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 51 
 on: 2017-08-17 12:36:13 
Started by BurntPizza - Last post by Herjan
First time that I am working for six weeks on a project and still having loads of fun Smiley

My three year break has changed me.

Sharing the peace I enjoy, my practice of the day:
Quote from: Herjan
Don't focus on features, finish every item before working on the next thing.

Yup, for the past five weeks, the player still can only walk around the scene. But polishing every detail makes it so rewarding to walk around compared to five weeks ago.
One of those rewarding things I made are shaders, for everyone who is lazy/ignorant like me:
5 minutes of pure bliss

 52 
 on: 2017-08-17 12:23:52 
Started by alphacoder - Last post by VaTTeRGeR
If you want to have even a slim chance of getting this anywhere, you not only need an idea or a model like tariqbroadnax said, but you need every detail planned out; everything from gameplay to graphics to how your engine is built internally needs to be carefully thought out beforehand, otherwise your progress will at some point come to a violent grinding stop, with you doing refactoring and engine work all day with no time left for actual progress and burning construction sites everywhere.

Believe me, I've started a project this way. Not having a clear plan that you can execute step by step will f**k you in the back real good with something as big and functionality-rich as a MMO.

That you even have to ask about whether you should start it as a singleplayer game and then convert it to multiplayer or build it as a multiplayer game from the start tells me that you are not yet capable of bringing a project this big anywhere near a playable state, you lack the experience to plan this out beforehand and this will kill your project and your motivation at some point (as some here have said already).

Quote
something simple like 2D mmorpg with up to 1k players
Heh.

Quote
if 10 out of 100 players(total amount) will buy monthly subscription
Oh nononooo

Quote
70% of them might download it (or even more if its targeted traffic).
Pffffftt

Take all of your estimates and divide them by something between 100 and 1000 Cheesy

You better start with something simple, you have no idea what you're getting into.
Or try building a MMO, it'll be a good (and maybe painful) learning experience, idk.


And don't let this discourage you, making games can be fun and nobody's saying you shouldn't do it. It's just that, if all you did create yet were simple prototypes with some moving thingies on screen, that's not the foundation on which you can realistically build an MMO. Especially if you still have a lot of game related technical stuff to learn (and you need lots of math, computer architecture and other technical knowledge to pull this off).

Just get going and do something, but don't expect it to be overwhelming or something you can get hired for yet.

 53 
 on: 2017-08-17 12:19:47 
Started by KaiHH - Last post by KaiHH
LWJGLX/Debug is getting a profiling mode with a simple Web frontend (powered by the awesome Chart.js library) which looks like this:

(example of running the SpaceGame demo in the lwjgl-demos repository)

Example of a Buffer Object "memory leak":


EDIT:
New metric "Draw GPU (ms.)" which is the total time for all draw calls measured in GPU time using ARB_timer_query:


EDIT:
New GPU timing of designated code sections (the bottom graph) via GL_GREMEDY_string_marker now also supported by LWJGL3:

 54 
 on: 2017-08-17 09:25:29 
Started by DesertCoockie - Last post by DesertCoockie
No, I already debugged it.  Sad
It works correctly

 55 
 on: 2017-08-17 08:56:27 
Started by DesertCoockie - Last post by KaiHH
Look:
From the information/descriptions you gave so far...
Quote
What happens with the above code, is that the mouse hides for about a frame when pressing the right mouse button and the reappears because the else statement gets activated.

...I could only conclude that
InputHandler.isButtonDown()
does not return
true
for as long as you hold down the right mouse button, because otherwise the else case would not have gotten executed. And we can also conclude that you execute the given code snippet per frame.

So, maybe that method behaves
Quote
like isButtonPressed() that only returns true once, until the button is pressed down again
?

 56 
 on: 2017-08-17 08:32:55 
Started by DesertCoockie - Last post by DesertCoockie
I don't know exactly what you want? isButtonDown() returns true while this button is held down...
And yes, I use a GLFWButtonCallback in the background, similar to what you showed. I do it in an extra class, because it has other useful methods like isButtonPressed() that only returns true once, until the button is pressed down again...

 57 
 on: 2017-08-17 08:31:31 
Started by BurntPizza - Last post by ra4king
Not really today, but on Monday I started at my first full time job out of university at Google. I'm at their Mountain View headquarters in the Bay Area (Silicon Valley). Pretty happy to say the least Smiley

 58 
 on: 2017-08-17 07:40:42 
Started by DesertCoockie - Last post by KaiHH
If
InputHandler.isButtonDown(InputHandler.MOUSE_RIGHT)
returns
false
while you are still holding down the right mouse button, then what does it tell you...?

So, what does this method actually do besides _not_ checking whether a certain mouse button is down?

By the end of the day, all in all this should happen:
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glfwSetMouseButtonCallback(window, mouseButtonCallback = new GLFWMouseButtonCallback() {
    public void invoke(long window, int button, int action, int mods) {
        if (action == GLFW_PRESS && button == GLFW_MOUSE_BUTTON_RIGHT) {
            glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
        } else if (action == GLFW_RELEASE && button == GLFW_MOUSE_BUTTON_RIGHT) {
            glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
        }
    }
});

 59 
 on: 2017-08-17 07:29:24 
Started by DesertCoockie - Last post by DesertCoockie
I'm trying to make camera movement when pressing the right mouse button down and moving the mouse. When the button is down, I want the cursor to be hidden:
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if( InputHandler.isButtonDown( InputHandler.MOUSE_RIGHT ) ) {
   GLFW.glfwSetInputMode( ExampleGame.display.getWindowID( ),GLFW.GLFW_CURSOR,GLFW.GLFW_CURSOR_HIDDEN );
   // move camera (working but I left it out)
} else {
   GLFW.glfwSetInputMode( ExampleGame.display.getWindowID( ),GLFW.GLFW_CURSOR,GLFW.GLFW_CURSOR_NORMAL );
}

But it only works when I let the second glfwSetInputMode in the else statement out and that means that the mouse stays hidden!
What happens with the above code, is that the mouse hides for about a frame when pressing the right mouse button and the reappears because the else statement gets activated. But why does the hide cursor only work when I let the mouse button go? Everything else works directly when pressing it...

 60 
 on: 2017-08-17 03:51:17 
Started by alphacoder - Last post by tariqbroadnax
If you do proceed, why i don't recommend, then it helps to have a model. That is, you should copy a standard mmo.

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