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 81 
 on: 2018-04-18 19:35:12 
Started by BurntPizza - Last post by abcdef
Implemented a basic SVG parser in to my basic vector engine which has now become more mature in itself. The SVG parser only parses the path elements so far but I can scale these and color them in independently. One thing I have learnt from this is the ludicrous design of the path element. With out doing some complicated maths its really hard to know whats a hole and what just another shape near by. If the shapes are correctly done using CW / CCW ordering I can parse them correctly but there is no rule that say you need to do this. Instead of building something nice in to the specification you just get the below which means a lot of calculation

https://www.w3.org/TR/SVG2/painting.html#SpecifyingFillPaint


 82 
 on: 2018-04-18 18:12:11 
Started by BurntPizza - Last post by ByerN
Today I was thinking about dungeon instances in my game. To avoid players overflow- my first solution was to scale dungeon size along with number of players starting it. But I've found it hard to implement in my game case without causing game experience drop.

So I've decided to create dungeon per team instances. Now main question was: how to do it?

I was thinking about tickets (items that teleports player to the specific instance on use) distributed by some NPC. But for now I've dropped this solution.

What I did is: special room with few fields where player can stand and if there are any players on these fields, they will be teleported to the dedicated, newly generated dungeon instance. Teleportation is cyclic based (npc is telling when is the next departure), so players has to form a queue to play in their own teams.

I didn't want to disallow player joining the dungeon if he doesn't have enough party members, so I'll need to scale difficulty level along with number of players.

It was a little tricky one, but I am fully satisfied with the result Smiley

Video:
<a href="http://www.youtube.com/v/Ikh-4BxH16s?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/Ikh-4BxH16s?version=3&amp;hl=en_US&amp;start=</a>

 83 
 on: 2018-04-18 15:11:18 
Started by nelsongames - Last post by Damocles
A good overview is here:

https://github.com/SilverTiger/lwjgl3-tutorial/wiki/Game-loops

this is a gameloop with a fixed logic-timestep
and a variable render timestep:

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public void gameLoop() {
    float delta;
    float accumulator = 0f;
    float interval = 1f / targetUPS;
    float alpha;

    while (running) {
        delta = timer.getDelta(); //eg: = timeNow - timeLastCall
        accumulator += delta;

        input();

        while (accumulator >= interval) {
            update();
            accumulator -= interval;
        }

        alpha = accumulator / interval; // between 0 and 1, used to smooth animations and movement
        render(alpha);  

        window.update();
    }
}


It has the advantage of frame rate independent constant-time logic updates, while allowing frames to draw as fast as the client can do it.
Constant-time logic ticks are way easier to program, and avoid edge cases when the framerate drops too low or runs too fast.

 84 
 on: 2018-04-18 12:08:10 
Started by Vierarmig - Last post by Vierarmig
Skate Hooligans - Amusement Park


 85 
 on: 2018-04-17 18:58:55 
Started by ByerN - Last post by ByerN
Added local objectives (video Smiley)

 86 
 on: 2018-04-17 12:24:28 
Started by Springrbua - Last post by Springrbua
Just released Version 0.4.0 with a new Discipline:

High Jump

Run by smashing the [momentum]-button as fast as you can and hold [jump] to increase the jump angle.
Release the [jump]-button to jump and press it again, to start the back-rotation.
The goal is it to jump over the bar.
The height of this bar can be set after every successful try, you have 3 tries/height.
The winner is the one who cleared the highest height. In case of a tie, the one with less tries in the previous height wins.
If there is still a draw, the one with less failures wins.


Note:
This is the first version of the high jump and it is not yet completed. The view does not exactly represent the logic and therefore some successful tries count as fail and vice versa.
Also there are stil a few textures missing and some parameters (like speed) need to be adjusted.

The versions for desktop, android and html are all on my google drive, the link is in the start post.
Any feedback is very welcome Smiley

 87 
 on: 2018-04-17 09:04:48 
Started by Zemlaynin - Last post by Zemlaynin
I added two urban district - industrial and administrative:


Now the buildings can be rotated:

 88 
 on: 2018-04-17 00:51:50 
Started by nelsongames - Last post by fenaryh
I recommend these two links to a better understand for games in general:

http://gameprogrammingpatterns.com/game-loop.html
http://gameprogrammingpatterns.com/update-method.html

And also recommend this whole book, lol

Regards

 89 
 on: 2018-04-17 00:49:35 
Started by nelsongames - Last post by fenaryh
There are two books that can help you, but I think there are a lot of videos and etc in Youtube.

Learning LibGDX Game Development (it uses a cross-platform game all the book)
Mastering LibGDX Game Development (it uses a rpg game)

You can also look that series, I will certainly help:
http://www.gamefromscratch.com/page/LibGDX-Tutorial-series.aspx

Regards,

 90 
 on: 2018-04-16 20:06:47 
Started by nelsongames - Last post by nelsongames
What are some really good books or video's / tutorials on LibGDX? Tried going through the one on PluralSight and there was nothing technical, just a lot of bad jokes.

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Java Gaming Resources
by philfrei
2017-12-05 19:38:37

Java Gaming Resources
by philfrei
2017-12-05 19:37:39

Java Gaming Resources
by philfrei
2017-12-05 19:36:10

Java Gaming Resources
by philfrei
2017-12-05 19:33:10

List of Learning Resources
by elect
2017-03-13 14:05:44

List of Learning Resources
by elect
2017-03-13 14:04:45

SF/X Libraries
by philfrei
2017-03-02 08:45:19

SF/X Libraries
by philfrei
2017-03-02 08:44:05
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