tricks and advises, I think that it's fair to give back to the community. You can write good open source games Smiley Writing better code is a good thing for you and for the others. I don't see open sourcing projects as a waste of time except if your code is so crappy that you accept putting it into the trash bin extremely soon.
8  Game Development / Newbie & Debugging Questions / Re: Java Game to native HTML5 & JavaScript? on: 2014-11-13 10:30:21
I believe that is what libGDX uses under the hood.
You're right. It's open source, just look at the source code:
9  Game Development / Newbie & Debugging Questions / Re: Ant javac classpath problem on: 2014-11-13 10:27:58
You're welcome. You should read this before looking at the task list in order to understand the concepts of Ant, the references, the data types, ...
10  Game Development / Newbie & Debugging Questions / Re: Ant javac classpath problem on: 2014-11-11 11:00:44

The classpath must contain some path-like elements:

This should work with at least Ant 1.8.2:
      <fileset dir="lib/jars">
        <include name="*.jar"/>

Please read the documentation before asking a question here.

Edit.: Please go to "Window" -> "Preferences" -> "Ant" -> "Runtime" and look at Ant Home Entries in the top of the list in the very first tab to know which version you use.
11  Discussions / General Discussions / Re: 3D model search engine on: 2014-11-10 09:24:11

Please could you show at least the license of each model and its author (when available)? Not showing this kind of information encourages people not to take care of the author's right. Those features are available as filters on and are very helpful to find some artworks with a license suitable for a project.
12  Game Development / Newbie & Debugging Questions / Re: What's wrong with my shader? on: 2014-11-09 10:06:58

Which phones do you use? Maybe they don't support this level of precision very well :s
13  Java Game APIs & Engines / OpenGL Development / Re: JOGL: Lighting the Inside of a Cube on: 2014-11-08 23:10:03
And I don't want to badmouth my professor, so I won't comment on the JOGL 1.1 issue. I'm sure it would be a lot of work to update the book and curriculum, and that's probably why he sticks with JOGL 1.1. It hasn't been too hard to translate between them, so I'm not super worried about it, but I'll make sure to use JOGL 2+ in my own endeavors outside of class.
I suggested him to help him to port his code, he hasn't yet replied. Porting code from JOGL 1.1 to JOGL 2 is quite straightforward, there are just a few imports to modify, BufferUtil must be replaced by Buffers, you have to use the profile and the GL subclasses... that's all most of the time. I don't blame your teacher because his book was released for the first time in 2008 and JOGL 2.0 was released several years later.

Big kudos to thedanisaur  Grin

Edit.: He replied today (Sunday, November, 9th).
14  Discussions / General Discussions / Re: What is wrong with Jars? on: 2014-11-08 17:27:16

I don't want to "pollute" this thread, I have to clean a few things and I need some help to test my bundles. I'll post some information about my tool at the bottom of this post in the thread of my main project when the move of the library into a separate script is done.
15  Games Center / WIP games, tools & toy projects / Re: Mercury: The Simple 2D Game Library | >> BETA coming soon << on: 2014-11-08 17:16:48
Care to elaborate on what you want done with the Loader?
It's difficult to plan in which environment the developers use the libraries. For example, a developer might need to use a custom resolver for URIs and URLs. If you don't use this class internally, you can leave it unchanged, otherwise you should allow the use of custom loaders. In general, I avoid writing classes with tons of public static methods and I know that it can be a limitation in multi-threading. It becomes a real problem when those static methods don't do trivial things and when they are called very often internally. I have to fix this kind of limitation in another engine and it's easier to deal with that earlier. I prefer using classes with no field than classes with only public static methods.
16  Games Center / WIP games, tools & toy projects / Re: Mercury: The Simple 2D Game Library | >> BETA coming soon << on: 2014-11-08 11:57:57

In my humble opinion, some classes have too much static methods, for example com.radirius.mercury.scene.GameScene and com.radirius.mercury.resource.Loader. Maybe you do that to simplify some things but it drives the API more rigid and harder to extend. Good luck.
17  Java Game APIs & Engines / OpenGL Development / Re: JOGL: Lighting the Inside of a Cube on: 2014-11-07 21:40:59
How can I use an invalid one, when I set the instance in the reshape() method? I'm not trying to argue, just trying to understand, as my code is based on code that my professor gave me.
Sorry, your professor is wrong, he should have asked me to fix what he wrote in his book. The GL instance of a GLAutoDrawable can be invalidated at runtime, JOGL only guarantees that this invalidation can't happen during the execution of a method in the GLEventListener, it means that the same GL instance is used during the execution of the method display(GLAutoDrawable) from the begin to the end but maybe another instance will be used in the next call. It's better to avoid passing GL instances in order to avoid being tempted to store them.

Sorry if I'm being dumb, but what exactly do you mean by "setup your matrices correctly"? How am I setting them up incorrectly? What specifically looks wrong to you? What should I do instead?
At least do the same than what you already do in your reshape method. My reshape methods usually does a lot less except calling glViewport and setting the projection.

Again, can I ask why? The code I'm using is taken mostly from examples the professor gave us, and he uses float arrays.
Each time you pass a float array, for each call, JOGL will have to create a direct NIO buffer under the hood if it is used to communicate with native OpenGL methods. Rather create your direct NIO buffers once for all even though JOGL is quite smart when managing them.

Will do. But why should this matter?
It should matter especially when you don't pass into the reshape method. I don't put tons of things in the reshape method...

I can try this, but I want my view to basically be as large as the cube- why would making it smaller fix the problems I'm seeing?
Your view frustum is currently a lot bigger than your world.

Honestly, I don't know. What kind of ambient material should I add?
I can't check, my both graphics cards have a problem with light support, everything becomes black when I enable a light :s

That side of the cube is facing directly down the X axis, which is why the normal is also facing down the X axis- is that not correct?

Again, all I'm trying to get is a small "world" with a moving camera and a realistic-looking light source. I can go from there, I'm just not sure why it's so difficult to get the very basics working. I appreciate all the help you guys have offered so far.
Maybe I misread your code, sorry. Are your lights absolutely necessary? Maybe it would be better to make a first source code fully working without lights and adding them as a second step.
18  Discussions / Miscellaneous Topics / Re: Buying "Complete" games is official dead on: 2014-11-07 20:40:23
It's called in-app purchases Tongue
I should have written that I would prefer paying after fully evaluating a game. I would prefer voting for games and I would prefer that the amount of money that the authors would get would depend on the votes with a non linear rule to avoid giving a big advantage to those with a huge exposure, to favour cultural diversity. Sorry, I don't like capitalism.
19  Discussions / Miscellaneous Topics / Re: Buying "Complete" games is official dead on: 2014-11-07 18:15:29
I would prefer to pay after playing  Grin
20  Java Game APIs & Engines / OpenGL Development / Re: JOGL: Lighting the Inside of a Cube on: 2014-11-07 18:09:12
"public GL2 gl;" bad idea, never store a GL instance, it's risky as you might use an invalid one, use GLContext.getCurrentGL().getGL2() instead.

Maybe setup your matrices correctly in init() too.

Avoid passing float arrays, use direct FloatBuffer objects, use Buffers.newDirectFloatBuffer().

Initialize your lights in init() too.

Maybe put your far plane less far, see glFrustum.

Why is there no ambient material?

gl.glNormal3d(1, 0, 0); Huh Are you sure your normals are correct???
21  Discussions / General Discussions / Re: What defines a Game Library or Collection of Utilities on: 2014-11-06 18:24:57
I agree with your last post, KevinWorkman and I already wrote what I think about SJGL and YAGE... Their authors are free to consider that their pieces of software compose some "libraries", I'm free to have some doubt especially about the former.
22  Discussions / General Discussions / Re: What defines a Game Library or Collection of Utilities on: 2014-11-06 18:07:41
people who have created and released their own libraries telling other people not to create and release their own libraries
What's wrong? It means: making mistakes and learning from them. I have never released any library. JOGL and JOAL have existed for more than ten years and I started using JOGL in 2006. I didn't create Ardor3D, JMonkeyEngine, Xith 3D, Java 3D, LibGDX, ... I created the TUER engine but I have never released it separately and it will be almost the same for my deployment tool. Sometimes, my tools are so specific, not interesting enough and not documented enough to be useful for others (but I still release the source code).

Moreover, kpars and me don't discourage people from creating their own libraries, he wrote "I'm perfectly fine with people making their own libraries for personal use" and I agree with him. I make a distinction between libraries just for your own use and libraries that you share with others. If you want others to use your libraries, you have to spend a lot of time in documenting them and in my humble opinion, it's worth the effort if your library really brings something new or at least useful.

Finally, I agree with kpars (especially with his conclusion) about open sourcing to get some feedback and I'm unpleasantly surprised when some people release some stuff and refuse constructive criticism.
23  Games Center / WIP games, tools & toy projects / Re: SJGL (Now on GitHub!) on: 2014-11-06 16:33:49
Find The Cake exists mainly to show off the library, so it's not a serious game.
Sorry, I thought that you would take this opportunity to show us how capable your library is. In my humble opinion, your example could become a playground to test some features, especially if you're not motivated to implement an elaborated gameplay.
24  Games Center / WIP games, tools & toy projects / Re: YAGE (Yet Another Game Engine) on: 2014-11-06 16:29:27
Just because it's harsh doesn't mean it's flaming.
It's ok for me, there is neither defamation nor insult in your posts and in my humble opinion, the conflicts are part of the social life.
25  Discussions / General Discussions / Re: What defines a Game Library or Collection of Utilities on: 2014-11-06 16:16:53
KevinWorkman, it's nice to experiment, alone or with other people, it's sometimes necessary but writing a library for oneself and writing a library for others impose different constraints. As you ask for some precise examples, I'm a bit sad than the JMonkeyEngine developers don't seem motivated to merge their engine with Ardor3D and I saw several tiny "libraries" on JGO that are a bit overpraised by their developers (with the risk of discouraging some developers). Sorry, I should add "IMHO" into most of my sentences. I don't tell novices not to post, I don't advise them to write libraries for other developers and I advise them to get much experience before planning to write libraries, frameworks, engines and tools for the mass. It's my personal opinion, it's neither a rule nor a fact.

Edit.: I'll go on asking people (including your teacher) to use JOGL 2 and to stop using JOGL 1 because I want to reduce the risk of confusion. There are tons of videos about JOGL on Youtube and some of them are so bad... In my humble opinion, some authors don't mind if it harms JOGL or not, they just want more views, they are selfish attention whores.
26  Java Game APIs & Engines / OpenGL Development / Re: JOGL: Lighting the Inside of a Cube on: 2014-11-06 16:06:32
KevinWorkman, please try to follow our recommendation, post your source code and then I'll give it another look. If you don't really know what to fix, let me know and I'll tell you exactly what you have to modify. Maybe it won't fix everything but it will eliminate a source of bugs.
27  Discussions / General Discussions / Re: What is wrong with Jars? on: 2014-11-06 16:01:16
A double click is the maximum effort that should be required.
It's difficult to achieve without signing your packages, you have to pay the tolls to get no scary popup or even nothing. Gatekeeper is very annoying under OS X.

- if PackR does use icons, how do I choose one?
You need an .ico file for Windows, a PNG file for GNU Linux and an .icns file for Mac OS X. Unlike PackR, my tool does the conversation, the developer has to provide only a PNG file.

- @gouessej, if your tool is apparently 'better', what is it and where is a tutorial?
It has some limitations:
- when nativelauncherenabled is set to false, the window icon isn't set
- minimizejre is only supported when nativelauncherenabled is set to true
- useserverjre is an hint; if there is no server JRE, Java will use the client JRE
- nativelauncherenabled=false hasn't been tested yet under Windows
- MSI not implemented yet
- you have to build OpenJFX by yourself if jdk is set to "" and if you need JavaFX
- there is no mechanism to update the system JRE

There are some things that work:
- Red Hat packages (fully tested, working)
- Debian packages (not fully tested, the executable bit of Java and the script must be preserved)
- archives similar to what PackR and JWrapper do (working)
- zipped APP packages (fully tested, working, requires OS X 10.7.3 except if you rely on the system JRE by setting jdk to "")

I will put the "library" into a separate file but probably not into a separate project because I want to focus on my game. Its source code is currently in the Ant build file of my game, in the pre-beta branch. It's just a set of Ant macros and tasks, the source code is commented and each attribute has a definition. I will post something about it when it's ready for prime time, probably without MSI support as it will take a lot of time to implement. You can still use a zipped JAR as a fallback even though it's less convenient than a clean native application bundle. I'd like to avoid effort duplication but I assume that there will always be some developers who prefer wasting time in creating platform dependent tools or tools with a lot less features. Keep in mind that my source code is under GPL v2. I understand that it might refrain some developers to use it.
28  Discussions / General Discussions / Re: What defines a Game Library or Collection of Utilities on: 2014-11-06 12:11:31
I made my own game engine because after looking around a lot I found that most Java game engine where very similar... If you wanted to render an image... You created an Image object and wrote image.draw() in the draw method (or something similar).

This can be good in some ways but I preferred the idea where you create an object, tell it what to do (through code) and then add it to the world. My game engine will just do everything in the background...
Your engine won't be "better" than major ones created by more experienced developers (some of them work in the gaming industry) for most of the developers. However, if you really think that you have something new to bring, maybe it will be better for the whole community to contribute to existing engines instead of creating a new one. I wrote my own engine and instead of wasting any time in maintaining it for years (it was globally a lot less capable than JMonkeyEngine), I have spent years in contributing to some major engines used by a lot more developers than my own one. I was humble enough to admit that my "creation" was worse than JMonkeyEngine, Ardor3D, Java 3D, ...

Edit.: and nowadays, I have to maintain JogAmp's Ardor3D Continuation alone  Clueless
29  Java Game APIs & Engines / OpenGL Development / Re: JOGL: Lighting the Inside of a Cube on: 2014-11-06 11:50:27
basil_ is right.... I'm so silly, you should call glFrustum when the projection matrix is active and you should call glRotate when the model view matrix is active. reshape() should leave the model view matrix active.
30  Discussions / General Discussions / Re: What is wrong with Jars? on: 2014-11-05 22:22:40
Just a few notes:
- U know, I have decided to use PackR instead of Jars... So u can stop all this talk about why Jars are bad...
PackR takes a fat JAR in input, you have to be able to create a single JAR with (optionally) some resource files.

- so does packr support or not support icons for executables on all systems? I have checked the tutorial and it doesn't seem to support it
I can't confirm because I use JogAmp. NEWT (JOGL) sets its own icon by default, I have to use one of its properties to set it. Some other APIs have the same behaviour. I can just confirm that both PackR and my tool support icons for executable at least under Mac. My tool supports the icon in the start menu under GNU Linux and in its equivalent at the bottom of the desktop under Mac. My tool is a bit more robust than PackR because it gives you an alternative option if the native launcher doesn't work.

- I still don't know how to use Ant... I would have to look at it...
Ant isn't mandatory for PackR but in my humble opinion, it is very useful and powerful.
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