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Pages: 1 ... 8 9 [10]
 on: 2016-06-29 17:42:05 
Started by DavidBVal - Last post by SilverTiger
I like how the game reminds me of Diablo-styled games Wink
Got the key starting with UMKZ.

 on: 2016-06-29 17:37:37 
Started by BurntPizza - Last post by SHC
I thought of combining large repeating meshes and push them to the GPU as a single mesh which improves performance, and I have created another constructor for my
which takes an instance of the
instance so the same data can be reused again and again without uploading it every frame to the GPU.

DynamicRenderer dynRenderer = ...;

    // Add vertex data, colors, normals and texcoords here.

This is how normally I render meshes. This renderer is a utility class which collects the data in a big VBO under the hood and streams it to the GPU, giving the ease of the immediate mode rendering with custom shaders. Now in case I want to store some meshes into a large meshes that I know they are static, I can combine them into a batch.

DynamicRenderer dynRenderer = ....;

// The RenderPolicy here prevents the renderer from calling glDrawArrays and
// clearing the data. The data will be cleared once the renderer begins again.
dynRenderer.begin(Primitive.TRIANGLES, RenderPolicy.NO_RENDER);
    // Add the vertex data here now.

// Finally create a mesh renderer using this dynamic renderer to get a large Mesh
MeshRenderer meshRenderer = new MeshRenderer(dynRenderer);

That's it, I can now freely render multiple static meshes in one go, and instead of streaming large meshes every frame, I can create them once into a batch, and call render as many times as I can do. It helps me as I can now reuse the dynamic renderer for rendering other entities or even dispose it altogether. It took me an hour, but is worth its time.

 on: 2016-06-29 17:36:39 
Started by BurntPizza - Last post by TritonDreyja
I actually do use a gradient, but I think I need to look at the parameters again. It really isn't noticeable until sunset at the moment.

Thanks for pointing out the mountains though! I never really took the time to look at their color compared to the foreground. I'll be adjusting them accordingly pretty soon. As for the sun... it's a sprite from when I was thirteen and I should probably change it now  Grin.

 on: 2016-06-29 16:37:24 
Started by DavidBVal - Last post by Oskuro
Woah! Game looks great.... And it has an "Exit" button! (my major pet peeve with mobile apps Tongue)

Seriously though, congratulations!

You're an example to follow  Smiley

I got the first key: LUMW...

 on: 2016-06-29 16:22:10 
Started by LoonTech - Last post by LoonTech
-am I still able to get mouse movement if I use GLFW_CURSOR_DISABLED? also I am calling glfwSetCursorPos every frame so ...
-the DoubleBuffer was just for demonstration in the Code
-ah okey, have seen it in a tutorial so I just used it
-but the cursor doesn't even get invisible, it just stays as usual

 on: 2016-06-29 15:56:04 
Started by DavidBVal - Last post by theagentd
It seems to be possible to "try" the code on the PC Play Store instead of in the app. In that case, it either says the code has already been used or tells you to put it in the Play app instead without redeeming it.

 on: 2016-06-29 15:48:18 
Started by LoonTech - Last post by Spasi
Your ability to recenter the mouse depends on how often your event loop runs. In most cases, even without vsync, it's not often enough. That's why using glfwSetCursorPos is not meant to be used for centering the mouse. You should try to use glfwSetInputMode with GLFW_CURSOR_DISABLED.

A few other notes:

- Using createDoubleBuffer in a loop is not efficient. Consider stack allocation (see MemoryStack) or caching the buffers.
- You don't have to rewind() or flip() after calling LWJGL methods.
- GLFW_CURSOR_HIDDEN does not restrict mouse movement, within or outside the window. It simply makes the cursor invisible.

 on: 2016-06-29 15:19:03 
Started by DavidBVal - Last post by DavidBVal
I'll mark the used ones if people say which one they took (I have no way to tell from the console).

forgot to mention this is an android game, still not available in other platforms.

 on: 2016-06-29 14:42:53 
Started by DavidBVal - Last post by theagentd
Yay, I got one! =D

 on: 2016-06-29 13:52:11 
Started by NegativeZero - Last post by princec
LOL still living in the 90s and not understanding how the WWW works.

Cas Smiley

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2016-04-29 12:56:17 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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