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 21 
 on: 2016-05-03 07:51:03 
Started by BurntPizza - Last post by VaTTeRGeR
@orange451 these effects are really nice and sharp, are you adding some particles after the flash later on?
Source engine uses material properties for different hit particles and effects.

 22 
 on: 2016-05-03 07:10:05 
Started by LukeD - Last post by cylab
http://www.javacodex.com/Concurrency/ConcurrentLinkedQueue-Example

 23 
 on: 2016-05-03 05:34:02 
Started by BurntPizza - Last post by orange451
Made a cool spark effect for when you shoot metal surfaces Smiley
Click to Play

 24 
 on: 2016-05-03 04:52:28 
Started by purenickery - Last post by purenickery
I've had to do a lot of refactoring of the base code in order to handle the larger maps effectively. I've always had the map split into individual chunks of tiles, but the system needed a huge overhaul. The big changes were:

-The entire map cannot be loaded into memory all at once, it is too large. I need to save groups of chunks to a file that can be loaded at run-time. I decided on groups of 8x8 chunks to minimize the number of files created and memory used in-game.
-Chunks very close to the player must be added to the sorting buffer asynchronously so there is no jitter in the framerate
-Chunks further away from the player should have all the entities update
-Zooming around the map in editor-mode should be quick and without lag

Here's a visualization of the chunk loading and unloading as the player moves around

Click to Play


Next, I also implemented the asynchronous adding of objects to the sort buffer (so I don't have to sort all the objects being drawn every single frame). Chunks coming in to view will be added to the sort and chunks going out of view will be removed from it

Click to Play


Since then, I've been working on making this all work in multiplayer, which is also proving to be a pretty monstrous task. Once I get that working I'm going to do a much larger post about how the entire networking system is set up!

 25 
 on: 2016-05-02 22:06:23 
Started by raul - Last post by raul
thanks you  Smiley

i feel the same for this game
this is my favorite classic game

 26 
 on: 2016-05-02 22:00:15 
Started by LukeD - Last post by Abuse
Stick the input in a queue*, and poll the queue in your game thread.

*(obviously making sure reads & writes to the queue are properly synchronized)

 27 
 on: 2016-05-02 21:29:21 
Started by LukeD - Last post by LukeD
I'm making a simple text adventure as an exercise. Well, I say simple; I'm having it run in two threads, because I want the game world to be continuously updated, whilst java's Scanner freezes the thread to listen for user input, which isn't what I want.

So, I have to put the scanner in another thread. Hence, I currently have:

Game.class
and
InputConsole.class

Here's what I have in InputConsole, currently:

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package textAdventure;

import java.util.Scanner;

public class InputConsole extends Thread {

   Scanner userInput = new Scanner(System.in);
   long lastInTime = System.currentTimeMillis();
   long thisInTime = lastInTime;
   String input = "";
   
   public void run() {
      while(true) {
         lastInTime = thisInTime;
         if(userInput.hasNextLine()) {  
            input = userInput.nextLine();
            thisInTime = System.currentTimeMillis();
            System.out.println(input);
         }
      }
   }
}


Now, I want to pass on the value of userinput to my Game class, with a little notification that "hey, this variable is newly changed!". What's a good way of doing this?

Some suboptimal solutions that occurred to me are just things like:

- in Game.class, check the input class for a new time stamp, and if so, grab the new string
- in Input class, change corresponding variables in Game.class

But, is there not something a bit tidier than this? Maybe something akin to action listeners?

 28 
 on: 2016-05-02 19:51:24 
Started by FabulousFellini - Last post by FabulousFellini
Screenshot of one of the acts in level 3, "The Woods".



Obviously there is nothing yet except the terrain.  Next up, adding badguys.

Edit:  Forgot to post the newest demo with better collision detection:
https://www.dropbox.com/s/i8ekwbw1capvfyn/DD_IAN.jar?dl=0

 29 
 on: 2016-05-02 19:15:27 
Started by ThePhotonicPizza - Last post by Riven
Offtopic: passing null to glTexImage2D is tricky, not because it is theoretically incorrect, but it trips up drivers occasionally. Among other issues, it can leave a texture in a state that makes it unusable in an FBO (non-deterministically). I had a loop that created a few hundred FBOs and 1-3% would be 'incomplete' and always render as white. After forcing the textures to be initialized with arbitrary texels, the problem went away. Just allocate 1 buffer in your app and use it to initialize all textures that are not 'naturally' filled with data.

 30 
 on: 2016-05-02 19:10:05 
Started by Spasi - Last post by Spasi
There's a new lmdb branch in the LWJGL 3 repository that implements bindings to LMDB. It's an embedded key-value store that may be used for all kinds of persistence, from game settings to shaders, models and textures (binary values up to Integer.MAX_VALUE in size are supported).

See this presentation to understand what's special about LMDB.
See this LWJGL sample for a demo of the API and an example of zero-copy string persistence.

The nightly builds do not include LMDB yet, you'll have to clone LWJGL and build locally to give it a try. I'll decide what to do after the 3.0.0 release, but it's definitely small enough to embed in the standard LWJGL distribution. Please let me know if you're interested.

Pages: 1 2 [3] 4 5 ... 10
 
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Website offering 3D Models specifically for games for free
by vusman
2016-04-29 12:56:17

List of Learning Resources
by SilverTiger
2016-02-05 09:39:47

List of Learning Resources
by SilverTiger
2016-02-05 09:38:38

List of Learning Resources
by SilverTiger
2016-02-05 09:35:50

Rendering resources
by Roquen
2015-11-13 14:37:59

Rendering resources
by Roquen
2015-11-13 14:36:58

Math: Resources
by Roquen
2015-10-22 07:46:10

Networking Resources
by Roquen
2015-10-16 07:12:30
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