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 on: 2017-05-22 06:51:55 
Started by bestwarrior2001 - Last post by bestwarrior2001
You need to do perspective-correct interpolation of the three vertices' Z values for each fragment generated within the triangle.
OK, I understand a bit.
Can someone give me a function like that:
public void getZ(point3d v1,point3d v2,point3d v3, // triangle vertices
                        point2d screen) // x y coordinates
    // [what I need] (calculate the Z value of the pixel located at screen.x X screen.y)

PLS answer as soon possible

 on: 2017-05-21 18:46:00 
Started by philfrei - Last post by ClaasJG
I enjoy sunshine and programming but lost my hobby since I am doing it at work :/

 on: 2017-05-21 14:28:13 
Started by revers - Last post by revers
Synthclipse 2.0.0 released. Downloads.

Special thanks to Mario Lavin for the support. This release wouldn't be possible without him.

Synthclipse is a GLSL shader prototyping tool based on Eclipse IDE. It makes possible to fast develop all kinds of shaders: Fragment (FS), Vertex (VS), Geometry (GS), Tessellation (TS) and Compute (CS). Shader development can be done using compatible with Fragmentarium and Shadertoy (but limited to FS and VS) Fragx shaders or by using fully featured JavaScript JSX scripts. The JSX API is consistent with WebGL but in fact exposes complete OpenGL 4+ API.


   * Added key frame curve editor (the Graph View)
   * Added windowed Viewport mode (it allows true full screen and has better performance)
   * Added possibility of mapping a MIDI Controller's knobs and sliders to Uniform Controls
   * Added per vector component key frames (to the Timeline and the Graph)
   * Redesigned the Timeline View.
   * Key frames are now saved in a binary format encoded with Base64 encoding
   * Extended GPU sound to 3 minutes
   * Fixed bug with a crash when capturing audio input
   * Fixed Shadertoy importer
   * Fixed GLSL Sandbox importer
   * Fixed Color Chooser bug when manually typing integer color value

Why jump from version 1.2.0 to 2.0.0?

Well, maybe changes from 1.2.0 to 2.0.0 are not huge, but there are quite a lot of changes from 1.0.0 to 2.0.0.
The main reason is that internally Synthclipse has changed significantly (API breaking changes). Besides that I don't want to continue version 1.x forever. Synthclipse 1.0.0
was released exactly two years ago and its time to move to version 2.x.

 on: 2017-05-21 13:50:38 
Started by Kyokai - Last post by Kyokai
 Angry I already got it, thank you very much.

 on: 2017-05-21 08:34:47 
Started by macmanmatty - Last post by cylab
I would go with hashmapping. I don't like cluttering a baseclass with flags and also don't see any conceptional difference between entitiy.isSoldier() and entity instanceof Soldier.

This might alsobe an interesting read for you:

 on: 2017-05-21 06:24:57 
Started by philfrei - Last post by SHC

Just stop drinking and you'll find it beautiful again. Programming is just a way of expressing your thoughts and getting the computer do what you want.

 on: 2017-05-21 03:22:26 
Started by Ecumene - Last post by Ecumene
I had a very productive day today and started modeling actual weapons and particles, here's a blender screenshot

After I fixed some particle stuff, I got shadows to work in libgdx's new 3D API as well! Here's a gif of everything
Click to Play

 on: 2017-05-20 21:27:11 
Started by Ecumene - Last post by Ecumene
The run task depends on the classes task which depends on processResources and compileJava. This should not rebuild every time as it should cache things and know it has run things before, sounds like it is not happening and you are actually rebuilding the class files between runs so one run removes the classes from the other.

Although it does have to rebuild, because one game is running the server and the other isn't.. Half of the codebase (server code) in one instance of the game isnt even loaded, which causes differences in classes, and some confusion in the JVM in general as the two instances share the same classes folder (I think)

I'd love to investigate more but I dont know where to take it, past sifting the .class files finding client-only code being run on the server+client instance.

Since April I've done two things to fix this,
1. A separate clientRun task that builds in a different folder than run, but to no avail. (Still crashes with the same errors)
2. Copied the entire root folder and ran the game concurrently, this worked but copying the game to test multiplayer is very tedious!

If anyone has more info on why these crashes are happening I'd be grateful! And thanks guys for the jar code, but running the game through a built jar each time is more of an afterthought that wouldn't be convenient.

 on: 2017-05-20 18:11:43 
Started by macmanmatty - Last post by ddyer
Use a common ancestor class, or interfaces, to abstract the type of objects.  Instead of
using instanceof use a predicate method that is implemented differently in different top
level classes.
     class Base {
      public boolean isSoldier() { return(false); }
     class Soldier extends Base {
      public boolean isSoldier() { return(true); }

 on: 2017-05-20 13:35:14 
Started by philfrei - Last post by ClaasJG

Pages: 1 2 3 [4] 5 6 ... 10
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List of Learning Resources
by elect
2017-03-13 14:05:44

List of Learning Resources
by elect
2017-03-13 14:04:45

SF/X Libraries
by philfrei
2017-03-02 08:45:19

SF/X Libraries
by philfrei
2017-03-02 08:44:05

SF/X Libraries
by SkyAphid
2017-03-02 06:38:56

SF/X Libraries
by SkyAphid
2017-03-02 06:38:32

SF/X Libraries
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2017-03-02 06:38:05

SF/X Libraries
by SkyAphid
2017-03-02 06:37:51 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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