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 on: 2015-07-30 15:18:33 
Started by ags1 - Last post by ags1
In other news I increased the world size to 100 square kilometers, 4 times larger.

 on: 2015-07-30 15:06:15 
Started by BurntPizza - Last post by SHC
Actually the college started two days ago, but only now I got time to post my subjects. My subjects this semester are:

  • Data Structures in C
  • OOP through C++
  • Mathematical Foundation for Computer Science
  • Digital Logic Design
  • Managerial and Financial Analysis

Seems easy enough to obtain 24 credits from them.

 on: 2015-07-30 14:17:33 
Started by BurntPizza - Last post by Longarmx
I got my school schedule today. I am taking 3 Ap classes, 2 engineering classes, a web design class, and one regular class  Cheesy. wish me luck!

That sounds exactly like one of my high school years. Smiley Good luck and say goodbye to all your friends  Wink

 on: 2015-07-30 13:57:54 
Started by mooman219 - Last post by Roquen
Table-lookup are almost always slow (as in much worse than using the default) in real use cases.  Especially as table sizes get large.

 on: 2015-07-30 13:51:07 
Started by BurntPizza - Last post by kingroka123
I got my school schedule today. I am taking 3 Ap classes, 2 engineering classes, a web design class, and one regular class  Cheesy. wish me luck!

 on: 2015-07-30 13:37:48 
Started by kingroka123 - Last post by kingroka123
I install win10 today and just change all the effects, visuals, configs to my win7 setup.

Waiting for the DirectX12 now.
DirectX 12 is out and you should be able to download the NVidia driver for it.

An unexpected plus from windows 10 is that most of my games run just a bit smoother. For example, on windows 8, Watchdogs would have 6 minute loading times and when it did finally load, it would stutter (until I died once and it reset which is weird) but now I have about a 2-3 minute loading time with no stutter and lag in the beginning. I would imagine this is because of the lightweight nature of windows 10 since Watchdogs doesn't use DirectX 12.

 on: 2015-07-30 13:19:06 
Started by BurntPizza - Last post by CelestialCreator
Are you referring to my collision detection? If so, the concept is fairly simple. First, I get the new position on the x-axis. Then I loop through the column of tiles the entity may intersect, and move the new x position back if so. Then, I set the actual player's x position to the new x position. I do the same for the y-axis, except I loop through the row of tiles the entity may intersect instead. This article helped a lot.

 on: 2015-07-30 13:11:13 
Started by quew8 - Last post by Jesse
If you have any good links for the non-simplified algorithm you could recommend, it'd be much appreciated.

I just looked around a bit, but couldn't find the reference I used, unfortunately. It was a really good paper though. The general topic was pathfinding in a Delaunay triangulation environment for agents with arbitrary radii. The specific version of the funnel algorithm used ensured that the agent stayed radius units away from all obstacles, and included curved sections in the path to go around corners.

This isn't the paper in question:


But it does have pseudocode for the funnel algorithm at the end, which might be helpful.

 on: 2015-07-30 12:50:31 
Started by Archive - Last post by Jesse
In addition to the previous posters' recommendations, I'd suggest looking into the separating axis test if all you need is a boolean result (or a boolean result and a separation vector). The SAT for the shapes in question is fairly straightforward and will handle all cases correctly (including containment).

If you need the actual area of intersection as shown in your diagram, then that's a CSG problem, more or less, which is a little more involved.

 on: 2015-07-30 12:39:15 
Started by Archive - Last post by quew8
+1 on @BurntPizza but of course bearing in mind the cases that the triangle is completely contained within the rectangle or that the rectangle is completely contained within the triangle. For both of these cases there will be no line intersections. The test would be is one (only need to test one) of the triangle's vertices inside the rectangle and is one of the rectangle's vertices inside the triangle.

Pages: 1 2 3 [4] 5 6 ... 10
Jesse (15 views)
2015-07-29 04:35:27

Riven (37 views)
2015-07-27 16:38:00

Riven (18 views)
2015-07-27 15:35:20

Riven (21 views)
2015-07-27 12:26:13

Riven (12 views)
2015-07-27 12:23:39

BurntPizza (30 views)
2015-07-25 00:14:37

BurntPizza (41 views)
2015-07-24 22:06:39

BurntPizza (24 views)
2015-07-24 06:06:53

NoxInc (31 views)
2015-07-22 22:16:53

NoxInc (18 views)
2015-07-22 22:13:39
List of Learning Resources
by gouessej
2015-07-09 11:29:36

How Do I Expand My Game?
by bashfrog
2015-06-14 11:34:43

List of Learning Resources
by PocketCrafter7
2015-05-31 05:37:30

Intersection Methods
by Roquen
2015-05-29 08:19:33

List of Learning Resources
by SilverTiger
2015-05-05 10:20:32

How to: JGO Wiki
by Mac70
2015-02-17 20:56:16

2D Dynamic Lighting
by ThePixelPony
2015-01-01 20:25:42

How do I start Java Game Development?
by gouessej
2014-12-27 19:41:21 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‑
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