Java-Gaming.org Hi !
Featured games (90)
games approved by the League of Dukes
Games in Showcase (780)
Games in Android Showcase (233)
games submitted by our members
Games in WIP (857)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
    Home     Help   Search   Login   Register   
Pages: 1 2 [3] 4 5 ... 10
 21 
 on: 2019-01-13 23:24:56 
Started by Pilvinen - Last post by DrHalfway
Quote
I'm a little surprised that someone at java-gaming.org would suggest making a Unity game

I don't hold any loyalty to any particular language/framework, use the tools which will provide maximum results with minimal effort  Grin. I know well over 12 programming languages, 8 of which are currently being used in a commercial capacity.

Besides, Unity3D uses C# which is incredibly similar in syntax with Java.

Quote
Our lead coder was very strongly against open sourcing anything until we have something that is somehow "complete" and works. I kind of found that a bit counter intuitive, but I didn't push the issue.

I agree, I cannot help you with any ideas/code until you open source. Software is never complete, open sourcing will allow input from individuals from a whole range of backgrounds and will let you decide what to "keep" and what to "toss away". There are incredibly talented and skilled individuals out there who are more than happy to jump into projects they find fascinating/fun to work with. I myself love to dabble with Voxel engines.

Quote
And yeah, we have zero funding for paying people.

I'm funding the software licenses, servers, websites, Github, etc from my own pockets, which are not really that deep. The expenses are still under 10 000 $.

You are going to have a hard time keeping unpaid talent. Young people nowadays need to worry about mortgages which are 10x their maximum pay, uncertain economic activities, raising interest rates and tightening credit, intense industry competition and the list goes on. You will have to find some way to compensate them or find another model that works.

Just a fellow trying to help you out  Grin



 22 
 on: 2019-01-13 23:22:48 
Started by BurntPizza - Last post by dime26
Started mapping the editor functions to buttons on the menu like the zoom+/- and debug.

Added a hashmap of entities to the Tile class so I can add multiple things/layers to each tile, starting with road co-ords and path finding start / end nodes.

Next I will add path finding between these nodes, need to dig out and refactor the AStar code I have.

Click to Play

 23 
 on: 2019-01-13 16:32:05 
Started by torbuntu - Last post by torbuntu
The `file liblwjgl.so` returned the expected 32bit info. So it is the 'right' type.
I ran the `nm -D liblwjgl.so | grep getJNIVersion` and I didn't get anything back. So I removed the pipe to grep and there is no getJNIVersion in there at all... Which is a problem.

That also explains why it is borking on calling that from my project. This means I pretty much have to compile it manually then, right?

Edit:
I found this https://bugs.debian.org/cgi-bin/bugreport.cgi?bug=893302 while trying to compile manually. Trying to grab the 8 jdk now to see if it can get me further.
I'm still wondering if the source in the repo is broken.

Edit2:
Just successfully compiled lwjgl 2.9.3 on the pi (using JDK 1.8 instead of 9, I'm dumb). And the nm -D liblwjgl.so does show the getJNIVersion is there! Now to adjust my jars and see what happens.

Edit3:
Well dang it. That's all it took! Got the thing actually running now. Thanks for the help!! The liblwjgl.so that comes in the repo is in fact broken!! 
This helped especially:
Quote
What does `file liblwjgl.so` say? Is it something like `liblwjgl.so: ELF 64-bit LSB shared object, ARM aarch64, version 1 (SYSV), dynamically linked, BuildID[sha1]=5dbb547852e87aba1b74ac4c654c701bbfef1fed, stripped`?
And what does `nm -D liblwjgl.so | grep getJNIVersion` say?
Should be `... T Java_org_lwjgl_DefaultSysImplementation_getJNIVersion`.
Otherwise, try downloading the .deb package directly from: https://packages.debian.org/sid/arm64/liblwjgl-java-jni/download

 24 
 on: 2019-01-13 16:32:04 
Started by BurntPizza - Last post by Shatterhand
Had some time today and fixed lighting with transparent objects:

You're making amazing progress with your engine (or should I say "little Unity competitor" Wink).

Over the last few days I implemented various optimizations into my platformer game, e.g. an easy quadtree-like structure to simplify collision detection. You're supposed to optimize your code when it's pretty much done, right?

Now coming to easier/ more fun phase of development: creating more levels, finishing story, art (well, not that fun), fixing the occasional bug, etc.

Cheers

 25 
 on: 2019-01-13 16:20:08 
Started by Pilvinen - Last post by Pilvinen
Why aren't you using something like Unity3D for this? Most of these challenges (such as Voxel engines, networking etc..) are very specific to the games industry. You might have better luck finding talented individuals in a community that specializes in games development.

Voxel management in a networked environment is something i've taken an extensive look into previously, and am happy to contribute some ideas if you have an open source process for the project. Open sourcing earlier than later will also allow bootstrapping a community quickly, and it's something that can take years to achieve. So if you have some code now, might as well do it now and start getting learnings around the process.

I'm a little surprised that someone at java-gaming.org would suggest making a Unity game. Unless things have radically changed since the last time I had a peek, I don't think Java really works well with Unity.

That aside, well, there are several practical reasons why we didn't go with Unity. When we were starting out we spent a couple of months going over all the game engines, development environments, and libraries, and in the end we decided to go with Java and JME because. The main reasons are:

1) That's where our strengths lie.
2) Everyone and their grandmother knows Java.
3) It's attractive for modding in my opinion (scripting with Kotlin)
4) JME -> Open source, great community. It's a big plus.

I suppose Unity would have been our second choice. But we've been developing it with Java now for over two years - on our free time.

And none of the existing game engines are particularly well geared towards voxel games and the problems you're likely to face. You don't get any advantage by choosing one environment over another when you're building your own voxel engine.

About open sourcing.

Our lead coder was very strongly against open sourcing anything until we have something that is somehow "complete" and works. I kind of found that a bit counter intuitive, but I didn't push the issue.

We have had plans right from the start to open source and release the voxel engine and other things - which are not directly related to the game (and which do not pose a security risk) - under a MIT license.

It's of no consequence to us and might be helpful to other devs. Keeping everything under wraps when there's no good reason for secrecy is just pointless. Wonderful things have come out of open source.

The game itself - art, assets, game logic - will need to be closed source. But we can easily open source specific technologies which can be decoupled from the game, like the voxel engine, ECS, etc.

And yeah, we have zero funding for paying people.

I'm funding the software licenses, servers, websites, Github, etc from my own pockets, which are not really that deep. The expenses are still under 10 000 $.

While crowdfunding has a nice ring to it, at this point it's not a realistic prospect.

It only makes sense to put any effort into that when you've already got at least a working demo and other flashy visual stuff and you're close to getting the game out. It's super super expensive to pay people for their work and a team with 10+ people will burn though 100 000 - 250 000 $ in a heart beat. It's not a realistic development model in long term unless you are already sitting on a pile of money.

What you get from crowd funding is mostly marketing money, candy money, and peanuts. Only the very lucky few can succeed with crowd funding alone unless a shit ton of people already know you and your previous work.

There has been some early investor interest in the project, but I've turned them all down as I don't feel comfortable with someone breathing down our necks whose only interest in the project is monetary - and on top of that it would require too much outside money if we were doing this as our day job ... I've thought it all through and made a lot of calculations - it just isn't feasible that way at this point.

Also, we're not a company. It's just a fun project for now that I'm deeply invested in because it's a game that I really want to do.

 26 
 on: 2019-01-13 12:37:54 
Started by Pilvinen - Last post by DrHalfway
Don't want to throw a spanner in the works but...

Why aren't you using something like Unity3D for this? Most of these challenges (such as Voxel engines, networking etc..) are very specific to the games industry. You might have better luck finding talented individuals in a community that specializes in games development.

Voxel management in a networked environment is something i've taken an extensive look into previously, and am happy to contribute some ideas if you have an open source process for the project. Open sourcing earlier than later will also allow bootstrapping a community quickly, and it's something that can take years to achieve. So if you have some code now, might aswell do it now and start getting learnings around the process.

If open source is not an option and i'm guessing the project has zero funding, do you have some process in place that will incentivize/pay the employees with company shares etc? Some clear go-to-market-strategy will also help increase confidence for a more serious demographic looking to jump into the project. Having a clear startup company structure will also allow you to get some nice perks via Amazon AWS (up to 5 grand in credits) which can help you bootstrap launching your game sooner with minimal out of pocket expenses. Maybe these are some things you can take a look into  Grin

 27 
 on: 2019-01-13 09:53:02 
Started by torbuntu - Last post by KaiHH
Well, then: https://packages.debian.org/sid/armhf/liblwjgl-java-jni/download

 28 
 on: 2019-01-13 09:49:58 
Started by torbuntu - Last post by Shatterhand
@KaiHH Raspbian is only 32bit ATM, so using the Arm64 packages from the Debian repos will most probably not work.

@torbuntu Probably compiling it yourself is the best option. Smiley

Cheers

 29 
 on: 2019-01-13 08:43:59 
Started by Pilvinen - Last post by Pilvinen
If you are failing to find developers you may need to consider:

Thank you for your suggestions.  Smiley

 30 
 on: 2019-01-12 22:43:07 
Started by Pilvinen - Last post by dime26
If you are failing to find developers you may need to consider:

a) Raising funds and hire developers
b) Change to a platform with more active developers
c) Put the project on hold and make something simple



Pages: 1 2 [3] 4 5 ... 10
 
hadezbladez (734 views)
2018-11-16 13:46:03

hadezbladez (372 views)
2018-11-16 13:41:33

hadezbladez (724 views)
2018-11-16 13:35:35

hadezbladez (186 views)
2018-11-16 13:32:03

EgonOlsen (2384 views)
2018-06-10 19:43:48

EgonOlsen (2537 views)
2018-06-10 19:43:44

EgonOlsen (1472 views)
2018-06-10 19:43:20

DesertCoockie (2136 views)
2018-05-13 18:23:11

nelsongames (1933 views)
2018-04-24 18:15:36

nelsongames (2614 views)
2018-04-24 18:14:32
Deployment and Packaging
by mudlee
2018-08-22 18:09:50

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

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

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

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

Deployment and Packaging
by philfrei
2018-08-20 02:29:55

Deployment and Packaging
by philfrei
2018-08-19 23:56:20

Deployment and Packaging
by philfrei
2018-08-19 23:54:46
java-gaming.org 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‑gaming.org
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!