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 1 
 on: 2015-03-02 15:08:23 
Started by TeamTechnic - Last post by opiop65
Your team name really threw me off there for a second. Maybe you should consider a name change, the popular Minecraft mod pack (mod? can't remember) Technic is likely to confuse people and think that the people who made the Technic pack are now making a voxel game.

 2 
 on: 2015-03-02 15:00:25 
Started by Neoptolemus - Last post by Neoptolemus
Hi everyone,

I'm currently working on a library for importing various model types. The idea is that with a single easy command ModelImporter.import(Path to file), it will return an object representing the scene. The scene currently consists of all the individual meshes in an array with the ability to retrieve an individual mesh by index or name, and any lights, cameras, textures etc defined within the import. If anyone has ever used the AssImp library (which is written in C++) then I basically want to try and create that but in pure Java.

I wanted to spark a discussion on how to structure the scene object in such a way that it makes it fast and efficient for people to handle things like animations and the like. At the moment the scene consists of a mesh array containing each mesh defined within the scene, and each mesh contains various primitive array types for things like vertices, normals, indices and so on. This works fine if all you want to do is render a static mesh with a texture, as I can just do Mesh.getVertices() and buffer those into the VBO, followed by Mesh.getUVs(), Mesh.getIndices() and so on. However, I want to support animation as well, and I'm not sure how efficient this type of structure is going to be when you throw that into the mix.

I was wondering if anyone would be able to offer some ideas on what the structure might look like, to make it as easy and fast as possible to extract the vertex information you need, interpolate it based on animation data and get it buffered into the VBO with the minimum of fuss? Remember that I want this to be format-agnostic, so format-specific stuff should be avoided if possible.

Thanks in advance!

 3 
 on: 2015-03-02 14:29:31 
Started by Icecore - Last post by Icecore
Worlds saved on the server instead of locally is smart
No really servers cost money and they remove this feature after some first public multiplayer server realized)

Yes I also can answer on all this question alternative
Except one.

Why from 16 mil register ppl only 4 mil buy actual game During Beta?
(or you may chose another time lapse this don’t change question proportions is same)

Why they came on site register there and don’t buy game?
Its not free to play MMO – where you may pay if you bored and want fast lvl up

Demo itself have only single player and only 10% from game mechanics
(In past, now shi have time limit to play and same some restrictions)
Maybe its Worst game in all human history?
How you can call 87 million convinced ppl to go on site register there and don’t buy only product hi have the actual game?

Mojang does not make any money from servers,
https://minecraft.net/realms

A lot of games do Alpha, Beta and release prices, its a lot more common some large AAA games have done this like ArmA 3 and DayZ Standalone.
Nowadays after minecraft teach them ^^

over 30 million copies.
Yes for 5 year and with this uber marketing its possible to have 30 mil loyal players that can buy game,
But what about 1 year and 4 million?

If you want to get your game to sell a lot...
I don't care about selling, anymore ^^

No one cares about number of registered accounts
EXACLY
Why someone who in game industry 6 years+ work on commercial project
add such counter on his site main page?
(counter be there in past like numbers of pc copies sold on main page)

I want find alternative explanation and “Maybe its Worst game in all human history?” looks weird =)

 4 
 on: 2015-03-02 14:14:52 
Started by Zarkonnen - Last post by Zarkonnen
On some machines, creating a new Image and calling getGraphics() on it causes lwjgl to enter into some kind of faulty state that crashes when swapping buffers. Any idea what causes this and how to make Slick clean up after itself properly?

Reproduction code:

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    package crashrepro;

    import org.newdawn.slick.*;

    public class CrashRepro extends BasicGame {
        public static void main(String[] args) throws Exception {
            CrashRepro cr = new CrashRepro("CrashRepro");
            // Crash only happens in fullscreen mode.
            AppGameContainer agc = new AppGameContainer(cr, 800, 600, true);
            agc.start();
        }

        public CrashRepro(String title) { super(title); }

        @Override
        public void init(GameContainer gc) throws SlickException {}

        @Override
        public void update(GameContainer gc, int i) throws SlickException {}

        @Override
        public void render(GameContainer gc, Graphics grphcs) throws SlickException {
            Image img = new Image(128, 128);
            img.getGraphics(); // This crashes the game.
        }
    }


Stack trace:

    Java frames: (J=compiled Java code, j=interpreted, Vv=VM code)
    j  org.lwjgl.opengl.WindowsContextImplementation.nSwapBuffers(Ljava/nio/ByteBuffer;)V+0
    j  org.lwjgl.opengl.WindowsContextImplementation.swapBuffers()V+35
    j  org.lwjgl.opengl.ContextGL.swapBuffers()V+3
    j  org.lwjgl.opengl.DrawableGL.swapBuffers()V+0
    j  org.lwjgl.opengl.Display.swapBuffers()V+39
    j  org.lwjgl.opengl.Display.update(Z)V+44
    j  org.lwjgl.opengl.Display.update()V+1
    j  org.newdawn.slick.AppGameContainer.gameLoop()V+78
    j  org.newdawn.slick.AppGameContainer.start()V+17
    j  crashrepro.CrashRepro.main([Ljava/lang/String;)V+27
    v  ~StubRoutines::call_stub

 5 
 on: 2015-03-02 13:51:05 
Started by Icecore - Last post by JESTERRRRRR
Skimmed. It's almost like those posts the bots create that patch bits of text together and try to be coherent. Love it.

 6 
 on: 2015-03-02 13:04:19 
Started by Icecore - Last post by Phased
You didn't really think a lot of the stuff you wrote through well enough.

(if this seems rushed, its because i accidently refreshed the page and lost everything, so I am trying to get it done as fast as I can)

From what I read minecraft changed names a few times, so he didn't plan and knew it would be huge.

Worlds saved on the server instead of locally is smart, storing each servers world locally would cause a lot of problems,  as you would be able to modify the world, and it could also be a huge map size, think about if you have a huge server people may of traveled extremely far, so you could be downloading large files each time you try to play, or  if you don't download the world from the server, then you would not be able to see what others did.

from what you said, only 75% of users are able to play the game, that means 18,741,144 is only 1/4 of the sales they should of had (theoretically).

Minecraft on android has sold over 5 million copies, the xbox 360 was reported almost 1 year ago to have sold over 12 million, and who knows what their current sale number is. so 18 million sounds pretty obtainable for a game that has been buy able for what 4 or 5 years? EDIT: googling it, the pocket edition has supposedly sold over 30 million copies.

Mojang does not make any money from servers, unless is there server hosting thing they added, which is  fine, your paying extra to host a server from them instead of another company, there not going to give them out for free.

If notch had access to private servers, I think there would be a lot more news about it, and complaints, that would mean he would have a backdoor way to get into other peoples servers. and would be illegal.

A lot of games do Alpha, Beta and release prices, its a lot more common some large AAA games have done this like ArmA 3 and DayZ Standalone.

Some MMO's release subscriber numbers, like WoW last I heard they had ~7 million paying subscribers. And other games sometimes release there sale data when they sell large amount of copies e.g. "so many million sold in the first 24 hours".

If I remember correctly, Valve shows how many active users and registered users there are on steam, not 100% sure on the registered part.

You commented on your game that it only had 250 downloads, I think you should be happy, I bet you a lot of games on here did not even get 100 downloads, maybe not even 50 downloads.

He got lucky, he made a game that was in a genre that was really not touched, someone saw it, they told a friend, there friend told another friend, and boom the game started to spread.

If you want to get your game to sell a lot, make something more original then cloning an existing game, make it unique and appealing, and try to do some marketing and it will spread if its good.

No one cares about number of registered accounts,  I bet even on this website, a lot of people have registered that has not posted anything.

 7 
 on: 2015-03-02 12:50:22 
Started by cogs - Last post by Longarmx
Then sort the chunks back to front. Wink Or render ALL opaque tiles then transparent tiles.

 8 
 on: 2015-03-02 12:42:24 
Started by Icecore - Last post by CommanderKeith
Thanks for writing up Markus' marketing plan, it's more creative and clever than I thought.
About the way the clones never took off, and why microsoft paid $2b for it, it's a mystery to me too.
I also wonder why facebook bought instagram for $1b as well. It's an app that they could have made themselves very cheaply.
Then I see MySpace and Google Plus which have not done well and wonder what makes facebook so much more successful.
Perhaps it's another tech bubble, perhaps not. It's always hard to tell without the benefit of hindsight.
I'd be interested in others' thoughts too.

 9 
 on: 2015-03-02 12:22:19 
Started by KenOfNZ - Last post by KenOfNZ
Phew, been a while since i left this post.
Here's some new screenshots and gameplay videos! : Cheesy

 10 
 on: 2015-03-02 12:04:37 
Started by Icecore - Last post by Icecore
Roaches. Roaches everywhere.

Cas Smiley
Yes) i have this mind so long time but don't have any facts to prove it;)

add Fact 4 - why i don't see it all this time Sad
i really what see any argument how 85 million ppl can register on some site without reason?

if you want buy game you take money register buy it an you not part of this number.
If you don't want buy it you pirate it without register
question for what reason?

I realy what know all Guess - how this can be possible
that all this 85 mil real ppl register for site simple for fun)

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