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 21 
 on: 2018-10-20 03:01:20 
Started by Zemlaynin - Last post by Zemlaynin
This option seems to be better

 22 
 on: 2018-10-20 02:40:17 
Started by Zemlaynin - Last post by Zemlaynin
I'm trying to make is not flat textures, but they dazzled.

 23 
 on: 2018-10-20 01:27:44 
Started by wessles - Last post by cygnus
That's actually very helpful advice. I'll try it out soon.
In the meantime here's a dude I just made

(I got a new mechanical pencil and wanted to try it out)

 24 
 on: 2018-10-19 12:29:15 
Started by GustavXIII - Last post by GustavXIII
If I create a random generated map with 2 dimension array like [50][50], how could I add random houses?
I thought about putting a random number inside every array field and if the number is like 7, then a house will be generated there.
I would have to edit the surrounding arrays to make it like a house shape.

But the problem is, what if many houses spawn close together? Then it would be weird having houses inside each other.
Is there some other solution?

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int mapArray[][]= new int[50][50];


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  public void createMap(){
            Random rand = new Random();

            for (int x = 0; x < mapArray.length; x++) {
               for (int y = 0; y < mapArray[x].length; y++) {
                  int i = rand.nextInt(200);
                  if (i==199) mapArray[x][y] = 2;
                  else if (i > 150) mapArray[x][y] = 1;                
                  else mapArray[x][y] = 0;
               }
            }
}


2 means a house should be build. 0 is grass tile and 1 earth.


I draw Map like this:
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public void drawMap(Graphics g){
        for (int x = 0; x < mapArray.length; x++) {
            for (int y = 0; y < mapArray[x].length; y++) {
               switch (mapArray[x][y]) {
               case 0: g.drawImage(grass, x * 64, y * 64);  
               break;
               case 1: g.drawImage(earth, x * 64, y * 64);
               break;
               case 2: g.drawImage(stone, x * 64, y * 64);
               break;            
               }
            }
         }        
     }

 25 
 on: 2018-10-19 12:14:34 
Started by BurntPizza - Last post by KaiHH
Having seen that on Nvidia drivers glGetProgramBinary also outputs the ARB_vertex_program/ARB_fragment_program/NV_gpu_program4/5 assembly text, I begun learning the NV_gpu_program4 assembly language and reading about low-level shader optimizations (MAD instead of MUL and ADD, using negation on instructions operands instead of negating the result, etc.) to squeeze the most performance out of it.
EDIT: Hit exactly this GLSL compiler bug now: https://devtalk.nvidia.com/default/topic/952840/bug-report-linker-error-when-indexing-dvec-in-an-unbounded-loop/
Plus, whenever I use bounded loops the time the compiler takes to compile the GLSL code is directly proportional to the upper bound of the loop..... So if I have for (int i = 0; i < 1024; i++) ... glCompileShader() actually does not end in foreseeable time... This makes me want assembly even more...

 26 
 on: 2018-10-19 09:51:32 
Started by GustavXIII - Last post by ral0r2
I can recommed the maven assembly plugin which takes care of building a .jar (makes only sense if you use maven tho).
I wasnt able to create a fat .jar with either JarSplice or Launch4J in combination with Slick2D somehow as well.
Thats why I use the maven assembly plugin.

 27 
 on: 2018-10-19 08:46:40 
Started by GustavXIII - Last post by GustavXIII
Hi.

When I put everything by myself in a folder it works:


But I have to add something in my bat file or else it won't work because it can't find lwjgl64.
Quote
-Djava.library.path=.\lwjgl\native\windows



Now I wanted to only make one jar file or exe. I tried JarSplice and Launch4J.
But both times I get a error message:



I remember I had this same problem some years ago but I forgot how I solved it.
My Project looks like this:



 28 
 on: 2018-10-19 08:42:11 
Started by Zemlaynin - Last post by VaTTeRGeR
You don't have to make them, just grab some textures from *INSERT TEXTURE SITE HERE* and mix them with your current texture in your shader.

For example: https://www.textures.com/browse/grass/238
I used this site a lot before, they also have tiled textures.

 29 
 on: 2018-10-19 04:01:55 
Started by Zemlaynin - Last post by Zemlaynin
Thanks for the comments. Do the textures look flat. But I can not make such textures as not an expert in this. If you help me with this I will be very grateful.

 30 
 on: 2018-10-18 22:28:10 
Started by KaiHH - Last post by landocalrissian
I'm wondering if you have looked into voxel splat rending similar to what Media Molecule has done in Dreams?
http://media.lolrus.mediamolecule.com/AlexEvans_SIGGRAPH-2015-sml.pdf

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