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1  Java Game APIs & Engines / Engines, Libraries and Tools / Re: JGLFW - Library on: 2018-03-12 14:15:43

What does it offer compared to JGLFW?

You wrote "Optimizations can to be made", you meant "Optimizations can be made", didn't you?
2  Discussions / Community & Volunteer Projects / Re: RuneScape© Private Development Community on: 2018-03-12 14:10:59
I assume that you're a cover of IanWONeill lol.
3  Discussions / Business and Project Management Discussions / Re: Looking for ambitious java developers on: 2018-03-12 14:09:14

Skype and Discord are both proprietary, you suggest to choose between the plague and cholera.

I agree with KevinWorkman, work must pay (every job deserves to be paid) and you should provide some information about that right here or at least publicly. For now, it looks like undeclared work or unpaid work. The way you're talking doesn't reassure me, I don't speak on the behalf of others as they are mature enough to do it by themselves.
4  Discussions / General Discussions / Re: Gun violence in video games: Donald Trump meets with video game execs on: 2018-03-09 13:17:34

Gun should be allowed only to police and special forces. Exceptions to civil throw a deep, long and expensive iter, including a psycho analysis.
Personally, I think that nobody should be allowed to own a gun, even the police. I don't think that the world would be safer if everybody could own a gun. Policemen are allowed to keep their service pistols at home in some European countries and as far as I know, it has caused some tragedies. I have no figure, no formal evidence, sorry.

By the way, I don't think that sane people are influenced by violent video games and I don't think that video games drive people insane.

I spent some time in Los Angeles in 2012 and I disliked the sound of guns, I found that scary, I don't imagine to live with guns everywhere.
5  Java Game APIs & Engines / Engines, Libraries and Tools / Re: LWJGL3FX - A sneak peek on: 2018-03-08 15:08:53
The big difference is that AWT is set in stone, we're limited by what the JDK supports/allows. A JavaFX port opens up opportunities that will be impossible with AWT.
There is still no equivalent of Java AWT Native Interface for OpenJFX / JavaFX yet as far as I know.
6  Game Development / Newbie & Debugging Questions / Re: [JOGL] Rendering text on: 2018-02-20 14:16:18

Rather ask JOGL specific questions on our official forum:

By the way, there is already a build-in method in JOGL to make a capture of the rendering and to copy it into a buffered image, maybe it could be useful for you:
7  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Java Bytecode Editor on: 2018-02-20 13:52:10
though no Eclipse plugin? Sad
An Eclipse plugin would be useful but its absence doesn't drive this editor useless especially when I see that I've found no other tool to do this job. Okay, maybe I've forgotten to talk about some not polished editors that require Python and without any binary build and I haven't tested JBE as I fear it supports only Java 1.5.

If it's up to be, why not contributing? You could make a request for enhancement and implement this feature, couldn't you?
8  Java Game APIs & Engines / Engines, Libraries and Tools / Java Bytecode Editor on: 2018-02-20 12:31:35

I had to patch a class file today and I spent several hours to find a working tool. reJ threw a NullPointerException when I tried to insert the instruction "ifne", it seems to be unfinished, it's a shame as it could be a very nice editor, it already has numerous nice features, an hex viewer, ... The famous Java Decompiler works but it's not an editor. I didn't succeed in editing with ClassEditor.

After that, I tried JByteMod and it worked. It's a very complete editor, it uses several decompilers (3 including Procyon the last time I gave it a try). It allows to edit everything in class files, the colored syntax drives the code more pleasant to read, it supports Java 1.8, it shows a control flow graph which helps to understand what you're doing especially when you're not a bytecode expert.

Best regards.
9  Game Development / Newbie & Debugging Questions / Re: Stream.filter(...).count() didn't work on: 2018-01-22 22:56:18

I advise you not to create a list from an array just to use it as a stream. Rather use a stream builder to build a stream or use map() and filter() directly on the stream build from grid.getNeighborsAt(row,col). You lose some performance enhancements of streams when you create lots of temporary structures to build them.
10  Game Development / Performance Tuning / Re: What is the fastest way of setting screen pixels? on: 2017-12-30 18:36:56

You can use JOGL as it supports both desktop and embedded environments, it exposes both OpenGL and OpenGL-ES APIs. You can make your own rasterizer and simply call glDrawPixels to draw the result:

However, glDrawPixels is only in OpenGL (backward compatible context), not in OpenGL ES. You could use a FBO instead.
11  Game Development / Newbie & Debugging Questions / Re: Class design on: 2017-12-26 15:05:57

(beside : not bad what you can do in pure java
He wrote his own rasterizer but he made a wrong claim:
The game is developed with pure java thus it won't lag on machines with low spec graphic cards.

A software rasterizer can hardly beat OpenGL even on low end graphics cards. You can reinvent the wheels if you want but I advise you to avoid using a wrong excuse to do so unlike the programmer you quote. Just have fun and learn. If you want better performance, use hardware acceleration, OpenGL, Vulkan, ...

Good luck with Tetris.
12  Games Center / WIP games, tools & toy projects / Re: The Vehicular Epic on: 2017-12-17 14:59:41

Good job. I advise you to use a versioning system (GIT, Subversion) to help developers to follow the changes in your source code. Moreover, packaging it as a Netbeans project is a bad idea to me, Netbeans generates tons of files, why not using a build tool like Gradle, Ant or Maven? Instead of packaging your game as an "executable" JAR, you should rather package it as a complete software with all necessary dependencies, it would be helpful for GNU Linux users as only a few distros (Fedora, Debian, Ubuntu) support OpenJFX (JavaFX) and numerous end users have no JRE installed on their machines. Drive your game easier to install if you want to target non technical end users and not only Java programmers. Good luck.
13  Games Center / Showcase / Re: Pirate Party on: 2017-12-11 21:38:14

Where is the version for Linux? I only see Android, OS X and Windows.
14  Game Development / Performance Tuning / Re: Java 9 GC on: 2017-11-30 23:23:11
If you're looking to test Shenandoah on Windows, looks like it's available in the ojdkbuild.
Why not using instead?
15  Java Game APIs & Engines / OpenGL Development / Re: Simple, solid Collada parsing on: 2017-11-22 19:43:25

JogAmp's Ardor3D Continuation has a good Collada importer (tested with lots of models, fully supporting skeletal animation), it supports several other formats and it has an OBJ exporter, JMonkeyEngine 3 has some excellent importers too, Unlicense supports numerous formats including FBX and Blender.
16  Games Center / WIP games, tools & toy projects / Re: TUER: Truly Unusual Experience of Revolution, FPS using JOGL on: 2017-10-16 19:36:51

At first, some friends of mine have some laptops under OS X but they are too much recent to allow me to reproduce the previously mentioned bug and to test the suggested workarounds. Feel free to let me know your findings.

Secondly, I haven't started to move the whole website yet but maybe I'll move the downloadable files as a first step.

Thirdly, we'll have to publish a new maintenance release of JOGL to fix a major bug affecting Mesa under GNU Linux.

Fourthly, I'm a bit discouraged and frustrated when I think about supporting some other platforms. Maybe Android will remain in my todo list but other platforms won't. WebGL is neither fast enough nor stable enough for my project (it's barely "ok" on lots of machines and catastrophic on others) and using software rendering would require to sacrifice the quality by reducing the resolution or the complexity of the geometry to obtain a decent result. Maybe I'll revisit the very last option with WebAssembly. Anyway, there are tons of other things to improve.

2017/11/08: I tried to install my game on a recent Mac, it claimed that it's a program for PowerPC, I'll replace the custom builds of OpenJDK by OpenJDK 1.8 builds provided by AdoptOpenJDK.
2017/12/13: The support of 32-bit architecture is temporarily disabled, I now use AdoptOpenJDK 1.8.
2018/03/01: I have to update the downloadable files, I'd like to use my patched version of JOGL to work around a bug affecting end users under GNU Linux with AMD GPU and a recent version of Mesa.
17  Discussions / Miscellaneous Topics / Alternative to WebGL to render 3D in a plain HTML5 canvas? on: 2017-10-12 11:13:49

I've tried to use WebGL since 2011 on a lot of hardware including laptops, desktop computers, smartphones and single board computers. It has become less painful to use, there is nothing to tinker most of the time but :
  • Some Windows 10 software updates seem to disable hardware acceleration in WebGL on Intel GPUs
  • WebGL remains very slow on numerous low end and middle end laptops with Intel GPUs, even on very recent ones
  • Numerous drivers are still blacklisted
  • Non trivial examples still run very slowly on numerous smartphones, including Samsung Galaxy S3 i9305 and S4
  • The performance is still far behind OpenGL and OpenGL ES
  • There are some situations which seem to drastically impact the performance when there isn't only a single canvas using WebGL in the web page (iframe(s) in the same page, ...)
  • There is no hope to make it work on terribly old hardware even though it's still able to run Quake 2

I've found seen.js, phoria.js and the deprecated canvas renderer of Three.js. What other options are available for programmers looking for something OpenGL-like running in the web browser when WebGL is a no-go? I don't expect to find something as fast as OpenGL but it would be fine to have something that doesn't just show a black screen at least for low poly meshes.

P.S: TinyGL.js (a subset of OpenGL 1.1) and mesa-js (Mesa OpenGL ES Javascript port) seem to be viable solutions.
18  Game Development / Newbie & Debugging Questions / Re: Hosting game/demo file for download on: 2017-10-05 23:15:59
That's a very comprehensive guide, thanks for posting!
Where I live, static IP addresses are quite expensive, 10$ per month.
Is it the same in Europe?

It's "free" (included) with some ISPs but some others are very expensive (about 18 € per month). I only know the prices in France. It's a lot cheaper for the professionals and associations in general.

It's a nice guide indeed but it's not as "simple" as that. ISP's won't let you host your own server willy nilly not to mention availability, reliability and robustness without even thinking about security yet. Ease of use and maintenance also have value.

@gouessej could use a little less propaganda ( for lack of a better word ) though. I mean the hammer and sickle logo isn't very flattering for one thing. :d
I respect your opinion even though I disagree with you. You're right about the ISPs, that's why the VPN is highly recommended, maybe it's not clear in my tutorial.

Quote from: gouessej
I get away from the extralegal censorship of the asocial networks under imperalist control
Its not so simple as it looks – custom server can’t help with censorship
– it can be blocked in 1 minute by IP (or even by server internet provider)

“until you not dangerous - no one cares about you”
and even sites like “Pirate Bay” may live for years and years
– but if “they” want – they can block it in all form less then 1 day
- its very easy – simple no one care )

p.s I support “gouessej” position to be independent ^^
(until his action not harm others)
why? because hi at least trying change something in better way
Yes, trying to be independent may go wrong way and its f**k up something important XD
But we don’t know future)
(believe you or not but in couple 50-100 years people will be paying for Air)
Maybe my sentence can be misunderstood. The blocking by the ISPs is "easy" to drive inefficient, you can use the DNS of the FFDN or Opennic. I can ask to give me another public fixed IP too and domain names aren't very expensive. I have lots of solutions to drive blocking inefficient.

I'm all for criticism by the way. I think it's vital for a free society to be able to criticize anything and everything. That goes both ways of course.
Yes, constructive criticism is ok for me but no freedom is absolute, you benefit of it in certain limits, there is a frame. This frame is vital for a society too. It's off topic so I won't talk about that further.

Back on the topic: My suggestion is viable, my server has been up most of the times since August 2016, I make some backups. I don't claim to be able to resist huge DDOS attacks. If you really host only a game, you'll probably never have to undergo such attacks. There's nothing magic. I'm just a human being, I can make some mistakes. If anybody has some documented suggestions to do about security, I'll be glad to read them Smiley Let's learn, that's why we're on, we learn every day  Grin I wouldn't write a tutorial about those topics if I was a total newbie and maybe JGO is attacked a lot more than my few websites.
19  Game Development / Newbie & Debugging Questions / Re: Hosting game/demo file for download on: 2017-10-02 22:16:51

I admit that it might be a bit difficult for a newbie but I advise you to have your own server at home especially if you want to work for years on your game. You can use a cheap low energy single board computer (Raspberry Pi, Internet Cube, ...) for the hardware. It requires a domain name and preferably a fixed public IP address. I wrote a very long tutorial about that:

It gives you full control at the price of full responsibility but if you do the "right" choices, you'll waste less time later. Moreover, I think that lots of people overestimate the risks in terms of security. I succeeded in avoiding lots of attacks with a very few simple rules.

By the way, if your internet service provider gives you a fixed public IP address for free or if you pay only a few dollars per month for the VPN, my solution can become even noticeably cheaper than some other solutions suggested in this thread.

If you need any help, just let me know. If you're really scared by the amount of things to learn, you'll probably choose another solution.
20  Discussions / General Discussions / Re: Getting ready to release...any suggestions? on: 2017-09-10 19:45:41
Creating a youtube video and a facebook page should help for promotion.
Creating a website would help a lot more as everybody isn't on Facebook and then, there is no need to use Youtube, playing a video with HTML5 is very easy nowadays.
21  Discussions / General Discussions / Re: Linux builds on: 2017-09-10 19:43:02
nikolat, your suggestion just allows to write a script to run a JAR, it relies on the JRE installed on the system, it doesn't help a lot. Moreover, it advises to use Eclipse to create a JAR whereas it's a lot less flexible and capable than a build tool like Ant.
22  Discussions / General Discussions / Re: Linux builds on: 2017-09-09 08:55:44

I created a tool to generate native self-contained application bundles for GNU Linux, OS X and Windows, maybe it can help, it supports several formats under GNU Linux including tar.gz, DEB and RPM:
23  Java Game APIs & Engines / OpenGL Development / Re: [LWJGL] [JOML] Memory Behavior on: 2017-09-07 20:51:55
Ok but the principle is mostly the same, you manage the memory not on the Java heap by yourself as the garbage collector is of little help in this case. Sorry, "by calling the cleaner" wasn't what you suggested.
24  Discussions / General Discussions / Re: Neat code or a early finish product on: 2017-08-17 15:53:53

You have to start somewhere. My very first game written in RPL uses no method at all  Grin crappiest code ever  Grin
25  Game Development / Newbie & Debugging Questions / Re: 2 questions, coding MMORPG in Java on: 2017-08-16 21:01:14

Please don't even try to create a MMORPG before having a huge experience in game programming and a good team (it's not doable alone except for a proof of concept). If you start something too big, you'll fail and it will probably discourage you.
26  Game Development / Game Play & Game Design / Re: Raycasting in a 3d game to create hitscan weapons on: 2017-08-13 16:31:45

Your game reminds me the very first blueprint of mine  Grin i used raycasting at the very beginning in 2006. You can throw a ray starting from your player's gun, going forward. You'll have to compute a bounding volume containing the zoomed bitmap for each enemy. As the ray might go throw some objects, you might find several collision results, you'll have to sort them and to pick the first one except for the projectiles that purposely go through walls. A ray is similar to an half-line in your case, you need three spatial coordinates for its start and a vector to represent its direction. I can help you to implement a method to compute the collisions between an axis-aligned bounding box and a ray if you want. Where is your source code?

P.S: Maybe this helps.
27  Discussions / Community & Volunteer Projects / Re: RuneScape© Private Development Community on: 2017-08-13 16:15:02

I'm sorry to be a bit harsh but either admit that is "for profit" or remove the ads and the trackers (at least 6 according to ublock-origin) from this website. Don't tell me that you need some money to run your server, I won't believe you as I practice self-hosting and I only pay 8 € per month for the VPN subscription, I paid about 60 € for the hardware, nothing that would justify using ads as a compensation. Lol maybe you're terribly poor  Tongue In my humble opinion, promoting proprietary tools and using a proprietary freeware VoIP application disparaging its main open source competitor aren't the best ways of attracting free software developers using only free software. By the way, Mumble rocks  Grin ... and there are tons of less narrow minded developers than me here. Good luck.
28  Game Development / Shared Code / Re: Mp3 Player with Jlayer on: 2017-08-12 08:48:14
It means that I'll have to rewrite the source code using JavaSound in many cases.
29  Java Game APIs & Engines / OpenGL Development / Re: [LWJGL] [JOML] Memory Behavior on: 2017-08-12 08:45:28
You can release the memory allocated on the native heap when you no longer need a direct NIO buffer by calling the cleaner yourself, I assume that it's what theagentd meant in his second suggestion.
30  Game Development / Newbie & Debugging Questions / Re: javafx canvas like swing on: 2017-08-10 18:13:32
OpenJFX will probably run on a Raspberry Pi in some time, the situation has been recently improved, it's already packaged for Debian and it's in progress for Redhat:
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Java Gaming Resources
by philfrei
2017-12-05 19:38:37

Java Gaming Resources
by philfrei
2017-12-05 19:37:39

Java Gaming Resources
by philfrei
2017-12-05 19:36:10

Java Gaming Resources
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2017-12-05 19:33:10

List of Learning Resources
by elect
2017-03-13 14:05:44

List of Learning Resources
by elect
2017-03-13 14:04:45

SF/X Libraries
by philfrei
2017-03-02 08:45:19

SF/X Libraries
by philfrei
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