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 81 
 on: 2015-03-28 06:43:56 
Started by Xolitude - Last post by ra4king
I'm assuming your world moves about, the tiles aren't being drawn at the same place every frame right? You translate everything by some (X,Y) offset correct? Make sure you are translating the mouse coord (in window space) is translated by (-X,-Y).

 82 
 on: 2015-03-28 06:10:58 
Started by Xolitude - Last post by Xolitude
How do you translate the coordinates of the world to the screen? Make sure the transformation from screen coords to world coords are being calculated correctly.
I read a little about that but didn't understand much... Any tips on how I'd go about doing that?

 83 
 on: 2015-03-28 06:05:29 
Started by Xolitude - Last post by ra4king
How do you translate the coordinates of the world to the screen? Make sure the transformation from screen coords to world coords is being calculated correctly.

 84 
 on: 2015-03-28 06:04:55 
Started by phu004 - Last post by ra4king
Power produced should be the value on top, I agree with Riven on this. And yes WASD would be nicer for camera movement.

 85 
 on: 2015-03-28 05:45:08 
Started by phu004 - Last post by phu004
Quote
The inverse is more intuitive. Show 400% instead of 25%, so that you get into trouble when the ratio is lower than 100%.

Thanks for the suggestion, but i am  not sure which way is more intuitive.  I guess I will use the "x/y" approach instead of showing the percentage, this way the player will know exactly how much power is needed.

Quote
Is this a software renderer? I only ask because the window icon is the static Java one. If it is, then those shadows are quite impressive! I'm getting 30 fps on my macbook, and the controls are pretty good Smiley Although I agree that WASD support would be nice!

Yeap, its old school style software rendering. Don't look down the processing power of modern cpus, they have improved as much as gpus Smiley  By the way, are you guys suggesting using "WASD" for camera rotation?

 86 
 on: 2015-03-28 05:09:41 
Started by Xolitude - Last post by Xolitude
Hey guys! I'm new to this forum but not new to Java programming. I need help with destroying tiles I have randomly generated.

So clicking on the drawn-in tile marked "1", made the tile marked "2" blank, which is obviously not where I clicked so I'm wondering why it does this... I have been trying for hours on my own to fix and I have no clue.


Can anyone help? If you need to see any certain code I already have, just ask me to reply it with. I don't know what you would need to see so I just posted a screenshot. Any help would be appreciated. Smiley

 87 
 on: 2015-03-28 04:49:51 
Started by craftm - Last post by chrislo27
Now I'm so confused, when and where I use "public synchronized void" ? :S

Synchronized methods basically allow one thread to use a method (until the method finishes) at a time. Kryonet has threads for its networking; so does GL. Maybe the synchronized block was stopping other threads from using it. (I have very little experience with synchronized blocks, but you can find a bit more data on the official documentation here)

 88 
 on: 2015-03-28 04:41:18 
Started by phu004 - Last post by orange451
Is this a software renderer? I only ask because the window icon is the static Java one. If it is, then those shadows are quite impressive! I'm getting 30 fps on my macbook, and the controls are pretty good Smiley Although I agree that WASD support would be nice!

 89 
 on: 2015-03-28 04:06:57 
Started by Ecumene - Last post by CopyableCougar4
You could try to work with TWL. I think the backend rendering classes are separated enough that you could tweak them.

 90 
 on: 2015-03-28 04:02:27 
Started by wxwsk8er - Last post by Ecumene
I believe you mean pancakesimone. (He made a youtube series a while back on voxel engines before for anyone who's wondering...)

Here's some good articles on what you're looking for: http://www.miguelcasillas.com/?mcportfolio=collision-detection-c
As for "Chunk -> World Coordinates", why can't you? Is it that you can't figure out the math? We need some details.

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