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1  Games Center / Showcase / Re: Rage Day on: 2014-11-24 18:29:04

It works correctly under Mageia Linux 4 with OpenJDK 1.7. An animal appeared in the middle of nowhere in the floor  Clueless but your game works.

You should release the source code, it's useful for the developers who want to learn how to use LibGDX.
2  Games Center / WIP games, tools & toy projects / Re: SilenceEngine - A 2D/3D Game Engine on: 2014-11-24 18:05:47
I don't think that it has much overhead, that's what most desktop games released with OneJAR or JarSplice do, they extract the natives on runtime and delete the natives afterwards. And moreover, that would simplify project setup, You just add the natives jar to the class-path just like you would do with other library jar, helping the user. I don't think enable/disable flag is not useful.
I don't claim that this feature is useless but I think that this implementation with no cache can be harmful in some particular cases. Moreover, the JARs containing the native libraries have nothing to do in the classpath but putting them into the same directory than the Java libraries that call them makes sense. JarSplice isn't a good example because it's quite buggy, its source code has never been released and as it seems to be unmaintained, you're lost in the darkness or you have to decompile it to have a chance to fix it. Of course this feature simplifies the setup because you don't have to use any platform-dependent variable or the Java library path to indicate where the native libraries are but it's not suitable in some environments. Some virus scanners become crazy when they see a program extracting native libraries. I think that adding a flag into your engine is a good compromise, it's simple to implement and it allows anybody to handle this aspect by himself if your loader gets in his way.

I agree with 65K, make a game with your engine, at least a small showcase.
3  Games Center / WIP games, tools & toy projects / Re: SilenceEngine - A 2D/3D Game Engine on: 2014-11-24 15:51:31
Your native loader uses no cache. The libraries are deleted on exit. As a consequence, each time you run an application based on your engine, you have to extract the libraries. It increases a bit the startup time. Maybe you should add a flag to enable/disable this feature.

It's possible to cross-compile the library that you use but according to its platform-dependent Ant script used to build the native libraries, you're right, it doesn't support ARM  Sad

I've seen that you have added a license into your project  Wink
4  Game Development / Newbie & Debugging Questions / Re: Vertex Array problem on: 2014-11-24 15:05:00
3 * SIZEOF_FLOAT is easier to understand (to me) than <<, >>, < and > even though I know their effects.
5  Games Center / WIP games, tools & toy projects / Re: SilenceEngine - A 2D/3D Game Engine on: 2014-11-24 14:55:30
I don't believe that having no licence means it's not opensource, I meant by opensource, the source code is open to all, and I put no restrictions on how you guys use the code, I don't want to do so, hence I selected no licence. However, if you do insist that software should have a licence, please suggest me one, that would allow the user to do anything he wants with the engine.
I don't want to annoy you but it was mainly a legal reminder and it might refrain some developers to use your stuff. You can choose a permissive license like ASF or BSD 3-Clause if you want as few restrictions as possible or even Public Domain Dedication Creative Commons 0 but not sure it is suitable for the code. Look at Unlicense too.

You should separate the program and the shaders. I'm still reading your source code.

Should I increase that limit?
Yes, it depends on your target. I remember that there are some OpenGL constants that you can use but sometimes they return crazy values.
6  Games Center / WIP games, tools & toy projects / Re: SilenceEngine - A 2D/3D Game Engine on: 2014-11-24 14:48:50
Please explain.
7  Games Center / WIP games, tools & toy projects / Re: SilenceEngine - A 2D/3D Game Engine on: 2014-11-24 14:44:52
And what does LibGDX use in desktop environment? The "library" that you just put into the same category:
Librarys/Frameworks: Libgdx, Lwjgl, etc
8  Games Center / WIP games, tools & toy projects / Re: SilenceEngine - A 2D/3D Game Engine on: 2014-11-24 14:37:33
Game Engines: Unity, Udk, Cryengine, Jmonkeyengine, etc
Librarys/Frameworks: Libgdx, Lwjgl, etc
LibGDX uses several sets of low level bindings, it shouldn't be put into the same category than the APIs on which it relies for its hardware accelerated graphics and JMonkeyEngine is rather a 3D engine than a game engine.

@SHC Your math classes are quite poor for the moment and you mainly just wrap GLFW and its "friend". Is it reasonable to set MAX_VERTICES_IN_BATCH once for all?
9  Games Center / WIP games, tools & toy projects / Re: SilenceEngine - A 2D/3D Game Engine on: 2014-11-24 14:33:22

If there is no license, it doesn't mean that it's open source, it's under copyright by default. Please choose a license:

Please mention the license of the third party libraries you use too (I already do so).

I've looked at the native loader. Do you plan to support ARM? I remind you that some laptops use ARM CPUs. There is probably a better way of writing FileUtils.readLinesToStringArray by using NIO2.

Is there a demo of your engine? What does it bring compared to LibGDX?
10  Java Game APIs & Engines / OpenGL Development / Re: LWJGL 3; how's it getting along? on: 2014-11-24 11:01:11
You should clarify the documentation of those methods:

What is the difference between "Allocates" and "Construct" in this case? Moreover, "Construct" should be replaced by "Constructs" and "Fill" should be replaced by "Fills" in order to be consistent with the good practices of Java documentation writing. There is some useless polysemy, "with the specified capacity" has the same meaning than "with the given capacity", doesn't it?
11  Game Development / Newbie & Debugging Questions / Re: Vertex Array problem on: 2014-11-24 10:48:20
Why not adding a constant SIZEOF_FLOAT into org.lwjgl.BufferUtils to store the size of a float in bytes? It would be easier to understand.
12  Game Development / Newbie & Debugging Questions / Re: Texture Problems ! on: 2014-11-24 09:31:13

Please rather ask questions about Java3D on its official forum and check whether you use the very latest version (currently 1.6.0 pre 11), the instructions are available here.

In my humble opinion, you should rather modify the boundary mode (S & T) of the texture object to get the desired effect, see Texture.setBoundaryModeS() and Texture.setBoundaryModeT().

Edit.: Please mention that you use Java3D in order to avoid other newbies to give you unsuitable solutions.

Edit.2: I don't want to annoy anybody but the main maintainer of Java3D isn't on whereas he is on the official JogAmp forum. It's more convenient for us (JogAmp) to answer questions on our forum.
13  Game Development / Newbie & Debugging Questions / Re: Vertex Array problem on: 2014-11-24 09:17:59

I know some people don't want me suggesting learning outdated stuff
The display lists are broken in numerous drivers, even on "outdated" hardware. I would rather suggest to start with immediate mode (only for learning purposes), then to switch to vertex arrays, VBO and finally VAO. The use of vertex arrays allows to get accustomed with the retained mode. In my humble opinion, switching from immediate mode to VAO is a bit too much.

3 * sizeOfFloats would make much sense (to me).
14  Discussions / General Discussions / Re: LWJGL or Unity, UDK, Cryengine on: 2014-11-23 22:16:00
And now that the .NET core is being open sourced
Most of the client-side API won't be open sourced as far as I know.

@BurntPizza: You have to manually install the Ask! Toolbar.
You can install OpenJDK even under Windows, there is no crappy tool bar bundled with it. I use some unofficial builds until some JogAmp maintainers provide them.

I agree with princec about Mono and it's still a bit like a Swiss cheese with tons of holes compared to the (still proprietary) Microsoft .NET implementation.
15  Java Game APIs & Engines / OpenGL Development / Re: JOGL: Lighting the Inside of a Cube on: 2014-11-23 16:28:35
Eh, you don't have to "aim" to get me in trouble, to get me in trouble!
Your teacher is a nice guy, he's neither childish nor touchy. A good scientist has to learn from constructive remarks and I think that he's able to do so.

But I did post to the JOGL board originally, and only made this post after several days of crickets over there...
thedanisaur's help was decisive. I advise you to use our IRC channel too when you're in a hurry.
16  Discussions / General Discussions / Re: 3D model search engine on: 2014-11-23 14:08:13

As I feared, the preview is slow on my machine, I assume that you use WebGL.
17  Discussions / General Discussions / Re: Parsing SVG files on: 2014-11-23 14:00:04

If you just need a simple parser, look at SVGSalamander, it is very simple and some developers already use it with JogAmp. Apache Batik is much more complete but it has a big memory footprint but maybe you can use just batik-util and batik-svg (don't take all JARs). Both are good source of inspirations to write your own parser.
18  Java Game APIs & Engines / OpenGL Development / Re: JOGL: Lighting the Inside of a Cube on: 2014-11-23 12:57:16
gouessej, you better not get me in trouble...
My aim isn't to get you in trouble, don't worry. However, next time, please respect this instruction if you don't want to get us in trouble.

Best regards.
19  Discussions / General Discussions / Re: LWJGL or Unity, UDK, Cryengine on: 2014-11-23 12:50:55
Why does everyone think they need to 'upgrade' to 3D? There are more than many pro game developers who only develop 2D games.
In my case, it's a matter of taste, I don't mind what professional game developers do. I have already lost any hope to make a leaving from games.

Actually, I should have been more accurate. I assume that when a developer is already able to make a complete game in 2D, he already has some knowledge of inputs, images, windowing, some maths, ... Then, learning to create 3D games is easier in this case than when you don't know those notions, the maths are a bit harder, culling might be more important, I still find it more difficult to create decent 3D models than 2D sprites. 3D is exponentially more difficult than 2D when you know 2D very superficially.
20  Discussions / General Discussions / Re: LWJGL or Unity, UDK, Cryengine on: 2014-11-23 11:11:17

Do you really plan to become a professional game programmer?

You can have a look at JogAmp's Ardor3D Continuation but maybe you should get a lot more experience with 2D before starting to learn 3D. Actually, I agree with HeroesGraveDev's conclusion.
21  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.

Edit.: JNDT now supports multiple JARs  Grin but please read carefully the documentation.
22  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.
23  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.
24  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.
25  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?
26  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.
27  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.
28  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:
29  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, ...
30  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.
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