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 on: 2016-10-25 12:55:42 
Started by SteveSmith - Last post by KevinWorkman
Maybe it should handicap the winner or something?

Yeah that's what I was thinking. Although I like the idea of putting them in the same maze. Would it be possible to drop them into the same maze so they see each other? I don't know if that would work with the kind of mazes it generates though, since there's only really one main path.

I'd also be curious to hear about how you had it generate more or less complicated mazes. The generator is a little blind to that, using how long it takes you to solve previous mazes to make more complicated mazes. In other words it doesn't come from the programmer, it comes from the player. I'd be curious to hear how you programmed around that.

 on: 2016-10-25 11:22:10 
Started by BurntPizza - Last post by nsigma
AMEN $ Mother Function : having some fun doing a live-coded single function demolition of the most ubiquitous sample in modern music (takes a little while to get going)

This is why they added lambdas to Java 8, right?!  persecutioncomplex  Grin

<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>

 on: 2016-10-25 11:19:10 
Started by monsieur_max - Last post by Zarkonnen
Cool! I was aware of the game, but didn't know it was implemented in Java. Can you tell us a bit about how you implemented and packaged it? What libraries/frameworks? Did you bundle a JVM, and which one?

 on: 2016-10-25 05:43:34 
Started by homac - Last post by theagentd
Texture size has pretty much no impact at all on performance; it really just uses more memory. The actual bandwidth usage doesn't really go up with texture size. This is assuming you're using mipmaps and coherent sampling patterns though, which is essentially what always happens when you do normal mapping or any kind of texturing of triangles. There is usually no real reason to not use a normal map if you have one, since they're so cheap and can improve the lighting a lot.

The real trade-off is between mesh complexity and performance. More vertices = more work for the GPU = lower FPS. No matter if you you're using a normal map or not, you usually want more triangles anyway to get better silhouettes. In addition, tessellation doesn't replace normal mapping. Calculating new vertex normals for the generated vertices doesn't improve things much, so simply sampling a normal for the heightmap used will result in the by far best result with tessellation.

Finally, there really are cases where a normal map is actually better than real geometry. If you have tiny seams, edges, etc that you want to have strong specular reflections, not even high amounts of MSAA can fully anti-alias that if you're rendering with HDR. In this case, a normal map can do that job better and faster, as you can filter the normal map in realtime to anti-alias them much more effectively, all while using fewer vertices. You can even prefilter the normal map to anti-alias it ahead of time as well, for no realtime cost.

 on: 2016-10-25 05:03:40 
Started by homac - Last post by homac
Thank you for your answers.

basil_ , theagentd: So, apart from limitations (concerning available memory size and processing power), you'd say, latency of texel fetching is pretty low in comparison to vertex fetching and/or processing. And yes, baking normal maps from highres meshes is the concept I am referring to. It is just an example though - from my point of view, the same question applies to displacement mapping, as mentioned by theagentd. You remove information from your mesh (i.e. vertices) and provide it to another stage in the pipeline via textures, if you want to keep the level of detail of your original mesh.

But, what I understand from your answers is basically this: You have to analyse your application and available hardware to determine the best tradeoff between mesh complexity and texture sizes. Am I correct?

 on: 2016-10-25 04:59:55 
Started by Rickodesea - Last post by Rickodesea
Thanks. I like your advice. I'll keep working on it.

 on: 2016-10-25 04:45:11 
Started by Rickodesea - Last post by theagentd
Looking good. Congrats on your first GitHub project. Pointing

To make your repository look a bit more professional, you should move your test/demo code to a separate package so that the core classes are clearly contained. I'm also still a bit confused about what your project does. I get that it's about managing game states, but what people want to know is what kind of problems it solves; basically why they should use it. Adding that as a kind of introduction/summary would help a lot. It's just hard right now to get a good overview of what exact purpose the library fills.

Sorry if I'm sounding negative; I just have a strong tendency to focus on things that can be improved. Good if you want to solve problems, bad in social situations.

 on: 2016-10-25 04:04:51 
Started by Rickodesea - Last post by Rickodesea
Hey guys.  Sorry for the initiali lack-luster github page.  It was my first time using github and I couldn't figure out to add my project to it.  I still haven't.  Anyways, I added the source code directly to it, as well as better explanations as suggested by you guys.  So check it out.:

 on: 2016-10-25 03:41:58 
Started by Rickodesea - Last post by Rickodesea
I added a small list of functions.

 on: 2016-10-25 03:28:40 
Started by Rickodesea - Last post by Rickodesea
I have added some source codes

Pages: 1 ... 5 6 [7] 8 9 10
theagentd (32 views)
2016-10-24 17:51:53

theagentd (30 views)
2016-10-24 17:50:08

theagentd (30 views)
2016-10-24 17:43:15

CommanderKeith (50 views)
2016-10-22 15:22:05

Roquen (52 views)
2016-10-22 01:57:43

Roquen (61 views)
2016-10-17 12:09:13

Roquen (60 views)
2016-10-17 12:07:20

Icecore (78 views)
2016-10-15 19:51:22

theagentd (342 views)
2016-10-04 17:29:37

theagentd (346 views)
2016-10-04 17:27:27
List of Learning Resources
by elect
2016-09-09 09:47:55

List of Learning Resources
by elect
2016-09-08 09:47:20

List of Learning Resources
by elect
2016-09-08 09:46:51

List of Learning Resources
by elect
2016-09-08 09:46:27

List of Learning Resources
by elect
2016-09-08 09:45:41

List of Learning Resources
by elect
2016-09-08 08:39:20

List of Learning Resources
by elect
2016-09-08 08:38:19

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