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 on: 2018-12-07 18:50:34 
Started by Mad Hatter - Last post by Mad Hatter
Hi, after long time I back:
<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>

 on: 2018-12-07 08:16:19 
Started by Rickodesea - Last post by 65K
Use OpenJDK

 on: 2018-12-07 08:05:14 
Started by Rickodesea - Last post by NuclearPixels
I believe you should not be concerned. This is more for the large enterprises which base their software eco-system around Java.

I will give you an example. Not sure if you know, but Oracle intends to release a major version every 6 month (java 11,12, etc). This means that versions have shorter lifetime (support, patching, bug fixes, etc). That is where Oracle business comes out. For free usage the lifetime is short, at some point you simply stop receiving any updates and support, however, if you pay, you continue receiving support, updates, etc until the deadline defined at this page At the organization I am working, we only update major Java version every N years, especially now, when there are potentially breaking changes with every major release. We are simply unable to keep up with all of the new features, test, find and fix a bugs introduced by new functionalities (for example among the projects I manage, there is one with ~400k LoC, upgrading it every year would consume all of my available time). Therefore large organizations are kind of forced to buy those licences, because otherwise the cost of maintenance is much higher in comparison to the licence costs..

Maybe I am wrong in something, but this is what we have concluded after reviewing all those recent changes introduced by Oracle.

 on: 2018-12-07 07:04:35 
Started by Rickodesea - Last post by Rickodesea
I came across an article that seems to suggest that to develop commercial games using java jdk one will need to have a paid license which will probably be in the form of a subscription. I am not sure if I read/interpreted the article correctly but, as a java game programmer - should I be concerned?

Let me know what you think?

 on: 2018-12-07 05:36:47 
Started by LiquidNitrogen - Last post by LiquidNitrogen
Another part of the mystery! There doesnt appear to be any standard egde bleeding present..
I've circled the source tile, added a red rectangle around the exterior of the tiles region, but what is drawn to the screen appears to be some weird sampling from the pink/green area around that (as if its sampling from a different mipmap level there).

perhaps im doing something wrong with the mod function?

 on: 2018-12-07 04:47:08 
Started by LiquidNitrogen - Last post by LiquidNitrogen
I'm trying to make a shader which can do texture edge wrapping for arbitrary texture regions within an atlas. Generally it works quite well, although there is a strange jittering artifact which I cant figure out how to correct.

These 4 triangles are each drawn with a different sized region of the same texture.

Looking closely, the pixels are misplaced, it is easiest to see on the yellow lines, which should be straight lines.
(there are also some artifacts from edge bleeding, and nearest-neighbour filtering, which dont seem relevant to the problem)

*The problem seems to be only visible when using nearest texture filtering, linear filtering probably hides it enough to be invisible.
*The problem appears and dissappears depending on camera zoom. Specially noticeable when zoom = 1.
*If I offset the texture coords, some values make the problem dissappear. eg: + 0.01 or, + 100.0
*Avoiding using negative texture coord values doesnt help.
*changing precision qualifiers in the shader doesnt seem to make any difference.

Im assuming it is some sort of floating point precision error, which the vertex shaders interpolation naturally accounts for, but my fragment shader code cant account for?

The issue might not be a problem for linear filtered textures, but the intention is to use it for low resolution pixel art with nearest texture filtering, and currently it is ugly.

fragment shader code:
uniform sampler2D u_texture;
varying vec4 v_atlasRegion; // {u1, v1, u2, v2}
varying vec2 v_texCoord;
const float TILE_SIZE = 2048.0 / 32.0; //this should be called howManySingleWorldUnitTilesFitOnTheTexture!

void main(){
   vec2 start = v_atlasRegion.xy;
   vec2 end =;
   vec2 size = end - start;

   vec2 sampleCoord = mod(v_texCoord , size * TILE_SIZE) / TILE_SIZE + start;

   gl_FragColor = texture2D(u_texture, sampleCoord);


The texCoord attribute values in the mesh have the same values as the position attribute, so they should line up nicely.

 on: 2018-12-06 20:17:39 
Started by BurntPizza - Last post by VaTTeRGeR
mostly vertical = projected only under the entity
yep, but a slight angle doesn't hurt at all.

I baked my shadows into the sprites but I'm using a different perspective and longer distances where you will only notice if you look closely.
I'm pretty sure you can get away with this approach too, you just have to make the shadow subtle enough so that it looks good/believable in any situation.

You would be more flexible if you render the shadows dynamically, maybe have an asset property like shadow-size, offset and center to be able to draw one (or more) dark blob sprite(s) where the shadows should be, you don't even need shaders for this if you would rather not delve into that domain.

I suggest you at least try some variations of the baked in shadow, you might find a good balance after a few iterations.

 on: 2018-12-06 14:42:05 
Started by BurntPizza - Last post by NuclearPixels
I don't think the players will notice if the shadows do not change near walls as long as they are:
  • mostly vertical
  • Not too strong/dark
  • blurred

The blurry outlines in your freestyle render looks good on the bottom part of models where it makes actual sense but awful on top of the units.

By mostly vertical you mean the shadow being projected only under the entity? How would you do it? Pre-render for each model? Use some pre-defined set of pre-rendered generic shadows? Use dynamic shader-based shadows?

 on: 2018-12-06 13:04:42 
Started by Spasi - Last post by princec
Hmmm interesting. I think we'll be needing it to be part of OpenJFX 11 to take it properly seriously though.

Cas Smiley

 on: 2018-12-06 11:32:35 
Started by BurntPizza - Last post by SkyAphid
I made a Table of Contents generator for Google Sheets if anyone is interested. Google seriously makes the worst APIs on the planet, I've genuinely never used a single API that came out of that company that was well documented or pleasant to use. Making this script gave me PTSD flashbacks to Android's APIs. By the time I was ready to deploy, I was so sick of it that I just decided to dump it on github and be done with it.

Anyway yeah. This script opens a sidebar that will let you generate a table of contents sheet, and then after that it gives you a basic dropdown menu that works like the Outline in normal Google Docs. I made it because our localization sheet is getting large and I needed a way to easily jump around the sections and Google Sheets doesn't have anything like that by default for some reason. I guess they don't have to do it themselves when annoyed people like me will just do it for them. Lol

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