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 1 
 on: 2018-01-23 03:10:19 
Started by printer - Last post by KevinWorkman
There is no best way. Do whatever makes sense to you.

What have you tried? Which approaches did you like the best? Which didn't you like? Why did you like or dislike them?

 2 
 on: 2018-01-23 03:05:25 
Started by orange451 - Last post by KevinWorkman
Possibly related: http://www.java-gaming.org/topics/cheerpj-convert-any-java-application-and-library-to-a-browser-based-web-app/38335/msg/366085/view.html

 3 
 on: 2018-01-22 23:10:54 
Started by revers - Last post by revers
Synthclipse 2.1.0 released. Downloads.

Synthclipse is a GLSL shader prototyping tool based on Eclipse IDE. It makes possible to fast develop all kinds of shaders: Fragment (FS), Vertex (VS), Geometry (GS), Tessellation (TS) and Compute (CS). Shader development can be done using compatible with Fragmentarium and Shadertoy (but limited to FS and VS) Fragx shaders or by using fully featured JavaScript JSX scripts. The JSX API is consistent with WebGL but in fact exposes complete OpenGL 4+ API.




Changelog:

   * Extended "After build" modes

   * Added "Reset from preset" option to the Reset Uniform(s) dialogs

   * Added option "Show shader binaries size in logs" (default is on)

   * Added a tool tip to all sliders that shows a value under the mouse

   * Added key shortcuts for rotation and side views to Spherical Camera (see Viewport's help for details)

   * Added new key shortcuts for Building shader (Shift + Enter) and focusing Viewport or Editor (toggle one or another) (Ctrl + Enter).
     WARNING: These key shortcuts might not work without unbinding default actions with the same key shortcuts.
    
   * Added option to overwrite existing files during import of shaders

   * Added System Sleep Mode prevention mechanism during recording animations

   * Now during recording animations the Synthclipse/Eclipse will be hidden and only the recording dialog will be visible

   * Fixed invalid scaling of dialog windows when DPI was non standard

   * Fixed bugs in Shadertoy importer and exporter

   * Fixed multiline macro preprocessor bug

   * Default include paths are now stored as variables (the paths are no longer hardcoded)

   * Added option for importing default Synthclipse's Grep Console settings

   * Added dark theme Grep Console settings

   * Code Preview view dark theme fixes









 4 
 on: 2018-01-22 22:56:18 
Started by xxMrPHDxx - Last post by gouessej
Hey

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.

 5 
 on: 2018-01-22 21:28:22 
Started by printer - Last post by printer
Yes, What would be the best way create a spell class that has variable such as What kind of particle effect, level, mana, damage, cooldown, target and etc...

Monster and Player share the Base class named Entity.

 6 
 on: 2018-01-22 20:56:15 
Started by printer - Last post by FabulousFellini
Are you just asking how to get both monster class and player class to use the spell class?

 7 
 on: 2018-01-22 15:45:47 
Started by MaximM - Last post by MaximM
Thanks

 8 
 on: 2018-01-22 15:34:15 
Started by MaximM - Last post by nsigma
Looks like they should be in an images folder with your sources.

 9 
 on: 2018-01-22 14:45:12 
Started by printer - Last post by printer
Hello, i would like to know how i should make the spell class? So Monsters and Players should be able to use. Asfar i have made is a effect class.

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public class Effects {

    private ParticleEffect effect;
    private ParticleEffectPool effectPool;
    private Array<ParticleEffectPool.PooledEffect> effects;

    public Effects(ParticleEffect particle) {
        effect = particle;
        effect.scaleEffect(0.12f);
        effect.start();

        effectPool = new ParticleEffectPool(effect, 1, 2);
        effects = new Array<ParticleEffectPool.PooledEffect>();
    }

    public void render(SpriteBatch batch, float deltaTime) {
        // Update and draw effects:
        for (int i = effects.size - 1; i >= 0; i--) {
            ParticleEffectPool.PooledEffect effect = effects.get(i);
            effect.draw(batch, deltaTime);
            update(deltaTime);

            if (effect.isComplete()) {
                effect.free();
                effects.removeIndex(i);
            }
        }
    }
}

 10 
 on: 2018-01-22 14:11:13 
Started by MaximM - Last post by MaximM
Hi.
I'm refreshing my basic Java skills.
So far at your site I found a link to Java2D tutorial https://www.ntu.edu.sg/home/ehchua/programming/java/J8b_Game_2DGraphics.html

I skipped few steps till AnimatedFramesDemo.
Please help me where to locate .png files so my NetBeans project see it.
I put .png files into /build/images

run:
Couldn't find file: images/pacman_1.png
Couldn't find file: images/pacman_2.png
Couldn't find file: images/pacman_3.png
Exception in thread "AWT-EventQueue-0" java.lang.NullPointerException
   at AnimatedFramesDemo.loadImages(AnimatedFramesDemo.java:69)
   at AnimatedFramesDemo.<init>(AnimatedFramesDemo.java:33)
   at AnimatedFramesDemo$2.run(AnimatedFramesDemo.java:124)
   at java.awt.event.InvocationEvent.dispatch(InvocationEvent.java:311)
   at java.awt.EventQueue.dispatchEventImpl(EventQueue.java:756)
   at java.awt.EventQueue.access$500(EventQueue.java:97)
   at java.awt.EventQueue$3.run(EventQueue.java:709)
   at java.awt.EventQueue$3.run(EventQueue.java:703)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.security.ProtectionDomain$JavaSecurityAccessImpl.doIntersectionPrivilege(ProtectionDomain.java:80)
   at java.awt.EventQueue.dispatchEvent(EventQueue.java:726)
   at java.awt.EventDispatchThread.pumpOneEventForFilters(EventDispatchThread.java:201)
   at java.awt.EventDispatchThread.pumpEventsForFilter(EventDispatchThread.java:116)
   at java.awt.EventDispatchThread.pumpEventsForHierarchy(EventDispatchThread.java:105)
   at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:101)
   at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:93)
   at java.awt.EventDispatchThread.run(EventDispatchThread.java:82)
BUILD SUCCESSFUL (total time: 1 second)

Thank you.

Pages: [1] 2 3 ... 10
 
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Archive (1104 views)
2017-04-27 17:45:51
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
by philfrei
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
2017-03-02 08:44:05
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