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 31 
 on: 2018-04-20 02:04:23 
Started by BurntPizza - Last post by delt0r
I finally got a basic phong shader working with a hard coded light position. Yea, i did this 20 years ago and it was easy. This time round it took weeks! So much for older wiser smarter. Why im doing this is a very very long story.

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 32 
 on: 2018-04-19 22:38:59 
Started by nelsongames - Last post by nelsongames
Just an update I added Libgdx's pathsmoother, is there anything else I should look into? Also it takes an average of 2.5 ms to calculate that path (each tile width is 16x16) is that bad?


 33 
 on: 2018-04-19 21:13:09 
Started by nelsongames - Last post by nelsongames
I'm using LibGDX's pathfinding which can be found here:

https://github.com/libgdx/gdx-ai

This is what I was able to get so far, but it all looks very mechanical, and not sure where to go from here. This is just basic A* pathfinding. How can I make it look more realistic? What do I do after adding the pathfinding? Also I do want to make it multiplayer so what are some things I also have to look out for when working on this? So basically what are things that I should look into?
  

 34 
 on: 2018-04-19 20:42:51 
Started by BurntPizza - Last post by CopyableCougar4
I added the calculations for rotation along a path. All that's left is incorporating my SVG font API to calculate the bounds of text elements and my parser should fully implement ~90% of the SVG 1.1 specification Smiley

 35 
 on: 2018-04-19 14:36:06 
Started by ByerN - Last post by ByerN
Thank you! That means a lot Smiley

I am working on networking all the time as backend developer in my job. Few years ago I was making some simple games in libgdx so I knew this lib a little Cheesy


I've just added in-game tutorial along with NPC scripting. It will be launched at start for new players. (see video Smiley)

 36 
 on: 2018-04-19 12:51:01 
Started by ByerN - Last post by ral0r2
Guess you have to be quite experienced in libgdx and networking? To pull all this off including multiplayer within one month must require some experience Cheesy . Good job, thanks for sharing this with us.

 37 
 on: 2018-04-19 04:41:13 
Started by BurntPizza - Last post by abcdef
Thanks, I couldn't see any rendering code (I can parse the data ok)? You have done a lot more parsing of the SVG spec than I have Cheesy I'm currently in search of an algorithm for easily doing triangulation based on the non-zero and even-odd windings (my current method just does non intersecting simple shape triangulation, I might need to look in to re writing what I have and adapting it)

 38 
 on: 2018-04-19 03:04:02 
Started by BurntPizza - Last post by CopyableCougar4
@abcdef

I wrote an SVG parser that parses the specification and the paths classes are (I think) correctly implemented to handle all SVG path elements.
https://github.com/JPeterson462/SVG-Parser/tree/master/src/org/w3c/dom/svg/paths

 39 
 on: 2018-04-18 22:03:29 
Started by wessles - Last post by ByerN
Today I've created first version of my game logo in vector graphic Smiley



Game WIP:
http://www.java-gaming.org/topics/libgdx-akka-tanima-mmo-rogue-like/38654/msg/369057/view/topicseen.html#msg369057

Making of video:
<a href="http://www.youtube.com/v/DWus-03xi4c?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/DWus-03xi4c?version=3&amp;hl=en_US&amp;start=</a>

 40 
 on: 2018-04-18 19:35:12 
Started by BurntPizza - Last post by abcdef
Implemented a basic SVG parser in to my basic vector engine which has now become more mature in itself. The SVG parser only parses the path elements so far but I can scale these and color them in independently. One thing I have learnt from this is the ludicrous design of the path element. With out doing some complicated maths its really hard to know whats a hole and what just another shape near by. If the shapes are correctly done using CW / CCW ordering I can parse them correctly but there is no rule that say you need to do this. Instead of building something nice in to the specification you just get the below which means a lot of calculation

https://www.w3.org/TR/SVG2/painting.html#SpecifyingFillPaint


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SF/X Libraries
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