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 61 
 on: 2016-06-30 04:41:22 
Started by BurntPizza - Last post by ziozio
Completed my new GIF and JPEG texture loaders, decoding image formats may sound boring but its quite interesting how the different formats (I have quite a few other image decoders) differ from each other in terms of the technology they use Its also interesting to see how other types of formats (sound and video) share similar technologies with the image formats.

The biggest surprise was learning about colors, JPEG doesn't decode to RGB but instead it decodes to the YCbCr format. Once in this format there are then various formulae to convert to RGB (For video there are different formulas for PAL vs NTSC and SDTV vs HDTV for example)

 62 
 on: 2016-06-30 03:46:56 
Started by Fishbreath - Last post by Fishbreath
Hydroque, crashing the OpenTafl server is probably as simple as sending random bytes for an hour or two. Tongue

Coming soon is v0.3.2.1b, which will have some OpenTafl AI performance improvements, along with a benchmark mode. (Turns out my new work laptop, with a Skylake i7, is about as peppy as my desktop's Sandy Bridge i5 at 4 GHz, at least as far as mono-core performance is concerned.) It's a little faster now than it was before v0.3.2.0b; v0.3.2.0b caused some serious performance issues as a result of a bugfix for server mode. Now that I have a good profiling setup, I expect some further improvements in the medium term.

The pace of releases will probably slacken somewhat over the summer—I don't have nearly as much planned, now that network mode is finished. Possibly support for online tournaments, and support in the headless AI client therefore, but that's a luxury feature, not a requirement. The fall will probably see some OpenTafl AI improvements, in the hope that I might be a slightly better competitor in the pool stage of the tournament.

 63 
 on: 2016-06-30 02:50:46 
Started by Hydroque - Last post by Hydroque
I have got everything situated around to be put up on git. WIP

 64 
 on: 2016-06-30 02:45:29 
Started by lifemakers - Last post by Hydroque
Nice. Looks like a well thought out game.

The graphics are... stunning... at first. It isn't something I am used to. Right now I am contemplating whether that hand is made of cheetos or not Smiley

I am digging the glow. The glow on the sexy ball people figures that is. The one in the top left has swag like nobody has ever seen before.

 65 
 on: 2016-06-30 01:58:55 
Started by Archive - Last post by Archive
Whoops, looks like I fixed the problem already! Cheesy

For those in the future with the same issue, what you need to do is use a quaternion.

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Quaternion x = Quaternion.createRotate(Util.DEG(rotx), 1, 0, 0);
Quaternion y = Quaternion.createRotate(Util.DEG(roty), 0, 1, 0);
Quaternion z = Quaternion.createRotate(Util.DEG(rotz), 0, 0, 1);
GL.glMultMatrixf(x.multiply(y).multiply(z).createMatrix());

 66 
 on: 2016-06-30 01:13:33 
Started by LoonTech - Last post by theagentd
GLFW glfwSetCursorPos() docs:
Quote
Do not use this function to implement things like camera controls. GLFW already provides the GLFW_CURSOR_DISABLED cursor mode that hides the cursor, transparently re-centers it and provides unconstrained cursor motion. See glfwSetInputMode for more information.
http://www.glfw.org/docs/latest/group__input.html#ga04b03af936d906ca123c8f4ee08b39e7

 67 
 on: 2016-06-30 00:08:54 
Started by lifemakers - Last post by lifemakers
Hello, we are a small independent game studio based in Canada working on our very first game, Batonic.

It is an exciting new physics simulation game, with a simple premise but challenging  and addictive gameplay. The idea is simple: poise a circus baton on the tip of your finger as various creatures fall from the sky trying to strike you out of balance—and score points as those creatures disappear from your magical touch.



Simple but reasonably realistic (Box2D physics), the game requires quick reaction and intuition - playing Batonic is a challenging but learnable skill. Resist changing winds and gravity, fight off and disintegrate various creatures (bouncing, sticking, exploding) that fall from the sky trying to strike you off balance.

Made with: Java, Android Studio, LibGDX, Box2D, Inkscape, MMA, Audacity.

We are working now on beta-testing the game and are planning to release it for Android this summer.

Here is the very first teaser video of Batonic (showing how to play one level):

https://youtu.be/FWKmAIUZUs0

 68 
 on: 2016-06-29 23:53:48 
Started by BurntPizza - Last post by TritonDreyja
Used the text box engine found here: http://www.java-gaming.org/index.php?topic=25490.0
and also started up on the changes @J0 suggested before.


 69 
 on: 2016-06-29 23:52:50 
Started by LoonTech - Last post by Spasi
The most likely reason is that you're calling GLFW functions in threads that are only supposed to be called on the main thread. Please read the GLFW documentation and make sure you follow the rules. The LWJGL javadoc on each method also mentions if it can be called on any thread or only on the main thread. If you really do everything correctly and it still doesn't work, I'd be very interested to see sample code the reproduces the problem.

 70 
 on: 2016-06-29 23:42:00 
Started by Archive - Last post by Archive
Hello, so I'm having a tough time figuring out how to make my car's wheel rotate properly. When I rotate it in one axis, it works fine, however once I rotate it around another axis as well, the wheel behaves funny. I read up a little on this issue, and it seems to be because the axes of rotation are rotated with the object when GL.glRotatef() is called.

This is the code I use to transform the wheel before I render it.
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GL.glScalef(scale, scale, scale);
      if (centered) {
         GL.glTranslatef(-center[0] + translation[0], -center[1] + translation[1], -center[2] + translation[2]);
      } else {
         GL.glTranslatef(translation[0], translation[1], translation[2]);
      }
                // i read somewhere that z x y is the proper rotation order, however this hasn't helped.
      if (rotation[2] != 0) {
         GL.glRotatef(rotation[2], 0.0f, 0.0f, 1.0f);
      }
      if (rotation[0] != 0) {
         GL.glRotatef(rotation[0], 1.0f, 0.0f, 0.0f);
      }
      if (rotation[1] != 0) {
         GL.glRotatef(rotation[1], 0.0f, 1.0f, 0.0f);
      }


I'm just trying to make the wheel on the car rotate forward on the x axis (when the car moves forward) and turning on the y axis (when the car turns)


EDIT: dug around some more and found this on https://www.opengl.org/archives/resources/faq/technical/transformations.htm#tran0070

Quote
9.070 How do I transform my objects around a fixed coordinate system rather than the object's local coordinate system?

If you rotate an object around its Y-axis, you'll find that the X- and Z-axes rotate with the object. A subsequent rotation around one of these axes rotates around the newly transformed axis and not the original axis. It's often desirable to perform transformations in a fixed coordinate system rather than the object’s local coordinate system.

The root cause of the problem is that OpenGL matrix operations postmultiply onto the matrix stack, thus causing transformations to occur in object space. To affect screen space transformations, you need to premultiply. OpenGL doesn't provide a mode switch for the order of matrix multiplication, so you need to premultiply by hand. An application might implement this by retrieving the current matrix after each frame. The application multiplies new transformations for the next frame on top of an identity matrix and multiplies the accumulated current transformations (from the last frame) onto those transformations using glMultMatrix().

You need to be aware that retrieving the ModelView matrix once per frame might have a detrimental impact on your application’s performance. However, you need to benchmark this operation, because the performance will vary from one implementation to the next.

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