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 41 
 on: 2018-07-11 00:20:15 
Started by klaus - Last post by klaus
Hello everyone,

we finally have a build that is good enough to show to you and to be tested by you! Pointing

We’d like to invite everyone here to our upcoming beta testing round of ASTEROID FIGHT on the …

12th of July, 6pm CEST!

What’s Asteroid Fight about?


- Unique mix of different elements from MOBA & RTS
- Skill oriented Hero-centric gameplay like in DOTA, LOL etc...
- Base,- & Unit Management like in STARCRAFT
- Fully persistent random loot system like in DIABLO
- Map control oriented game mechanics
- Settled in SPACE-setting
- QUICK to medium length MATCHES (approx. 30min)

Here you can see the event time in your local time: https://goo.gl/YfdaWF

Join us on discord and grab your beta testing key -> https://discord.gg/5r9EBGR <-

And here would be the STEAM page: https://store.steampowered.com/app/495600/Asteroid_Fight/

See you on the asteroids!  Cheesy

PS:
Also - you know - on …
TWITCH: https://www.twitch.tv/asteroidfight
TWITTER: https://twitter.com/asteroidfight
FACEBOOK: https://www.facebook.com/asteroidfight



 42 
 on: 2018-07-10 21:24:04 
Started by BurntPizza - Last post by VaTTeRGeR
I started playing around with pathfinding today and got this far:

[It starts inside the "bowl" on the left and tries to reach the blue circle on the right]

There is no grid here, its doing circle overlap checks to crawl through the map, every green circle is a node that got evaluated.

The performance depends mostly on how many objects you can filter out before they are checked for overlap,
since there are up to 11 collision checks against all nearby objects for every green node.

The benefit of this method is that different unit sizes are taken into account naturally (tiny soldier vs bulky tank) and that there is no need for memory heavy grids or work intensive/static nav meshes, which is perfect for large sparse areas. I could also vary the size of the test circles dynamically to reduce the amount of checks even further when it's just going through an empty area.

The downside is that it's not guaranteed to provide an optimal and fast solution if the path-width is getting close to being the size of the unit that tries to traverse it.

tl:dr => began developing my homebrew gridless A* today

 43 
 on: 2018-07-10 11:58:15 
Started by orange451 - Last post by orange451
This is a project I've been working on off-and-on for the last couple months. I wanted to create a simple user-interface system that worked with LWJGL3 for my projects, but none existed. I wanted to keep it simple and designed similarly to JavaFX to reduce the overhead of learning another UI system.

Repository (Contains source, compiled version, and examples)

Features:
LayoutsControlsPanesMisc
VBoxButtonStackPaneLabel
HBoxCheckBoxSplitPaneFont
BorderPaneRadioButtonScrollPaneImage
GridPaneSegmentedButtonTabPaneImageView
MenuBarOpenGLPane
ContextMenuBlurPane
TextArea
CodeArea

Images:




Simple use-case example:
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package test;

import static org.lwjgl.glfw.GLFW.glfwInit;
import static org.lwjgl.glfw.GLFW.glfwTerminate;

import java.io.IOException;

import org.lwjgl.glfw.GLFW;

import lwjgui.LWJGUI;
import lwjgui.LWJGUIUtil;
import lwjgui.scene.Scene;
import lwjgui.scene.Window;
import lwjgui.scene.control.Label;
import lwjgui.scene.layout.StackPane;

public class HelloWorld {
   public static final int WIDTH   = 320;
   public static final int HEIGHT  = 240;

   public static void main(String[] args) throws IOException {
      if ( !glfwInit() )
         throw new IllegalStateException("Unable to initialize GLFW");

      // Create a standard opengl 3.2 window. You can do this yourself.
      long window = LWJGUIUtil.createOpenGLCoreWindow("Hello World", WIDTH, HEIGHT, true, false);
     
      // Initialize lwjgui for this window
      Window lwjguiWindow = LWJGUI.initialize(window);
     
      // Add some components
      addComponents(lwjguiWindow.getScene());
     
      // Game Loop
      while (!GLFW.glfwWindowShouldClose(window)) {
         // Render GUI
         LWJGUI.render();
      }
     
      // Stop GLFW
      glfwTerminate();
   }

   private static void addComponents(Scene scene) {
      // Create a simple pane
      StackPane pane = new StackPane();
     
      // Set the pane as the scenes root
      scene.setRoot(pane);
     
      // Put a label in the pane
      pane.getChildren().add(new Label("Hello World!"));
   }
}


If there's any questions on how to use this I will gladly answer them.

CSS Styling is not yet supported. It is planned for the future, but I want to work on core functionality first.

Caveats:
  • Deprecated OpenGL (OpenGL 2) is not fully supported
  • This is designed to work with a standard render-loop setup. LWJGUI does not handle your render loop for you.
  • LWJGUI's render method will loop through every initialized window, set the current context to it, and begin drawing it's UI elements. There is a convenience method to hook your own manual drawing at the start of a window draw inside the Window class. See OpenGLExample.java

 44 
 on: 2018-07-10 11:30:28 
Started by orange451 - Last post by princec
Try Ghostery.

Cas Smiley

 45 
 on: 2018-07-10 08:50:38 
Started by orange451 - Last post by orange451
I've tried Firefox, Chrome, and Safari. Happens in all Smiley

@CommanderKeith
Not really sure. My wife never noticed it before, but she's not an avid computer user.

 46 
 on: 2018-07-09 19:13:15 
Started by orange451 - Last post by SugarBlood
I know its stupid question, but... ahhth... it happens in different browsers, or in one particular?

 47 
 on: 2018-07-09 18:37:44 
Started by SkyAphid - Last post by SkyAphid
Just to kind of report back in with my usage of Lua to mod Java games, not only can you access Java from Lua, but I've also found a way to actually restrict the usable packages to specific ones.

I recommend checking out LuaJ if you haven't already:
http://www.luaj.org/luaj/3.0/README.html

To make a whitelist of packages in LuaJ, simply extend LuajavaLib and override this function:

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   protected Class<?> classForName(String name) throws ClassNotFoundException {
      Class<?> clazz = Class.forName(name, true, ClassLoader.getSystemClassLoader());

      return (isInWhitelist(clazz) ? clazz : null);
   }

 48 
 on: 2018-07-09 13:36:55 
Started by isslam3kkilah - Last post by beeaware
Check out this section by @philfrei -> http://www.java-gaming.org/topics/getting-started-with-javafx-game-programming-for-java-programmers/37201/view.html

 49 
 on: 2018-07-09 10:52:34 
Started by isslam3kkilah - Last post by isslam3kkilah
thank u read the end of each requirement and the tail
Then find out how to listen for input ( keyboard or mouse ) and move the image accordingly. [done]

Find out how to draw images on a screen. [Okey i hate that part]

Then find out how to make those images move in a direction. [ok good i need library]


After you know how to do those things then you can start looking into more game like concepts, depending on what kind of game you want to make. i am already in it

For beginners I would recommend starting with a simple browser/web game ( using html5 ).

about java i have oo good knowledge cause i just stopped doing ERP system like for bit long time, but gaming i am so good at library and the most easy way to do implementation cause i had problem with that.

 50 
 on: 2018-07-09 10:43:50 
Started by isslam3kkilah - Last post by jonjava
Find out how to draw images on a screen.

Then find out how to make those images move in a direction.

Then find out how to listen for input ( keyboard or mouse ) and move the image accordingly.

After you know how to do those things then you can start looking into more game like concepts, depending on what kind of game you want to make.

For beginners I would recommend starting with a simple browser/web game ( using html5 ).

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Java Gaming Resources
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2017-12-05 19:38:37

Java Gaming Resources
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2017-12-05 19:37:39

Java Gaming Resources
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2017-12-05 19:36:10

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2017-12-05 19:33:10

List of Learning Resources
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2017-03-13 14:05:44

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

SF/X Libraries
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