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Pages: 1 ... 7 8 [9] 10
 on: 2016-10-25 20:26:29 
Started by HenBagel - Last post by ziozio
If you really plan on putting this on greenlight with that title then yes.
I think your game looks interesting technically and in terms of art and i wasn't insulting your game, but presenting it like "Official Halo 3" makes me think this POST is a joke, not your game.

The youtube video is under the comedy category so I suspect there is an element of taking the ....

 on: 2016-10-25 17:46:28 
Started by quew8 - Last post by Catharsis
I like the only answer on this forum post. It brings up BSP trees and links to a discussion from the developer of Smash Hit. You can start playing around with things in 2D as far as choosing arbitrary planes near an impact point.

A seemingly nice tutorial on BSP trees for Java; page 1, 2, & 3 (with 2D BSP Java source).

So from the point of impact you can choose some semi-random planes and continue subdividing and creating polygons and perhaps continue to draw outward and perhaps apply some unique shader effects to the edges.. I'm sure a bit of experimentation would be necessary. Then from there it's kind of going the route of the Smash Hit info above for 3D.

Not a glass shatter video, but something someone made with Java2D.

 on: 2016-10-25 16:50:11 
Started by quew8 - Last post by quew8
So over the past few weeks I've been working a lot on overlaying the shatter pattern you get from something like glass. Example:

Now you can mess around a lot with these types of images to produce nice effects in static imagery but I'd quite like to produce a more dynamic experience where you can see the shatter grow over time - I've experimented with expanding/shrinking the image and clipping it off with expanding circles but you can only do so much particularly with regards to directing the shatter.

With this in mind does anyone know of any material on procedurally generating similar patterns? It strikes me that it is a similar pattern to lighting or spider webs and I have definitely seen this generated.

Any ideas would be greatly appreciated. Thank you

 on: 2016-10-25 13:23:41 
Started by guigui768 - Last post by DON_OF_THE_DARK44
Thumps up. Pointing

 on: 2016-10-25 13:18:54 
Started by HenBagel - Last post by DON_OF_THE_DARK44
this game looks promising , Continue developing it . Smiley Wink

 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?

Pages: 1 ... 7 8 [9] 10
theagentd (36 views)
2016-10-24 17:51:53

theagentd (31 views)
2016-10-24 17:50:08

theagentd (32 views)
2016-10-24 17:43:15

CommanderKeith (55 views)
2016-10-22 15:22:05

Roquen (53 views)
2016-10-22 01:57:43

Roquen (63 views)
2016-10-17 12:09:13

Roquen (64 views)
2016-10-17 12:07:20

Icecore (80 views)
2016-10-15 19:51:22

theagentd (345 views)
2016-10-04 17:29:37

theagentd (347 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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