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 on: 2015-11-27 04:57:50 
Started by BurntPizza - Last post by theagentd
I coded an ocean today based on this: Okay, I lied, it took me like 4 days.

I came up with a really nice seamless LOD transition system. Here you can see the wireframe which shows the smooth transitions, very similar to how hardware tessellation "fades in" more triangles.

Here's a picture showing the seamless LOD transitions enabled only on the right side of the screen. The left side shows the raw mesh drawn using glDrawElementsInstanced().

I still have to tweak the colors a bit, and the sky box reflections at high view angles are currently faked with a single color. I plan on using a low-res real-time generated cube map of the dynamic sky to properly reflect the sky (even the stars!). A cool thing is that the lighting is completely automatic and simply appeared automatically when I enabled a light. I really like the specular reflections. The biggest problem right now is performance. I simply copy-pasted the procedural noise the ShaderToy shader used, which is inefficient as hell. The fragment shader is almost 5000 instructions right now, completely crazy. The next step will be optimizing it by precomputing the noise into a 2D lookup texture, which will replace ~4600 instructions with 12 texture lookups, possibly less.

 on: 2015-11-27 04:46:03 
Started by purenickery - Last post by purenickery
Hello everyone! This is going to be a pretty significant update that's going to really change how I'm going about this project and how this devlog is going to operate. First thing's first, lets get to what

I've Been Up To

I came up with a neat little idea for how to build things in the world quite a while ago, so I've gotten around to adding it in to the current version of the game. Many things in the game revolve aroung the idea of obtaining a "scroll" that is essentially a blueprint teaching the player how to build or craft a certain item. For smithing, in order to smith a specific helmet, you would need to get the scroll for it from a smith you meet in the town or from a monster drop etc. There will also be scrolls for objects you build, like carts, chests, or castle walls. With these scrolls you will be able to place a frame of the object in the world that will list the required items needed to build that object. A castle wall might need 10 stone and 2 mortar for example. You and all your friends (if on multiplayer) can together add all the required items to the frame, and once they are all there the object will get constructed.

I also finally made a custom launcher and updater for the game so anyone can just launch an exe from their desktop and play the latest version of the game!

I am Changing the Direction of the Game Significantly

Before, I wanted to get a nice, stable demo together with examples of all the features that will hopefully be in the full game. I wanted to get most or all of the core game done so I could show off everything in its nearly-complete form. This project is turning out to be absolutely enormous, however, especially for the amount of time that we were able to put into it.

For some personal and motivational reasons, our artist has had to step back from the project. I am currently the only one working on this game as a sole project and I do not see myself being able to complete the game to what we wanted it to be originally. Ignoring the fact that my art skills are incredibly lack-luster, even if I was great at pixel art it would take me forever to finish this game alone. So, I've done some pretty intense soul-searching about what I really want out of this game and making games in general.

I wanted to do a kickstarter earlier so that I could gauge interest in the project and hopefully make enough money that I could work on the game much more than I currently can now. I am realizing the thing that excites me the most about this project is the idea of gathering around with your friends and playing through a random adventure that can include items, objects, and monsters that you designed yourself and put in with the modding system. I don't really care as much about doing this as a full-time job (and I know the success-rate for that is incredibly low anyways), I want to know that people are having fun playing something that I created and building a community off of that. So, that leads me to

What I am Going to do Now

I do not have an artist, but I do have a pretty great and simple system for adding nearly anything to this game. I am going to release a demo in about a week (it's not going to be incredible but it will be SOMETHING). Anyone who wants to will be able to play the game as it currently is. I'll open up the forums for anyone to suggest anything to add to the game. Anyone can make art for an item, object, or monster and if people like it I will happily add it in to the game. Ideally, I'll get a group of passionate people together all helping to make something incredible that we can all enjoy. I'll get on and play multiplayer games with anyone who wants to and discuss what could go in the game (as long as not too many people are interested, which is what I'm expecting).

If people seem to be interested then I'll keep this up as long as people are. If not, I'll probably go back to just doing game-jams while working a software job. Please let me know what you think about this, if it's stupid just shoot me down now so I don't get too much hope Tongue If this is something you would be interested in seeing then let me know! I would love to hear that as well. I'm going to get back to busting a few important bugs before I release the last two years of my life to you guys (it unfortunately doesn't amount to too much, but I learned an incredible amount).

 on: 2015-11-27 04:05:01 
Started by BurntPizza - Last post by Phased

Decided to start learning 3D.

 on: 2015-11-26 23:57:39 
Started by SuperMario - Last post by theagentd
You could blur the generated "shadow map" a lot. That'd cause the light to bleed over edges and light the shadow casters as well. I think that's what the image you showed as an example does.

 on: 2015-11-26 22:41:11 
Started by SuperMario - Last post by SuperMario
Anyone?  Huh Undecided

 on: 2015-11-26 22:30:11 
Started by appel - Last post by appel
The domain has been renewed for one more year, the site should return to normal soon. Apo has come forth offering his help, I will work with him to move the site to him.

 on: 2015-11-26 22:01:03 
Started by BurntPizza - Last post by theagentd
We won the Taco Bell thing too with We Shall Wake.

 on: 2015-11-26 21:46:59 
Started by insane329 - Last post by Jervac
Hello, can you show us a gif of what's happening? I didn't notice anything unusual.

 on: 2015-11-26 21:44:41 
Started by cashdefense - Last post by ags1
Make the interest rate fluctuate unpredictably. Then players in "highly leveraged" positions will get burned when the rates rise, just like in real life.

 on: 2015-11-26 21:16:47 
Started by Gornova - Last post by EgonOlsen
It worked fine here. I died a lot and I'm not really sure how I'm supposed to fight some enemies without dying. I haven't found any weapons or armor yet. It might help a little, if it would be clearer that the enemy hits you. The attack sounds are just a very weak "click", even less noticable than the actual walking sounds. Some "ouch" sound when the player gets hit would be nice. And I find the floor tiles to be too distracting. These dark grey line are too dominant IMHO. That makes it unnecessary hard to spot the enemies.

Pages: 1 ... 3 4 [5] 6 7 ... 10
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2015-10-08 03:11:46
Rendering resources
by Roquen
2015-11-13 14:37:59

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2015-11-13 14:36:58

Math: Resources
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Networking Resources
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2015-10-16 07:12:30

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Math: Inequality properties
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HotSpot Options
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2015-08-29 11:33:11 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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