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 on: 2016-08-26 18:29:21 
Started by philjord - Last post by ziozio
my code generator is run as a one off for compile time not run time so there is no performance overhead. I generate the code and then import the classes in to my engine. There is quite a lot of weird stuff there but I think I have catered for everything.

The animation / frame updates was interesting, I have it working (I can animate the skeletons with all the body parts added). I didn't like the nif format so when I built my own scenegraph I created my own animation components that were easy to switch on an off.

The bit that fooled me alot at the beginning was the fact everything was Y-Up but my engine can run in any configuration (right handed / left handed and any axis pointing up).

 on: 2016-08-26 17:13:52 
Started by Ecumene - Last post by Riven
You can write a bytecode analyser, block reflection, and then whitelist all privileges on each class/method/field that you want to expose (you can even only grant read-access on certain fields). There isn't any performance overhead with this approach. It's just quite advanced stuff.

Oh, and blacklisting never works. Whitelisting is your only option.

 on: 2016-08-26 16:46:44 
Started by DayTripperID - Last post by DayTripperID
Hi guys,

So I've worked through a few 2d java game programming tutorials on YouTube and learned a lot along the way. However, I'm still struggling to put all the pieces together in coherent fashion. One of the most challenging things is integrating everything into a game that transitions smoothly from state to state.

Lets say you have a game that starts at the title screen. You press start. The title screen fades to black, and a pre-level screen fades in, indicating the level and remaining lives. This screen fades to black, and the actual game fades in. You fall down a hole and die. The level fades out, the pre level screen fades back in, wash, rinse, repeat until you run out of lives, get a game over screen, and are booted back to the title.

How is this sort of transitioning best handled? How do the pros do it? These YouTube tuts don't ever get in to that kind of stuff; it's always about the lower level stuff. I did a tut that involved gameStates being held on a stack, but I'm not really sure how to use it, or if it's even the right approach to use.

Any advice is appreciated!!!

 on: 2016-08-26 16:30:57 
Started by Ecumene - Last post by ags1
Yes, huge security risk.

 on: 2016-08-26 16:04:21 
Started by orange451 - Last post by Ecumene

The GPU is willing! But the CPU is weak, and battered ;(

 on: 2016-08-26 15:42:36 
Started by Ecumene - Last post by Ecumene
Say I had a game engine that can import plugins to extend the game's code, and add new features. For servers to support the plugin, they need to have a copy and so does the user.

My question is, can downloading a jar from the web be a very easy break of security? I want to make it as easy as GMod, were you join a server and it downloads the mods. Although, those are lua scripts and are locked in a script layer.

I want to lock the jar in a vault where it can only access the game code, and no files except for a persistent save config. The game settings for example will be loaded into java and the file won't, so it can't mess with your settings either. Something like that...

The thought of downloading 5+ jars and running them makes me cringe, but the stuff modders can do with that is remarkable

 on: 2016-08-26 10:06:16 
Started by philjord - Last post by philjord
Yeah, I thought a lot about building a generator, thats how the amazing niftools guys do it. But the performance loss is enourmous and some of the complex version issue like fallout 4 are really hard to get working.

So I've just hard coded all the nif format gear, a lot of time, but simple work.

Doing your own scenegraph is admirable, but the animations/frame updates would be a lot of work to get going

 on: 2016-08-26 09:31:15 
Started by Wave Propagation - Last post by Wave Propagation
Archive: I uploaded it to Mediafire. Thanks for that tip. Currently it's not a paint program, but I have plans on adding features that allows you to do that. Yes it transforms the image in different ways.

steveyO: I wrote my own filters and everything. That was the whole reason I wrote the program in the first place. To test such things out. Smiley

 on: 2016-08-26 08:13:53 
Started by Wave Propagation - Last post by steveyO
I agree on finding a different download site,  I tried to download it but got 'this file contains Malware' warnings so I didn't.  Did you write your own filters or use the ones from JH Labs?  Am always on the looking for any cool Java 2D filters, so wanted to check this out.

 on: 2016-08-26 06:38:58 
Started by leSpace - Last post by leSpace
No it doesn't work for the polygon you drew, some edges are left out.

And i found a simpler way : An edge is a line segment that is only part of one triangle.

[EDIT] : the algorithm works and generate random shapes but that's not the kind of random that i wanted.

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

Rendering resources
by Roquen
2016-08-08 05:52:42

Rendering resources
by Roquen
2016-08-08 05:50:38

Rendering resources
by Roquen
2016-08-08 05:49:53

Rendering resources
by Roquen
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Making a Dynamic Plugin System
by Hydroque
2016-06-25 00:13:25

Java Data structures
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2016-06-13 21:22:09

Java Data structures
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2016-06-13 21:20:42 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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