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 on: 2014-04-20 09:35:15 
Started by dav0012 - Last post by dav0012
Graphics.translate(x,y) or Graphics2D.translate(tx,ty)

The latter being equivalent to Graphics2D.setTransform(AffineTransform.getTranslateInstance(tx,ty))

i use the Graphics2D.translate to paint it in the desired location, though i wanted to be able to translate it so that i can compare whether the mouse click lies within the shape. i'll be trying the AffineTransform.getTranslateInstance, if you have better technique plz feel free to share and thanks for the response Smiley

 on: 2014-04-20 09:32:30 
Started by SauronWatchesYou - Last post by SauronWatchesYou
Hi guys Smiley. I've hit a little bit or a wall and was wondering if anyone could help me. I'm creating my first game that spawns random enemies and as they fall down, the player has to dodge them. The enemies are stored in an array and I've used rectangles etc for collision detection but I'm not sure how to do this for my current issue.

 on: 2014-04-20 08:57:46 
Started by JNiNJA - Last post by SHC
I prefer GitHub. With it's applications for Windows & Mac, I can easily create commits and sync them online. Some terms to get by

CommitA commit is a new version. This specifies what files are changed and the changes for the files, including which files are removed.
PushA push is a command we issue to upload the commit to the repository. This command is called "Sync" in the GUI version.

There are so many others and they will be easy to learn and remember (If you want to learn console git, try using TryGit.

 on: 2014-04-20 08:50:56 
Started by LiquidNitrogen - Last post by Roquen
Changing color schemes and themes doesn't correct anything if your white point is off.  Choose a pleasing & eye friendly color is a separate issue.

 on: 2014-04-20 08:46:56 
Started by JNiNJA - Last post by Roquen
I still use CVS.  I know how it works and it does what I need.  Don't know if it would make sense for anyone that doesn't already know it to start using it these days.  Probably not.

 on: 2014-04-20 06:30:13 
Started by orange451 - Last post by BurntPizza
It's all speculation until you bring out the profiler.

 on: 2014-04-20 06:13:37 
Started by SwordsMiner - Last post by orange451
I know the topic title says that you've already fixed your issue, but if you want my take on this issue:

 on: 2014-04-20 05:54:02 
Started by orange451 - Last post by orange451
Hi all!
I just got a macbook pro (2014, 15 inch retina display) for college. It has an nvidia GPU (NVIDIA GeForce GT 750M), which... isn't bad for a laptop gpu.

When working on my game, I run into a problem. It is a 3d fps (quite system intensive, uses shaders for shadow mapping, bloom, fxaa. it has md3 model support, 3d polygonal collisions, ext). When I first run the application, I get about 120 fps. After about 10 seconds, the game drops to 90 fps, then 10 seconds later, 60 fps. Sometimes it stays at 60 fps, and other times it drops again to about 20 fps. What is odd, is that it seems locked at these values (never straying more than a number or two above/below the fps). I don't use the Display.sync() method for the game, and the internal tick rate always is at 300 cycles per second (the game is multi-threaded).

I looked at the activity monitor, and found that the memory use is constant throughout the entire duration of running the application, and the cpu usage is relatively constant.

What could cause the game to start slowing down like this?

 on: 2014-04-20 04:42:19 
Started by JNiNJA - Last post by Cero
git is not hard if you use it very basic; which I do.

I use the console and all you would do is:

git add -A .
git commit -m 'Message of this commit, tell yourself what major changes this commit has'

git push origin master

and you're done. "git pull" to pull it from server

not doing any branching in this case, but simple branching is easy too.

Also remember that commits should be as small as possible but of course thats not as easy to follow up upon

If you really dont wanna use git, then you could just have a change-log text file and do backup archives of your code

 on: 2014-04-20 04:32:31 
Started by lcass - Last post by Cero
I never got the point of all that
fr folder decoration. As far as I know it usually makes a pretty deep one way tree with no real advantage. Maybe it was a left-over functionality from business applications...

 I recently wrote a SDK at work, and for 3rd party code it makes sense of course.
But for a game I will just call the packages "physics", "map", "game" ,"util", I dunno whatever makes sense

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xsi3rr4x (53 views)
2014-04-15 18:08:23

BurntPizza (51 views)
2014-04-15 03:46:01

UprightPath (65 views)
2014-04-14 17:39:50

UprightPath (48 views)
2014-04-14 17:35:47

Porlus (65 views)
2014-04-14 15:48:38

tom_mai78101 (89 views)
2014-04-10 04:04:31

BurntPizza (149 views)
2014-04-08 23:06:04

tom_mai78101 (245 views)
2014-04-05 13:34:39

trollwarrior1 (203 views)
2014-04-04 12:06:45

CJLetsGame (210 views)
2014-04-01 02:16:10
List of Learning Resources
by SHC
2014-04-18 03:17:39

List of Learning Resources
by Longarmx
2014-04-08 03:14:44

Good Examples
by matheus23
2014-04-05 13:51:37

Good Examples
by Grunnt
2014-04-03 15:48:46

Good Examples
by Grunnt
2014-04-03 15:48:37

Good Examples
by matheus23
2014-04-01 18:40:51

Good Examples
by matheus23
2014-04-01 18:40:34

Anonymous/Local/Inner class gotchas
by Roquen
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