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 on: 2019-02-15 20:04:09 
Started by FabulousFellini - Last post by VaTTeRGeR
Pretty sure it would come down to:

  • Create a new project, copy your sources and assets over the to the new project.
  • Create a new project, copy the generated android config over to the old project (+ edit some other config files manually)

They want you to use their setup app:

 on: 2019-02-15 19:19:38 
Started by FabulousFellini - Last post by FabulousFellini
When I created this project, I only created it for Desktop.  Is there a way to add the necessary android build files to the project, so the project has Core, Desktop, and Android?  Or do I just have to make a new project?

 on: 2019-02-14 18:05:05 
Started by BurntPizza - Last post by ClaasJG
I love this. Its awesome!

- ClaasJG

 on: 2019-02-14 17:39:17 
Started by BurntPizza - Last post by Apo
After more than a year I made a little game for the valentine's Day.

Play it here

 on: 2019-02-14 09:07:57 
Started by Vectorized - Last post by LiquidNitrogen
You could try using libgdx for 3d. It adds a lot of useful stuff on top of lwjgl to make it easier to get things going. It's quite capable, but it is very primitive when compared to an engine like unity.. so there will be a ton on learning involved (though a lot of 2d concepts are still extremely useful and relevant in a 3d game).

That screenshot looks like a 3d dungeon crawler, similar to the old wolfenstein 3d, which used an old technique called ray casting.
There is a similar styled modern game made with libgdx called Delver, it is open source on github.

 on: 2019-02-13 13:57:25 
Started by Vectorized - Last post by hadezbladez
There is so many ways you can do and start 3d game programming.
1. You can do it pixel perfect >> it means you are controlling one pixel to manipulate around image to make you see 3D box
But, the drawbacks of course you are making the things from scratch
2. 3D engine game libraries >> LWJGL, jMonkey and etc
you can pick which one and see up on google. i recommend you use this way since you dont make the thing from scratch and you might want to use 3D modelling software to draw what you desire

good luck, have fun and always googling Smiley

 on: 2019-02-13 13:34:39 
Started by Vectorized - Last post by Vectorized
Hello guys, so i was thinking to make a 3d game because im boring to make 2D games , examples, etc.. anymore soooo i want to know what its called this type of 3D Game or Engine idk... Huh Huh Here is the screenshot:

 on: 2019-02-12 20:26:52 
Started by Spasi - Last post by Displee
What's the current status?

 on: 2019-02-12 19:20:09 
Started by hadezbladez - Last post by philfrei
A long time ago we had posts about a hack that would kick the clock into a higher gear, getting around the rather large granularity of the default clock used by Windows OS. Does this still pertain? Or has Microsoft upped the granularity of their default system clocking? It seems to me that Windows is now fine in this regard.

[Found this:]

For me, I've always preferred using timers. The "game loop" becomes a "TimerTask" or equivalent that is called repeatedly.

Even as far back as "Killer Game Programming in Java" the authors conceded that using the util.Timer (but NOT the Swing.Timer!) was as performant as the sleep methods being described.

Goetz's "Java Concurrency in Practice" makes a good case for using ExecutorService in place of util.Timer. For non-JavaFX programs, this is my go-to choice. Among other benefits, you can configure the timer to execute as close as possible to the desired timing interval (i.e., it tries to correct itself if an iteration takes longer than it should).

My top preference is the JavaFX AnimationTimer. It is simple, clear, easy to code and works perfectly well imho. A drawback for some will be that it is set to 60 fps and I don't know of any way to change that rate. But with so many monitors still refreshing at 60fps, I'm not clear what is gained by a faster game-loop rate that couldn't be implemented at 60fps.

 on: 2019-02-12 10:09:54 
Started by hadezbladez - Last post by VaTTeRGeR
In case you didn't get the memo ... i didn't post this so you can be inspired Roll Eyes this is so you can try out the clean version and see if your issue persists.

If this doesn't fix it you have a problem elsewhere, maybe with vsync or with the code you use to move your box object.

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Deployment and Packaging
by philfrei
2019-02-17 20:25:53

Deployment and Packaging
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2018-08-22 18:09:50

Java Gaming Resources
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2018-08-22 08:19:41

Deployment and Packaging
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2018-08-22 08:04:08

Deployment and Packaging
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2018-08-22 08:03:45

Deployment and Packaging
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2018-08-20 02:33:38

Deployment and Packaging
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2018-08-19 23:56:20 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‑
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