Java-Gaming.org Hi !
Featured games (90)
games approved by the League of Dukes
Games in Showcase (690)
Games in Android Showcase (200)
games submitted by our members
Games in WIP (764)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
    Home     Help   Search   Login   Register   
Pages: [1] 2 3 ... 10
 1 
 on: 2016-09-26 08:09:36 
Started by TheMeatMan - Last post by winspeednl
*Snip*

Launching the game to a real phone is 10x's better than using that slow ass emulator

Emulators aren't that slow, good emulators could give a similar performance or even better than a real device. (My experience)
The best way is not to emulate android but do multiboot.
It is not bad to have a slower device, If your game runs on a slower device then your game definitely runs on a better device.

 2 
 on: 2016-09-26 08:03:24 
Started by winspeednl - Last post by winspeednl
You should really rethink sprite-sheets. They're your friend.
I added support for sprite-sheets and separate images.
You add a Sprite as an image first and then you could cut them in different pieces, supporting different sprite sizes.

 3 
 on: 2016-09-26 08:01:19 
Started by winspeednl - Last post by winspeednl
It isn't that slow.

In the order of 1000x slower than hardware accelerated drawing.
That *is* what I'd consider really slow.

True, But for small projects it is fine.
It is still an early version, so who know what i will implement Wink

 4 
 on: 2016-09-26 07:58:49 
Started by BurntPizza - Last post by winspeednl
I made the first version of a window handler inside my game library (LibZ)

Currently, it's very buggy and no depth sorting yet.

 5 
 on: 2016-09-26 06:06:14 
Started by sphinx2412 - Last post by Springrbua
I can imagine that... I am now in chapter 2 and the levels there are allready quite difficult, some of them seem to be impossible at first  Grin

 6 
 on: 2016-09-26 03:57:56 
Started by BurntPizza - Last post by theagentd
Accidentally threw together this scene while messing with a new terrain system, so I decided to pose the guy up a bit and take a screenshot.



DoF is still broken due to massive a register usage on Nvidia, causing it to be extremely slow. It also isn't compatible with like 95% of my other post processing at the moment, causing ghosting and artifacts in motion. For still shots, it looks good though as you can see.

 7 
 on: 2016-09-26 01:19:15 
Started by winspeednl - Last post by Abuse
It isn't that slow.

In the order of 1000x slower than hardware accelerated drawing.
That *is* what I'd consider really slow.

 8 
 on: 2016-09-26 00:22:02 
Started by winspeednl - Last post by orange451
You should really rethink sprite-sheets. They're your friend.

 9 
 on: 2016-09-25 22:38:43 
Started by BurntPizza - Last post by ags1
Got terrain generation using the diamond square algorithm working.

 10 
 on: 2016-09-25 18:34:49 
Started by FabulousFellini - Last post by philfrei
If a thread is playing sound, it will not do anything else until the sound is done. So yes, sound playback has to take place in its own thread.

I think it makes sense to organize control of the sound as a whole into a single class. Is that what you are doing with SoundHandler? Or is SoundHandler part of some sort of library that you are using?

Mostly, I've been making the sound handling class static. But in a couple of situations I've done some sound management in the game loop as well. (Your question makes me think maybe I should consider doing more of this.)

For example, game-loop based management makes sense in a situation where the volumes or panning are being updated by the positions of objects on the screen (more common with 3D, but can apply to 2D as well). Another case would be reading the mouse position and putting the [X,Y] values in variables that are only consulted once per game loop and used with the sound methods on that basis. This often makes more sense than triggering the sound with every mouse update.

I'm still learning, though. And a lot depends on the specifics of the game and the sound library you are using (I most use javax.sound.sampled).

Pages: [1] 2 3 ... 10
 
Wave Propagation (197 views)
2016-09-20 13:29:55

steveyg90 (311 views)
2016-09-15 20:41:23

steveyg90 (310 views)
2016-09-15 20:13:52

steveyg90 (348 views)
2016-09-14 14:44:42

steveyg90 (375 views)
2016-09-14 14:42:13

theagentd (408 views)
2016-09-12 16:57:14

theagentd (350 views)
2016-09-12 14:18:31

theagentd (283 views)
2016-09-12 14:14:46

Nihilhis (724 views)
2016-09-01 13:36:54

roseslayer (1292 views)
2016-08-06 11:43:29
List of Learning Resources
by elect
2016-09-09 09:47:55

List of Learning Resources
by elect
2016-09-08 09:47:20

List of Learning Resources
by elect
2016-09-08 09:46:51

List of Learning Resources
by elect
2016-09-08 09:46:27

List of Learning Resources
by elect
2016-09-08 09:45:41

List of Learning Resources
by elect
2016-09-08 08:39:20

List of Learning Resources
by elect
2016-09-08 08:38:19

Rendering resources
by Roquen
2016-08-08 05:55:21
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!