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 on: 2016-09-29 08:59:00 
Started by BurntPizza - Last post by princec
Finally after 3 years fixed the intermittent yet persistent 500 errors on our website.

Also discovered major irritating bug in almost all browsers which was screwing up our PHP script for delivering newsletter bribe hex codes (see here for a description). I don't actually think that this exact bug was occurring as such - our work Squid proxy here was doing it. When Squid was bypassed the site worked as expected.

That took 2 hours to find and fix. Chaz's PHP code doesn't help, and just imagine what fun it is debugging terrible PHP code when PHP itself is a macrocosm of brainf**k itself. I hate the web and all of its shit, half-baked, hand-wavy, loosely-coupled, "oh-we'll-deal-with-errors-some-other-time" bullshit.

Cas Smiley

 on: 2016-09-29 08:35:05 
Started by FabulousFellini - Last post by MatthewNicholls
Or have a badguy class and spawn class that does the job of distributing the bad guys.  I would put them in an array so they can be iterated through.  

 on: 2016-09-29 08:24:19 
Started by BurntPizza - Last post by MatthewNicholls
Wrote a method to load a horizontal cross shape cubemap png,  instead of needing 6 separate texture files.  Now I can just export straight out of genetica,  without having to first manually divide it up. 

 on: 2016-09-29 06:32:49 
Started by BurntPizza - Last post by philfrei
WIDT: Mostly read online news and commentary, from multiple sites, about the US Presidential debate. I'm finding it hard not to obsess on this horror show circus of an election. Am glad HRC did as well as she did but sincerely wish the odds on the election outcome were a little more one-sided in her favor. Did a bit of contract work and a handful of practice questions for the Java Associate certification test. I also made a modicum of progress on a tool for making utility clicks and chirps and whistles and possibly laser zaps as well. The notion is that this 2-op FM tool will be usable in multiple ways: save/load configurations, export wavs, or as api for generation of playable Clips, or as an api to play on demand via the mini synth itself. It will only be able to make tone bursts of a max of maybe 3/4 second. 

Also spent a few extra minutes on the way home trying to get a Station Agent or Policeman to check out a fellow collapsed on stairs leading down to the BART station. How are you supposed to tell if it is "merely" a homeless person "taking a nap" or someone collapsed due to a heart attack or diabetic coma or something? (By time I got someone to check him out he was gone, so "just taking a nap" seems to be the proper euphemism here. "Sublimate!" I tell myself. Channel the anger to something useful.)

I am feeling a bit burned out. Hopefully tomorrow will be a fresh, new, and more productive day.

 on: 2016-09-29 05:27:57 
Started by IWorkInPixels - Last post by IWorkInPixels
I've been a coder for 20 years and have about 2 years of Java under my belt, but I am new to libgdx, and I am making a new side-scrolling game which will feature parallaxed backgrounds and the ability to zoom in and out, so I stole some code from the parallax demo and added to the OrthoCamController class the ability to zoom in and out.

I have clamped the movement to the ends of the game world by not allowing the camera to move beyond 0+half viewport width and game world width-half viewport width.  Which works great for the front layer, but then as I parallax the background layers get moved over by more and then if you zoom out you can see past the ends of the background layers.

What's a good way to get the OrthoCamController to check where each layer is, and clamp movement so that you can't zoom or move any more in that direction if it would cause you to see past the end of a layer?


 on: 2016-09-29 05:05:40 
Started by FabulousFellini - Last post by FabulousFellini
@Archive thanks, I appreciate it.

 on: 2016-09-29 04:25:18 
Started by FabulousFellini - Last post by Archive
5 different bad guys should be instantiated as separate instances of a BadGuy class.

class BadGuy {

// etc..


in the main class:

BadGuy bg1, bg2, bg3, bg4, bg5;

 on: 2016-09-29 03:56:55 
Started by FabulousFellini - Last post by FabulousFellini
My question is this:  lets say I have 5 bad guy objects in my game.  Which is the correct /and/or better way to implement them?

1:  Create 5 bad guy objects in my main game file


2:  Create 1 bad guy object in my main game file and have that object create the 5 bad guys with an array or something.

I am doing it the first way now, and it works, but I think the correct way would be number 2.   I  would love some answers about the correct programming practice.  I assume it would be number 2, but I'm really not sure.

 on: 2016-09-29 02:03:44 
Started by Ecumene - Last post by theagentd
Thanks for the in-depth reply!

I'm drawing the same conclusion as you. You're most likely hitting a slow path on Intel for some reason. Some possibilities to explore:
 - gl_FragDepth disables hierarchical depth buffers, compression, etc making it slow.
 - gl_FragDepth may just be inherently slow in hardware on Intel cards.
 - Clearing the depth buffer to 0.0 and using GL_GREATER depth testing may be slow and/or disable hardware optimizations.

 on: 2016-09-29 02:01:52 
Started by BurntPizza - Last post by wessles

I discovered my old soldering kit in the basement, had a rush of nostalgia, and decided to have some fun with my Raspberry Pi Zero.

I soldered up my board's GPIO pins and started messing with it. I got a "server up" indicator light going:

Click to Play

I was going to do more but I think I fried the board by using a bad power supply when I was testing it in headless mode. Good thing these things only cost $5!

Pages: 1 ... 3 4 [5] 6 7 ... 10
xTheGamerPlayz (164 views)
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steveyg90 (535 views)
2016-09-14 14:42:13

theagentd (513 views)
2016-09-12 16:57:14

theagentd (443 views)
2016-09-12 14:18:31

theagentd (311 views)
2016-09-12 14:14:46

Nihilhis (744 views)
2016-09-01 13:36:54
List of Learning Resources
by elect
2016-09-09 09:47:55

List of Learning Resources
by elect
2016-09-08 09:47:20

List of Learning Resources
by elect
2016-09-08 09:46:51

List of Learning Resources
by elect
2016-09-08 09:46:27

List of Learning Resources
by elect
2016-09-08 09:45:41

List of Learning Resources
by elect
2016-09-08 08:39:20

List of Learning Resources
by elect
2016-09-08 08:38:19

Rendering resources
by Roquen
2016-08-08 05:55:21 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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