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 91 
 on: 2016-07-24 06:55:36 
Started by BurntPizza - Last post by Archive
Finally got BSP trees working. The hardest part was making the polygon-plane splitting algorithm.

I also made it so that pixels drawn from a BSP tree's polygon are not overdrawn by another pixel to save computation time Smiley

This image doesnt show off the BSP tree too much, just know that this was rendered without the zbuffer so the bsp tree works Smiley


The bsp tree works with the zbuffer as well so I can have static and moving objects with correct depth culling Smiley

 92 
 on: 2016-07-24 06:27:17 
Started by CopyableCougar4 - Last post by ShadedVertex
Just to ensure we're talking about the same things here:

Skinning equation:

for i to n
v += {[(v * BSM) * IBMi * JMi] * JW}


Yes, we've already established that.

I really want to find some way to fix this, because skeletal animation is one of the more difficult techniques to understand and it's a lot more difficult to implement. Lots of people who do OGL development and plan to do 3D game development in OGL get discouraged when they get to skeletal animation.

 93 
 on: 2016-07-23 23:14:54 
Started by ags1 - Last post by FabulousFellini
Spent the evening playing with @philfrei's vagardsound.jar. It creates a very atmospheric night forest soundscape. Smiley

Man @philfrei knows a crap ton about sound and java.  That's awesome as my first love will always be audio Smiley  Does vangardsound.jar use surround sound?

 94 
 on: 2016-07-23 20:48:14 
Started by ags1 - Last post by ags1
Spent the evening playing with @philfrei's vagardsound.jar. It creates a very atmospheric night forest soundscape. Smiley

 95 
 on: 2016-07-23 16:54:39 
Started by GrandCastle - Last post by GrandCastle
Okay thank you a lot

 96 
 on: 2016-07-23 12:36:08 
Started by CopyableCougar4 - Last post by Stranger
Just to ensure we're talking about the same things here:

Skinning equation:

for i to n
v += {[(v * BSM) * IBMi * JMi] * JW}

    n:     The number of joints that influence vertex v
    BSM: Bind-shape matrix
    IBMi: Inverse bind-pose matrix of joint i
    JMi:   Transformation matrix of joint i
    JW:   Weight of the influence of joint i on vertex v

We should precompute (v * BSM) and (IBMi * JMi) since they are constants.

 97 
 on: 2016-07-23 11:45:07 
Started by printer - Last post by Icecore
I newer Used Libgdx  ^^ - but i can show how it must be in layout
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   @Override
   public void render(float deltaTime) {
      // clear screen
      Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);

      // seprate update logic
      update(deltaTime);

      // set camera to what we see
      worldRenderer.renderer.setView(camera);
      worldRenderer.renderer.render();
      //Why? dublicate render
--      worldRenderer.render();

      //this is painted in 2D - screen space - like GUI (inventory button etc)
      //don't need change projection matrix you already in orthographics projection
      //maybe need reset matrix to base - if Libgdx have same worlds matrix and GUI
--      Assets.font.draw(game.spriteBatch, "Firefox", uiPosition.x / 2, uiPosition.y / 2);
      // Game GUI
++      GUI.draw();
   }
   //////
   public worldRenderer.renderer.render(){
      world.getPlayer().render();
         for (Monster monster : world.getMonsters()) {
            monster.render();
         }
      ///Render Text - HP bars DMG numbers etc
      //Don't need change camera matrix
      world.getPlayer().render_Text(); // + y offset to be over Player head - "Player"
      for (Monster monster : world.getMonsters()) {
         monster.render_Text();// + y offset - "Firefox" (x,y = monster Position)
      }
   }

Because for some unknown reasons ppl that use Libgdx can't answer Tongue

p.s Libgdx is not simple for beginners - maybe try RPG Maker, or Unity, Unreal

 98 
 on: 2016-07-23 11:30:40 
Started by revers - Last post by revers
Synthclipse 1.1.0 released.

Synthclipse is a GLSL shader prototyping tool based on Eclipse IDE. It makes possible to fast develop all kinds of shaders: Fragment (FS), Vertex (VS), Geometry (GS), Tessellation (TS) and Compute (CS). Shader development can be done using compatible with Fragmentarium and Shadertoy (but limited to FS and VS) Fragx shaders or by using fully featured JavaScript JSX scripts. The JSX API is consistent with WebGL but in fact exposes complete OpenGL 4+ API.



Downloads.

Changelog:
   - Added support for Shadertoy multipass shaders (try for example to import great "Shader Rally" by P_Malin)

   - Added support for Multiple Render Targets. More information can be found here.
    One can even choose which outputs are saved during recording.
   
   - Added new image format for recording: OpenEXR (with support of float16, float32 and integer component types)
   
   - Added aspect correction to the Viewport View for buffers that are not the same as Viewport's size.
   
   - Added option for hiding not active uniforms
   
   - Replaced native spinner with custom one that looks the same on all platforms and has easier control over step size and min/max values.
   
   - Improved slider component: Step size (mouse scroll) is the same as for companion spinner. Knob now sticks to exact position.
   
   - Min, max and step size values of uniforms are now remembered in presets

   - Timeline: Added rectangular key frame selection by LMB
   
   - Timeline: Added green line indicating current playback position
   
   - Timeline: Clicking on the header will move current playback position to the selected place
   
   - Timeline: Added help with few tips
   
   - Timeline: Added various key shortcuts that can be configured via Window -\> Preferences -\> General
   
   - Timeline: Added synchronization with the Uniform Controls View option: When one clicks on
   an uniform variable in the UC View then it will be highlighted in the Timeline
   
   - Timeline: Added Catmull-Rom interpolation for floats
   
   - Timeline: Added copy/paste buttons next to Edit button
   
   - Added shortcuts list in the Viewport View
   
   - JSX scripts: Fixed crashes after first script run
   
   - JSX scripts: Added progressive (subframe) rendering mode to JSX scripts
   
   - JSX scripts: Setting uniforms in the init() function is now possible even if "Remember parameters between builds" option is active.













Special thanks to Patryk Kizny for the support, ideas and great new splash screen:



 99 
 on: 2016-07-23 07:45:43 
Started by CopyableCougar4 - Last post by ShadedVertex
I really want to fix this problem, but the hours I've spent scrutinizing my code hasn't paid off one bit. Did you figure anything out on your end?

EDIT: I suggest you check the part where you build the frame skeletons while loading the .md5anim file.

 100 
 on: 2016-07-23 02:29:53 
Started by BurntPizza - Last post by EtmosCode
Read through four pages of unread posts. Sixteen more to go.

Happy to be back and active on here. Smiley

Pages: 1 ... 8 9 [10]
 
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2016-07-16 03:57:23

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2016-06-20 13:22:57

SwampChicken (306 views)
2016-06-20 13:22:49
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2016-06-25 00:13:25

Java Data structures
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2016-06-13 21:22:09

Java Data structures
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2016-06-13 21:20:42

FPS Camera Tutorial
by Hydroque
2016-05-22 05:40:58

Website offering 3D Models specifically for games for free
by vusman
2016-05-18 17:23:09

Website offering 3D Models specifically for games for free
by vusman
2016-05-09 08:50:56

Website offering 3D Models specifically for games for free
by vusman
2016-05-06 11:10:21

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