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Pages: 1 ... 8 9 [10]
 on: 2016-08-25 19:25:31 
Started by theagentd - Last post by theagentd
Minor update: Turns out that brute-forcing 4 reference values and 8 different indices for each of the 16 pixels is 255^4 * 8*16 iterations, or around 550 billion combinations..... for each 4x4 block of pixels... and my normal maps have around 1 million of those blocks each. I had this nice little "0.002% done, 8.8 hours left" part after optimizing it quite a bit. Let's just say a complete brute force is not realistic. >___>

 on: 2016-08-25 19:09:24 
Started by philjord - Last post by philjord
That's cool, I love to know what your using as a renderer/scenegraph?

I use my code from
here for bsa file to bytebuffers

here for bytebuffer load nif file in java (in the nif format)

and here from nif format to java3d

and here from nif format to jbullet format

have a look around and use whatever you like if it's useful.

 on: 2016-08-25 19:01:40 
Started by RKJ - Last post by ags1
...but what was the solution?

 on: 2016-08-25 18:35:32 
Started by philjord - Last post by ziozio
Congrats, I have a morrowind port in java too! Its not complete by any means but it loads the graphics / animations / game assets / start screens and videos etc. For me its just a personal project and I'm looking to target modern opengl only.

Just out of interest, what do you use to load the bsa nif files?

 on: 2016-08-25 17:46:15 
Started by Spasi - Last post by basil_
sweet, just in time. thanks alot. Smiley

 on: 2016-08-25 17:13:26 
Started by BurntPizza - Last post by ags1
I've spent the last couple of lunchtimes building up a little village generator:

Currently it builds a grid, puts down some random trees and one instance of each building type, and then adds random roads. Next steps are add more organized town planning and then connect up the roads.

 on: 2016-08-25 17:04:44 
Started by RKJ - Last post by RKJ
Does sat only works for 2 polygons at a time?

 on: 2016-08-25 16:34:36 
Started by leSpace - Last post by Archive
Quote from: Archive
This is a tougher problem than I originally thought.. However I dont think that the polygon that I drew could exist in your instance because you're doing a convex hull, which by definition doesnt allow these types of jagged edges, for example, this polygon would have a line going across the crests of the spikes rather than a line going down into it.
You are wrong, as you said earlier, your first idea with the planes would have worked with a convex hull. But the polygon you drew is actually possible, this is why it is a tough problem.
But the Graham Scan generates a convex hull, so unless you aren't using the Graham Scan, it should work.

 on: 2016-08-25 16:20:02 
Started by philjord - Last post by Ecumene
philjord's stuff is impressive  Grin

It's so weird to never hear about these huge projects, then they pop up and roll out all this ridiculous tech...
It'll probably be picked up by some journal and blow up soon!

 on: 2016-08-25 16:04:51 
Started by Ecumene - Last post by Ecumene
Final Voting Round!!

The jam begins tomorrow, good luck to everyone!

Pages: 1 ... 8 9 [10]
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Rendering resources
by Roquen
2016-08-08 05:55:21

Rendering resources
by Roquen
2016-08-08 05:52:42

Rendering resources
by Roquen
2016-08-08 05:50:38

Rendering resources
by Roquen
2016-08-08 05:49:53

Rendering resources
by Roquen
2016-08-08 05:32:39

Making a Dynamic Plugin System
by Hydroque
2016-06-25 00:13:25

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

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