Java-Gaming.org Hi !
Featured games (90)
games approved by the League of Dukes
Games in Showcase (741)
Games in Android Showcase (225)
games submitted by our members
Games in WIP (823)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
    Home     Help   Search   Login   Register   
Pages: 1 ... 7 8 [9] 10
 81 
 on: 2017-11-20 11:27:41 
Started by elect - Last post by princec
Any news on fbx format?

Cas Smiley

 82 
 on: 2017-11-20 11:19:04 
Started by JonJomate - Last post by elect
Can you upload code of you collada parser?

http://www.java-gaming.org/topics/assimp-jvm-porting/38491/view.html

https://github.com/kotlin-graphics/assimp/blob/master/src/main/kotlin/assimp/format/collada/ColladaParser.kt

 83 
 on: 2017-11-20 11:18:21 
Started by elect - Last post by elect
Hi guys!

We are working on an assimp porting here

The current supported formats are: obj, stl, ply, collada, assbin (DirectX, md2, md5 will be added soon)


For those who wonders which are the benefits compared to a native binding..

Advantages:

- runs entirely on jvm (Garbage Collector)
- lighter import
- written in Kotlin (less code to write, more features, more expressiveness)
- cleaner, more intuitive interface (especially the Material part) and plain names
- possible to set the build-time flags and property (debug/config/log)
- easier to debug
- easier to modify/customize, e.g: textures get automatically loaded and offered via gli library, you just have to upload them to GL
- matrices are row-major instead row-columns and offered via the glm library
- easier to fix (found a couple of bugs on the original assimp, notified, I didnt have to wait for the next releases fix)
- reduced the maintenance at minimum by keeping the same structure as possible during the port
- possible to get the same loading speed, using binary assimp format

Disadvantages:
- code needs to be ported from cpp to java
- code needs to be maintained
- a little slower compared to cpp when loading big meshes if not using assbin

 84 
 on: 2017-11-20 09:18:40 
Started by Armandotgt - Last post by dime26
Can you show your render code please

 85 
 on: 2017-11-20 09:12:19 
Started by JonJomate - Last post by ForTheKillz
Can you upload code of you collada parser?

 86 
 on: 2017-11-20 00:26:53 
Started by Spasi - Last post by Spasi
LWJGL 3.1.5 has been released!

edit: This post was originally about 3.1.4. The build published to Maven Central was incompatible with Java 8, so it had to be replaced quickly with a new version.

3.1.5 release notes
3.1.4 release notes
Download

You can now contribute to LWJGL by becoming a backer on Open Collective with a monthly/yearly/one-time donation to the project. The plan is to use donated funds:

  • to cover server hosting & bandwidth expenses (currently ~$30 per month)
  • to cover software & hardware expenses
  • to offer bounties for documentation work (priorities: adding EGL & GLES javadoc, updating GL)
  • to offer bounties for new bindings
  • to offer bounties for new platform ports (priorities: ARM, Android)

Finally, don't forget to check out the lovely path tracing tutorials created by KaiHH!

 87 
 on: 2017-11-19 23:55:24 
Started by Armandotgt - Last post by Armandotgt
i'am drawing just a tiledmap like world, rectangles appear alone.

 88 
 on: 2017-11-19 23:28:03 
Started by Armandotgt - Last post by dime26
Are you using the debug renderer to draw these outlines?

You should only use the debug renderer for debugging, maybe use a key to toggle it on / off.

 89 
 on: 2017-11-19 23:18:43 
Started by Armandotgt - Last post by Armandotgt
I want to make these body lines invisible, because it's a lot that was left in the games, and that body circle too. The squares are of a layer tiled map. The circle is a body of a sprite.



Classes draw tiled map

1  
2  
3  
4  
5  
6  
7  
8  
9  
10  
11  
12  
13  
14  
15  
16  
17  
18  
19  
20  
21  
22  
23  
24  
25  
26  
package com.mygdx.game;

import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.maps.MapObject;
import com.badlogic.gdx.maps.objects.RectangleMapObject;
import com.badlogic.gdx.maps.tiled.TiledMap;
import com.badlogic.gdx.math.Rectangle;

import com.badlogic.gdx.physics.box2d.World;

public class B2CriaMundo {
   public B2CriaMundo(World mundo, TiledMap mapa) {
         
     
      for(MapObject obj : mapa.getLayers().get(1).getObjects().getByType(RectangleMapObject.class)) {
         Rectangle rect = ((RectangleMapObject) obj).getRectangle();
         
         new Meteoro(mundo, mapa, rect);
         
      }
   }
   
   public static void batida() {
      Gdx.app.log("Bateu:", "");
   }
}


1  
2  
3  
4  
5  
6  
7  
8  
9  
10  
11  
12  
13  
14  
package com.mygdx.game;

import com.badlogic.gdx.maps.tiled.TiledMap;
import com.badlogic.gdx.math.Rectangle;
import com.badlogic.gdx.physics.box2d.Fixture;
import com.badlogic.gdx.physics.box2d.World;

public class Meteoro extends ObjetoInterativo{
   public Meteoro(World mundo, TiledMap mapa, Rectangle bounds) {
      super(mundo, mapa, bounds);
      fixture.setUserData(this);
   }

}


1  
2  
3  
4  
5  
6  
7  
8  
9  
10  
11  
12  
13  
14  
15  
16  
17  
18  
19  
20  
21  
22  
23  
24  
25  
26  
27  
28  
29  
30  
31  
32  
33  
34  
35  
36  
37  
38  
39  
40  
41  
package com.mygdx.game;

import com.badlogic.gdx.maps.tiled.TiledMap;
import com.badlogic.gdx.maps.tiled.TiledMapTile;
import com.badlogic.gdx.math.Rectangle;
import com.badlogic.gdx.physics.box2d.Body;
import com.badlogic.gdx.physics.box2d.BodyDef;
import com.badlogic.gdx.physics.box2d.Fixture;
import com.badlogic.gdx.physics.box2d.FixtureDef;
import com.badlogic.gdx.physics.box2d.PolygonShape;
import com.badlogic.gdx.physics.box2d.World;

public abstract class ObjetoInterativo {
   protected World mundo;
   protected TiledMap mapa;
   protected TiledMapTile titulo;
   protected Rectangle bounds;
   protected Body corpo;
   protected Fixture fixture;
   
   public ObjetoInterativo(World mundo, TiledMap mapa, Rectangle bounds) {
      this.mundo = mundo;
      this.mapa = mapa;
      this.bounds = bounds;
     
      BodyDef corpoDef = new BodyDef();
      FixtureDef fdef = new FixtureDef();
      PolygonShape shape = new PolygonShape();
     
     
      corpoDef.type = BodyDef.BodyType.StaticBody;
      corpoDef.position.set((bounds.getX() + bounds.getWidth() /2) / ExGame.PPM, (bounds.getY() + bounds.getHeight() /2) / ExGame.PPM);
     
      corpo = mundo.createBody(corpoDef);
     
      shape.setAsBox(bounds.getWidth() /2 / ExGame.PPM, bounds.getHeight() /2 / ExGame.PPM);
      fdef.shape = shape;
      fixture = corpo.createFixture(fdef);
   }
   
}

 90 
 on: 2017-11-19 21:17:54 
Started by mateuszd - Last post by VaTTeRGeR
The graphics are pleasantly consistent and it runs very well, no hitches Smiley

Disclaimer: I'm not a fan of this type of game, it's too twitchy for my taste...

Finished the first mission, started the second... and it was just like the first one but with more enemy tanks Emo
You should definitely introduce something new in the second mission, the player needs to get a sneak preview of whats to come, you need to hook em early or they will get bored and leave.

Pages: 1 ... 7 8 [9] 10
 
xxMrPHDxx (21 views)
2017-11-21 16:21:00

xxMrPHDxx (14 views)
2017-11-21 16:14:31

xxMrPHDxx (16 views)
2017-11-21 16:10:57

Ecumene (117 views)
2017-09-30 02:57:34

theagentd (150 views)
2017-09-26 18:23:31

cybrmynd (260 views)
2017-08-02 12:28:51

cybrmynd (252 views)
2017-08-02 12:19:43

cybrmynd (247 views)
2017-08-02 12:18:09

Sralse (260 views)
2017-07-25 17:13:48

Archive (882 views)
2017-04-27 17:45:51
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

SF/X Libraries
by SkyAphid
2017-03-02 06:38:56

SF/X Libraries
by SkyAphid
2017-03-02 06:38:32

SF/X Libraries
by SkyAphid
2017-03-02 06:38:05

SF/X Libraries
by SkyAphid
2017-03-02 06:37:51
java-gaming.org 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‑gaming.org
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!