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  Minecraft  (Read 173938 times)
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Offline Epitaph64

Junior Member


Projects: 1



« Reply #30 - Posted 2009-05-31 00:40:06 »

I think the plant is the weakest graphic of all, just since it's not as box-like as the rest of the graphics. Kind of ruins the box...ness? This game is too addictive Tongue I made a house in it... of some sorts ^_^

EDIT: I found a small... maybe a bug? Since the build height is so close to the cloud height, you can jump outside of the clouds and it looks kind of glitchy. http://img35.imageshack.us/img35/1808/cloudh.png

Offline Markus_Persson

JGO Wizard


Medals: 12
Projects: 19


Mojang Specifications


« Reply #31 - Posted 2009-06-10 09:02:18 »

I released multiplayer the other day, and registrations shot through the roof. Over 24 hours, I got about 1200 registrations, and there currently are about 200 players playing it online. Holy moly!

Play Minecraft!
Offline zammbi

JGO Coder


Medals: 4



« Reply #32 - Posted 2009-06-10 09:45:15 »

Darn, I think you hit big with this game.

Get a nice site theme, some FAQ and some google adverts and you can make a little money.

Keep working on it and it will be very popular Smiley

Make a android version and sell it for a few dollars and you will be rich  Cool

Current project - Rename and Sort
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline Jackal von ÖRF

Junior Member





« Reply #33 - Posted 2009-06-10 11:24:29 »

I was playing in a public server and then I loaded one of my own maps. The chat messages continued to show up, even though I was on a different map than the others. Is this by design or a bug?

Offline Json

Junior Member





« Reply #34 - Posted 2009-06-10 11:34:19 »

I released multiplayer the other day, and registrations shot through the roof. Over 24 hours, I got about 1200 registrations, and there currently are about 200 players playing it online. Holy moly!

Grats Markus, well done!

// Json
Offline Markus_Persson

JGO Wizard


Medals: 12
Projects: 19


Mojang Specifications


« Reply #35 - Posted 2009-06-10 13:08:04 »

I was playing in a public server and then I loaded one of my own maps. The chat messages continued to show up, even though I was on a different map than the others. Is this by design or a bug?

A bug. Oopsies!

Play Minecraft!
Offline Eli Delventhal

JGO Kernel


Medals: 42
Projects: 11


Game Engineer


« Reply #36 - Posted 2009-06-10 18:12:28 »

Hmmm...

Quote
The game broke!
Nullpointer

This was in my console:

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6/10/09 9:09:02 AM [0x0-0x29029].com.apple.Safari[354] java.util.zip.ZipException: unknown compression method 
6/10/09 9:09:02 AM [0x0-0x29029].com.apple.Safari[354]  at java.util.zip.InflaterInputStream.read(InflaterInputStream.java:140)
6/10/09 9:09:02 AM [0x0-0x29029].com.apple.Safari[354]  at java.io.BufferedInputStream.fill(BufferedInputStream.java:218)
6/10/09 9:09:02 AM [0x0-0x29029].com.apple.Safari[354]  at java.io.BufferedInputStream.read(BufferedInputStream.java:235)
6/10/09 9:09:02 AM [0x0-0x29029].com.apple.Safari[354]  at sun.awt.image.PNGImageDecoder.produceImage(PNGImageDecoder.java:324)
6/10/09 9:09:02 AM [0x0-0x29029].com.apple.Safari[354]  at sun.awt.image.InputStreamImageSource.doFetch(InputStreamImageSource.java:246)
6/10/09 9:09:02 AM [0x0-0x29029].com.apple.Safari[354]  at sun.awt.image.ImageFetcher.fetchloop(ImageFetcher.java:172)
6/10/09 9:09:02 AM [0x0-0x29029].com.apple.Safari[354]  at sun.awt.image.ImageFetcher.run(ImageFetcher.java:136)
6/10/09 9:09:21 AM [0x0-0x29029].com.apple.Safari[354] Flood filled 36735 tiles in 10.834 ms
6/10/09 9:09:21 AM [0x0-0x29029].com.apple.Safari[354] LavaCount: 18


I've played Minecraft before without any problems. This happened when I just went right to the applet.

And when I tried to join a public server, I got a black screen and this:
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6/10/09 9:13:23 AM [0x0-0x29029].com.apple.Safari[354] java.io.EOFException: Unexpected end of ZLIB input stream 
6/10/09 9:13:23 AM [0x0-0x29029].com.apple.Safari[354]  at java.util.zip.InflaterInputStream.fill(InflaterInputStream.java:216)
6/10/09 9:13:23 AM [0x0-0x29029].com.apple.Safari[354]  at java.util.zip.InflaterInputStream.read(InflaterInputStream.java:134)
6/10/09 9:13:23 AM [0x0-0x29029].com.apple.Safari[354]  at java.io.BufferedInputStream.fill(BufferedInputStream.java:218)
6/10/09 9:13:23 AM [0x0-0x29029].com.apple.Safari[354]  at java.io.BufferedInputStream.read(BufferedInputStream.java:235)
6/10/09 9:13:23 AM [0x0-0x29029].com.apple.Safari[354]  at sun.awt.image.PNGImageDecoder.produceImage(PNGImageDecoder.java:324)
6/10/09 9:13:23 AM [0x0-0x29029].com.apple.Safari[354]  at sun.awt.image.InputStreamImageSource.doFetch(InputStreamImageSource.java:246)
6/10/09 9:13:23 AM [0x0-0x29029].com.apple.Safari[354]  at sun.awt.image.ImageFetcher.fetchloop(ImageFetcher.java:172)

See my work:
OTC Software
Offline zammbi

JGO Coder


Medals: 4



« Reply #37 - Posted 2009-06-10 18:42:46 »

I wish I could play.

I just get this:
Quote
org.lwjgl.LWJGLException: Pixel format not accelerated
   at org.lwjgl.opengl.WindowsPeerInfo.nChoosePixelFormat(Native Method)
   at org.lwjgl.opengl.WindowsPeerInfo.choosePixelFormat(WindowsPeerInfo.java:52)
   at org.lwjgl.opengl.WindowsDisplay.createWindow(WindowsDisplay.java:174)
   at org.lwjgl.opengl.Display.createWindow(Display.java:308)
   at org.lwjgl.opengl.Display.create(Display.java:839)
   at org.lwjgl.opengl.Display.create(Display.java:767)
   at org.lwjgl.opengl.Display.create(Display.java:748)
   at com.mojang.minecraft.d.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

One day intel will release some OpenGL drivers for windows 7.
Though oddly enough I can still play some OpenGL games.

Current project - Rename and Sort
Offline Matzon

JGO Knight


Medals: 19
Projects: 1


I'm gonna wring your pants!


« Reply #38 - Posted 2009-06-10 19:40:12 »

two ways you get that:
 1 - shit drivers with lack of hardware support (can be fixed by allowing software mode in lwjgl)
 2 - too high requirements (stencil, alpha etc) which choosing mode.

probably 1 Sad

Offline zammbi

JGO Coder


Medals: 4



« Reply #39 - Posted 2009-06-10 19:55:06 »

Quote
1 - shit drivers with lack of hardware support
Yep, currently intel doesn't support OpenGL yet on windows 7. DirectX works perfectly running games like COD 5.

Quote
(can be fixed by allowing software mode in lwjgl)
Software mode? didn't know there was such thing. Is it possible for JOGL?

Current project - Rename and Sort
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline Jackal von ÖRF

Junior Member





« Reply #40 - Posted 2009-06-12 00:34:22 »

The multiplayer mode is great!

A map and visible coordinates would make it easier to operate in multiplayer mode. For example you could say that you are at coordinates X,Y,Z and you will build a tunnel to X',Y',Z'. Then other players could begin building the tunnel from a different point and meet up at X',Y',Z'. Now it's hard to find where others players are building, when you see only them chatting, but you have no idea that where are the places that they talk about.

Map/coordinates would also help in getting less disoriented in single-player mode.

It would be nice to have some way to pump water and lava away after an accidental flood. For example you could build a water pipe and a pump that would slowly pump the water to somewhere else. Or do you think that it would make the game too easy and less exciting?

Offline Markus_Persson

JGO Wizard


Medals: 12
Projects: 19


Mojang Specifications


« Reply #41 - Posted 2009-06-12 13:48:40 »

I don't like the coordinate/map idea because it drags the player too far away from the game world. I mostly play with maps via the map and not the main game screen. Some kind of beacon system might work better.

Draining water and lava is badly needed. =)
The reason I haven't added it yet is because it's fairly complex to implement in a good way.

Play Minecraft!
Offline Jackal von ÖRF

Junior Member





« Reply #42 - Posted 2009-06-12 15:52:54 »

Two days ago on "The Giant Pyramid" server it happened, that the whole level (!) got flooded with lava. Apparently one of the hills contained lava and it spread from there to cover the entire map with lava, maybe 20 blocks deep. After some hours of struggling, the level was restarted.

The way that water and lava spead right now, is rather unrealistic. If there is one block of water/lava, it will multiply unlimitedly in volume until everything has been covered up to that high. It would be more realistic if the water/lava volume would stay constant. If there is one block of water and next to it is one empty block where the water could flow, the water will be divided between the two blocks so that both of them will be covered by half a block of water (if it spreads over a very large area, it would disappear). If the empty block is at a lower level, all of the water would move there. The only place where new water would come unlimitedly, is from the sea outside the map. Perhaps new lava could come similarly from a lava pit at the bottom of the map.

This would mean that water/lava is more fluid than blocky, so I understand that it would be harder to implement than the current block system. Do you think that fluids would fit the game style, where everything else is blocky?

I have one idea how draining water could work so, that it would fit into the game world. You could build trees that will drain water. You need to build a line of tree trunks that will on one end touch the water, and on the other end there would need to be leaves under the sun. The thicker the trunk and the more leaves are in the sun, the faster it would drain the water.

Offline DzzD
« Reply #43 - Posted 2009-06-12 19:38:03 »

already said that but this is a fantastic idea !

two problems I had :

Work fast and very nice standalone but I cannot get more than 5fps when playing multiplayer mode Sad

I also got a problem when closing the browser window it always crash and I have to make a kill process of IE (IE6 Java 1.6-07 XP PRO SP3)


Offline Epitaph64

Junior Member


Projects: 1



« Reply #44 - Posted 2009-06-15 08:35:08 »

Haha, while playing online, a lot of people like to destroy things you make, so I made a tower with a total of 6 staircases. 4 twisting around the externals of the tower and a double helix staircase in the middle. After the tower got ravaged by griefers, 3 of the staircases were still functional Tongue Guess my planning succeeded! Cheesy

Offline EgonOlsen
« Reply #45 - Posted 2009-06-15 22:45:39 »

I don't get it...or maybe i just don't like it!? I ran around, placed some blocks, destroyed some blocks, got kicked for doing so (or for whatever reason, i don't know)...where's the actual game? This isn't fun at all to me... Huh
Apart from that, i got a crash in the display driver after some minutes while trying to build something. The driver recovered somehow, but the applet was gone afterwards and the whole system feels quite jerky now. I guess i have to reboot. I didn't get any stack trace (ATI Radeon HD4870, Catalyst 9.5, Windows Vista Ultimate (which is identified by the game as "unknown Windows" btw, Java6).

Offline Xalo

Innocent Bystander





« Reply #46 - Posted 2009-06-17 02:20:23 »

Well I absolutely love it.  As far as sandbox games go, it's about as sandbox as you can get, which is great.  I've been programming in Java for about 2 years now and I want to foray into gaming development but I've never dont anything more complicated than a frogger type game.  What are you using to generate 3d graphics like that?  Is your cube system basically a 3d array where each cube space can have a different state, each one being associated with a different texture or not one at all?  This style just fascinates me so much.  Excellent game.
Offline aazimon
« Reply #47 - Posted 2009-06-17 04:03:22 »

This is pretty cool. I think it would be cool if you take out the bottom of a tree, the whole tree falls.

An objective would help with longevity for the Game lifespan. Was that gold blocks I saw underground? Do I get point for getting those?
Offline Eli Delventhal

JGO Kernel


Medals: 42
Projects: 11


Game Engineer


« Reply #48 - Posted 2009-06-19 19:23:11 »

Well I absolutely love it.  As far as sandbox games go, it's about as sandbox as you can get, which is great.  I've been programming in Java for about 2 years now and I want to foray into gaming development but I've never dont anything more complicated than a frogger type game.  What are you using to generate 3d graphics like that?  Is your cube system basically a 3d array where each cube space can have a different state, each one being associated with a different texture or not one at all?  This style just fascinates me so much.  Excellent game.
It looks like he probably uses some sort of 6-way linked list rather than a 3D array in order to save (a lot) of memory. This would explain why you can't simply spawn a block in mid air, and must link it to a preexisting block.

See my work:
OTC Software
Online Riven
Showcase Moderator

JGO Overlord


Medals: 611
Projects: 4
Exp: 16 years


Hand over your head.


« Reply #49 - Posted 2009-06-19 20:00:13 »

It looks like he probably uses some sort of 6-way linked list rather than a 3D array in order to save (a lot) of memory. This would explain why you can't simply spawn a block in mid air, and must link it to a preexisting block.

A 6 way LinkedList (LinkedGrid?) will use so so much memory it isn't funny. A single int[] or byte[] as the basic datastructure is best for quick lookup. Around that, you can have all kinds of highlevel datastructures that manage your tesselators and spatial subdivision for rendering.

Hi, appreciate more people! Σ ♥ = ¾
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Offline Markus_Persson

JGO Wizard


Medals: 12
Projects: 19


Mojang Specifications


« Reply #50 - Posted 2009-06-19 21:54:59 »

Riven nailed it. =)

Play Minecraft!
Offline Eli Delventhal

JGO Kernel


Medals: 42
Projects: 11


Game Engineer


« Reply #51 - Posted 2009-06-19 23:05:22 »

A 6 way LinkedList (LinkedGrid?) will use so so much memory it isn't funny. A single int[] or byte[] as the basic datastructure is best for quick lookup. Around that, you can have all kinds of highlevel datastructures that manage your tesselators and spatial subdivision for rendering.
Darn, I should have thought longer before I posted that. You're right of course - every single piece of the grid is then using at least 6 bytes, and that's only if they don't have any relevant data included. Depending on how much empty space there would be in the level, this really won't be any better than 3D array.

See my work:
OTC Software
Online Riven
Showcase Moderator

JGO Overlord


Medals: 611
Projects: 4
Exp: 16 years


Hand over your head.


« Reply #52 - Posted 2009-06-20 00:56:29 »

Not only that. First of all, those 6 pointers are either 32 or 64 bit, not 8 bit - so it would be using 24 or 48 bytes, not 6. Secondly, all your objects have headers, that are either 8 or 16 bytes. Then you'll be dealing with following those pointers and null-pointer checks (+99% cache misses?) so performance would be horrible. Then you only have the datastructure, no data, so that's at least one more field, which is conveniently word alonged (+4 or 8 bytes). Now let's be nasty, and say you have this 64 bit JRE. You'd end up with 48+16+8 = 72 bytes per cell, as apposed to 1 byte per cell in a massive byte[].

For better cache locality (because even that byte[] will have horrible cache behaviour), you'd have to build a structure in your byte[] that makes all tiles near to eachother in 3D, also near to eachother in 1D. Now this can't be perfect, it will mean a few more calculations, and a heck of a lot less stalling: if you have all your data in 1 byte[], and you check the 6 neighbouring cells, you'll have 3-4 cache misses on average, and cache misses are terribly expensive. A full page is read from RAM, typically 4K for every cache miss, so for every border-check, you'd be streaming in 12-16KB.

If you replace that 1 byte per cell 'cache trashing' to your LinkedGrid, you'll probably shake your head and call it a day. Besides that, how do you do random access in a linked grid? Random access in a LinkedList (1D) is already terrible, 3D will have the performance characteristics of a turd.

Hi, appreciate more people! Σ ♥ = ¾
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Offline Eli Delventhal

JGO Kernel


Medals: 42
Projects: 11


Game Engineer


« Reply #53 - Posted 2009-06-21 06:25:28 »

I am defeated.  Cry

See my work:
OTC Software
Offline princec

JGO Kernel


Medals: 284
Projects: 3
Exp: 16 years


Eh? Who? What? ... Me?


« Reply #54 - Posted 2009-06-21 12:49:04 »

I'd use an octree, sparsely populated with simple arrays of blocks arranged in 3D. Most of the octree would contain nulls as chunks of empty space. Fits very nicely with rendering requirements too.

Cas Smiley

Online Riven
Showcase Moderator

JGO Overlord


Medals: 611
Projects: 4
Exp: 16 years


Hand over your head.


« Reply #55 - Posted 2009-06-21 12:55:24 »

Indeed.

A single int[] or byte[] as the basic datastructure is best for quick lookup. Around that, you can have all kinds of highlevel datastructures that manage your tesselators and spatial subdivision for rendering.

What you describe are the higherlevel datastructures.


For physics, it's very convenient to have 1 byte[], as you can lookup a cell instantly.

Hi, appreciate more people! Σ ♥ = ¾
Learn how to award medals... and work your way up the social rankings
Offline Markus_Persson

JGO Wizard


Medals: 12
Projects: 19


Mojang Specifications


« Reply #56 - Posted 2009-06-22 10:23:51 »

I'd use an octree, sparsely populated with simple arrays of blocks arranged in 3D. Most of the octree would contain nulls as chunks of empty space. Fits very nicely with rendering requirements too.

Cas Smiley

Interestingly, I did try that, and lost framerate in pretty much all scenes compared to what I do now (chunked rendering of blocks of 8^3 tiles).
The result felt very counter-intuitive to me, but as I did the math, it kinda started to make sense. The frustum culling I do now isn't as fine grained as a proper oct tree, but there are less checks done now than with oct trees, and the extra rendering is faster than the extra culling would be.

I've now got two more optimizations to try, one of them is to keep tile data in local groups as suggested by riven in this thread. The other one is to join tiles with the same texture, but this can only be done along one U/V axis because I use a texture atlas. I should also spend more time optimizing the chunk updates, since as the framerate gets higher or the cpu gets slower, the stutter from the updates get more and more obvious. Stutter is a bigger problem than low framerate.

Play Minecraft!
Offline davidc

Senior Member


Medals: 5
Projects: 2



« Reply #57 - Posted 2009-06-22 12:13:43 »

I liked this. Quite a few cool moments, like digging a deep hole, wandering off to explore, coming back and finding half a dozen dudes bouncing around in the "trap". I also found a small gap in a slope (if you can call it that) so peered inside and found a whole underground cavern. Jumped in, swam around and eventually found an exit the outside ocean.

Some points:
  • Textures for the trees shimmer when viewed at a distance, I suspect reducing the texture res at distances might help. Not a big deal, just looks a bit off.
  • A counter for how many guys are running around - I had quite a few with no noticeable lag which was great
  • I didn't notice any sound or background music, but can't imagine hearing anything other than Dire Straits - Money for Nothing with those block guys
Offline princec

JGO Kernel


Medals: 284
Projects: 3
Exp: 16 years


Eh? Who? What? ... Me?


« Reply #58 - Posted 2009-06-22 15:52:01 »

Sounds like you might have got something wrong in your octree there. It should be fast as hell. One common pitfall is discovering huge numbers of unclassified boxes in the root of the octree because they sit on a boundary (the way you classify them is important!)

Cas Smiley

Offline Markus_Persson

JGO Wizard


Medals: 12
Projects: 19


Mojang Specifications


« Reply #59 - Posted 2009-06-22 17:34:50 »

Octtrees ARE slower in some cases. For example, if your entire game world consists of eight (n) small boxes in the corners of a huge (m) empty space and the player is in the middle.
O(n log m) for octrees versus O(n) for brute force.

I have no idea what you mean by "unclassified".

Play Minecraft!
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