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 11 
 on: 2018-09-17 15:16:26 
Started by LeoOno - Last post by LeoOno
Hello everyone !

The implementation of this game is little bit old, but i decided to post here because i think it's the best game i could implement so far.

It's a 3D version of Roller Ball (1984) MSX pinball game implemented from scratch (3D software renderer and 2D physics) using just standard java libraries (java 2D, Swing, AWT), so no external libraries required.

If you decide to play, please leave a message with your score.

Thanks Smiley !

Link to download Runnable Jar [java 6]: https://github.com/leonardo-ono/JavaRollerBall3D/raw/master/RollerBall3D/store/RollerBall3D.jar

Source code: https://github.com/leonardo-ono/JavaRollerBall3D


Gameplay Video

 <a href="http://www.youtube.com/v/LpHc9VU2VJU?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/LpHc9VU2VJU?version=3&amp;hl=en_US&amp;start=</a>


Screenshots

















 12 
 on: 2018-09-17 14:16:46 
Started by Zemlaynin - Last post by Zemlaynin
New army unit

 13 
 on: 2018-09-17 14:08:20 
Started by BluWingedOlive - Last post by BluWingedOlive
Ok , i feel dumb asking this but...
I was following a youtube infamous tut where , alongside the usual 60 updates / sec
the frame rate is very big , something like 400 or more frames / sec.
Now , where is the point in  such high FPS if you will however see only the frames allowed by you monitor's refresh rate ?
Thx !

 14 
 on: 2018-09-17 14:02:39 
Started by SolitudeGaming - Last post by SolitudeGaming
I am aware I could run into legal trouble, but this is a gray area on which I will read more about.

In terms of the ambition, WoW is currently and will most likely remain the only MMORPG I play (not current WoW of course, lol no thank you). My goal is not to amass thousands of players but rather I plan to open-source the project when it is complete. I am keeping the game or copy, if you will, on the lowest scale I possibly can with each 'milestone' I surpass. I've done semi-extensive research on Kryonet and it will fit my current needs as I know for a fact that this project wouldn't gain that sort of following anyway. Not that I'm aiming low, but again, this is not my goal in any form. The point of WoW-2D is simply passion and nothing more and nothing less.

In terms of the netcode sophistication, I understand what you mean. I have a lot of optimizations to do and will continue to make them as I move along. This isn't something I'm going to rush by any means. Also, it's true that there are many things I have not considered yet which I'm positive there are but that all comes in time with research and dedication. Now sure, at some point, I would like to host a small server or perhaps even program a dummy client and have 50+ bots connect simultaneously to test any breakage. But, by no means is this project supposed to be taken as something I'm presenting onto a global scale, that'd be ridiculous.

I appreciate your thoughts and concerns, deeply. I do plan to finish this as time is no object to me for this. Thank you Smiley

 15 
 on: 2018-09-17 10:07:54 
Started by SolitudeGaming - Last post by ral0r2
Please keep in mind that you might run into legal trouble with Blizzard if you plan to create a 2D copy of WoW! Especially if you claim you have all rights reserved and are using an icon which is clearly related to WoW.

This is also a quite ambitious project. I often struggle when people say that they are trying to create an MMORGP all by themself. Because MMORPG doesn't mean some players but thousands of players playing simultaneously (I don't think kryonet is the right choice here tbh). Alone considering the infrastructure costs for hosting a MMORPG would be a major investment for a single person. You should think about hosting one server with 50 ppl at first.

WoW netcode and MMORPG netcodes in general are a often a piece of pure sophistication. You probably will have to consider things you did not even think about yet. A clean server / client architecutre is essential and you should mostly have no doubts about what you are doing. I just can recommened to keep the scale of your game as low as possible because even a low scale is often too much already. I really hope that you can finish your project and more importantly will have a great learning experience.

Good luck!

 16 
 on: 2018-09-17 07:31:22 
Started by BurntPizza - Last post by KaiHH
what does it mean?? Smiley
It means that we can have path-traced minecrafty worlds. Smiley
This has also been done earlier by: https://raytracedminecraft.wordpress.com/

Can your storage method or world-building formula cope with 4 dimensions? Would be really cool to add time as the fourth dimension and see the big lumps move about. They reminded me of blood cells.
Currently, the noise evaluation and BVH building is done on the CPU. The most expensive part is the noise evaluation, even though I am currently only using one octave and it is already multi-threaded (I probably should not be using ByteBuffer.putFloat()...). But building the BVH is simple and blazingly fast. And using z-order curve partitioning even makes it parallelizable to run on the the GPU, which was my motivation in the first place (but first getting a working CPU implementation).
Next is to port that to compute shaders to sort the voxels and build the BVH bottom-up.

With this, it is quite possible to animate the voxels over time. See for example this: https://www.youtube.com/watch?v=-6jyt192pK0
In this case, you would likely use transform feedback to evaluate animation like usual with vertex weights, write them out to a buffer object and use that data to build a BVH.

Is this BVH the same format used for motion capture devices?
It is BVH as in "Bounding Volume Hierarchy" and not as in Biovisions BVH file format. So the Bounding Volume Hierarchy is a tree data structure (and in my case a binary tree - meaning each internal node has exactly two children) used to spatially index the scene geometry, so that each ray need not compute intersections with all the millions of cubes in the scene. Instead many cubes can quickly be culled when the ray does not intersect some bounding box encompassing the cubes.

I wonder if you have enough granularity to get some nice structures by adding octaves
The granularity is currently one cube. Of course one could scale them down and simply use more cubes. Smiley

Btw. I've experimented with rendering 41 million cubes at under 1ms. per frame using what is known in rasterization as "checkerboard rendering". With ray tracing and compute shaders we can achieve the same thing by not compute each pixel every frame but one pixel within a 2x2 or 3x3 or 4x4 group. Since we can do scattered writes in a compute shader (which is impossible to do in a fragment shader on the framebuffer, so people generate fragments with clever layouting of triangles), we do not need to downscale the framebuffer but rather "stretch" the distribution of the rays using a fixed stride and a varying offset per frame. This way, we can issue less work items in a compute shader call and have zero thread divergence (no if (pixel-should-be-rendered) ... else abort).

Here is a video rendering at over 1000FPS and showing 41 million cubes (the video itself is just 60Hz but the frametime of the presented rendering was just under 1 millisecond): https://www.youtube.com/watch?v=cXKpKrecvhc

EDIT: Improved the sampling pattern of the 2x2, 3x3 and 4x4 "alternating sampling" (I wouldn't call it checkerboard sampling anymore) to be less apparent in animations. Now, it looks like motion blur, because samples from earlier frames stay visible until rewritten (it's just not based on actual camera velocity). Also removed the high contrast red, green, blue color scheme. I somewhat got headaches from it after staring too long at it yesterday. So a nice grey. Here are some pictures where the sampling pattern are visible (camera flying forward quickly):

Video: https://www.youtube.com/watch?v=cFmT69ABwvA

 17 
 on: 2018-09-17 06:12:54 
Started by BurntPizza - Last post by philfrei
@KaiHH - Wow!

I've always wanted to set up something where one could navigate through a noise-generated space like that. Was playing with a very naïve version using JavaFX 3D the other day, a lattice of spheres whose size depended upon the OpenSimplex value. Did nothing (as I know nothing) special, just plunked the spheres into place. It was glacially slow.

Is this BVH the same format used for motion capture devices?

I wonder if you have enough granularity to get some nice structures by adding octaves (a la fractals), or maybe get crevices by using Perlin's "turbulent" form.

I have a hard time imagining that there would be enough computing power to change these over time, as CommanderKeith asks. Would be cool if it were possible. But it would probably require a couple orders of magnitude more computations?

This should work with OpenSimplex, too, if there's any worries about lawsuits over unlicensed 3D use of Simplex Noise.

 18 
 on: 2018-09-17 04:45:59 
Started by BurntPizza - Last post by CommanderKeith
EDIT: Okay, heightfields are boring. Density fields are much more interesting. 1024x1024x64 level with cubes generated using Simplex Noise density field
Really nice videos, thanks for sharing. Can your storage method or world-building formula cope with 4 dimensions? Would be really cool to add time as the fourth dimension and see the big lumps move about. They reminded me of blood cells.

 19 
 on: 2018-09-17 00:09:22 
Started by BurntPizza - Last post by cygnus
[/size]
Quote
Today I wanted to do something with a binary BVH built using Z-order curve (i.e. Morton Code) partitioning
Ah yes I understand exactly what you're saying. Perfectly.

what does it mean?? Smiley

 20 
 on: 2018-09-16 23:44:55 
Started by SolitudeGaming - Last post by SolitudeGaming
Hello, everyone!



Blog: https://wow2d.wordpress.com/
Discord: https://discord.gg/Re4wkhS

I'm posting to announce a passion-project I'm working on, WoW-2D. WoW-2D is essentially a project with the goal of re-creating the vanilla World of Warcraft experience in 2-D. WoW-2D is nothing more than a passion project and it's something that, over time, I'm very confident I can complete, start to finish. I have no worry as to whether or not there is a market for a 2-D World of Warcraft, quite the opposite. Being this a passion project, I'm hoping that it will be something that people can poke fun at and enjoy at the same time.

I started the project on August 21 of this year and, in my opinion, I have made a nice bit of progress. I am building WoW-2D using Slick2D for the engine and Kryonet for the netcode. I didn't feel the need to build my own engine from the ground up as I've been messing around in Slick2D for quite some time and after thinking about it, Slick will do what I'll need it to, at least for the foreseeable future. I also have a decent amount of experience in general programming, specifically in C# and Java.

In terms of the project, I am currently the sole developer and artist and would love to work with a small team, if anyone is interested/has experience. Personally, I'd prefer artists more than anything as my pixel art skills are absolutely horrid. Unfortunately, as of right now, I am unable to pay anyone for their work but if anyone might share the fun-loving passion for WoW that I do, I think it could be a fun adventure!

If anyone is interested in working with me on this or would just like to follow the progress, please reply to this post and/or follow the link above to the blog.

P.S: I know I don't have a good track record for completing projects on here, but I am fully committed to WoW-2D and am excited both for it's current progress and future development!

Regards,
Xolitude

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