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  Renoria - Java MMORPG  (Read 21500 times)
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Offline Dxu1994
« Reply #30 - Posted 2013-10-25 00:56:03 »

ImageIO.read can load images in formats that aren't optimized for the current GraphicsDevice. That code will optimize them to use the same colormodel as the current GraphicsDevice so no conversions are necessary when rendering.

Yes, I understand what that does.  I'm not sure you're understanding managed images though?  Any BufferedImage (including those read through ImageIO) can be managed, meaning it's cached in VRAM, and no conversion would therefore be necessary when rendering.  Theoretically seeing such a "considerable speed boost" between BufferedImage formats would suggest that something else is going on in how you draw or use the images that is stopping rendering from them being hardware accelerated (or alternatively it's the OS you're on, or just Java2D being Java2D!  Grin )

Anyway, I wasn't seeking to hijack your thread on that discussion - maybe start a new one if you want to discuss further?

Game looks great btw   Wink

Haha, who knows, probably Java2D being Java2D :~)
Either way, the Renoria Engine also has a LWJGL backend that is fully hardware accelerated and tries to load the game from LWJGL by default. Java2D is kind of a "fall-back" for systems that fail to load LWJGL Tongue

You may have noticed that my render methods never use a Graphics2D object, instead always passing a RenderSpace object. This is the abstraction object used by the engine to plug in different rendering systems. RenderSpace may use a Graphics2D object behind the scenes, or may use a VAO from LWJGL.

And, haha thankyou Smiley

Offline Jeremy
« Reply #31 - Posted 2013-10-25 01:30:23 »

Java2D is kind of a "fall-back" for systems that fail to load LWJGL Tongue

Java2D first tries to use DirectX, then OpenGL, and then if all fails it doesn't hardware accelerate. Unless you are doing something really fancy with shaders (and java2D should be fine for the kind of game you're making) what you've done seems like a pretty pointless abstraction layer. If you have performance issues with Java2D you should trying playing around with the VM switches for java2d.

Anyway, nsigma and I argued about this for a while and it turns out I was referencing some pretty old material that was inaccurate for the time. Java2D does accelerate BufferedImages. A couple years ago, what you're doing might've improved performance but it doesn't any more.

I bench-marked my particle engine without (and with) creating compatible images and the difference in performance was (as far as I can see) zero.

*edit* Sorry, I've just hijacked the thread :X

JevaEngine, Latest Playthrough (This demo is networked with a centralized server model)

http://www.youtube.com/watch?v=rWA8bajpVXg
Offline Dxu1994
« Reply #32 - Posted 2013-10-25 06:31:30 »

Java2D is kind of a "fall-back" for systems that fail to load LWJGL Tongue

Java2D first tries to use DirectX, then OpenGL, and then if all fails it doesn't hardware accelerate. Unless you are doing something really fancy with shaders (and java2D should be fine for the kind of game you're making) what you've done seems like a pretty pointless abstraction layer. If you have performance issues with Java2D you should trying playing around with the VM switches for java2d.

Anyway, nsigma and I argued about this for a while and it turns out I was referencing some pretty old material that was inaccurate for the time. Java2D does accelerate BufferedImages. A couple years ago, what you're doing might've improved performance but it doesn't any more.

I bench-marked my particle engine without (and with) creating compatible images and the difference in performance was (as far as I can see) zero.

*edit* Sorry, I've just hijacked the thread :X

Oh well, at least it helps accelerate the game on older versions of the JVM Tongue

And it wasn't completely pointless - The abstraction I've implemented has helped me accelerate the process of porting the engine to other platforms, such as iOS (Objective-C).

Not to mention my LWJGL implementation is a tad faster than the Java2D implementation, and it has better control over GPU memory, and does render a bit quicker.
The LWJGL implementation generates large 2048x2048 textures before the game loads, and uses these massive textures as texture-atlases to improve performance.

Haha everyone's thread hijacking! Sad

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Offline Dxu1994
« Reply #33 - Posted 2013-10-25 10:33:55 »



Content Update: SKELETONS!

Technical updates:
  • LWJGL backend will now use BlackPawn Texture packing algorithm to generate texture-atlases on the fly.
  • Updated Texture management algorithm to more efficiently manage young-generation textures.

Offline Dxu1994
« Reply #34 - Posted 2013-10-26 00:04:11 »

Update: New item: Super growth potion

Causes your character to grow to 3x his normal size!

You can also damage monsters by jumping on them in this state.



Also doubles the amount of damage you output.

Offline Jimmt
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« Reply #35 - Posted 2013-10-26 00:31:23 »

Might be some visual problems with that large hitbox unless you're using a polygon Tongue
Offline Dxu1994
« Reply #36 - Posted 2013-10-26 01:59:15 »

Might be some visual problems with that large hitbox unless you're using a polygon Tongue

Haha sorry elaborate?

Offline Dxu1994
« Reply #37 - Posted 2013-10-26 13:36:33 »

UPDATE:

New items added into the game, switched inventory tab switching and you can now drop multiple items at a time.


Offline Troubleshoots

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Damn maths.


« Reply #38 - Posted 2013-10-26 13:50:54 »

Are you planning to release this eventually, and if so, when do you hope (actual deadlines nearly always fail) to do so? So far it looks amazing. Also, get your 10 artists to hurry up with those tiles. The grass is getting boring. Tongue

Why are all OpenGL tutorials written in Brainf**k?
Offline Dxu1994
« Reply #39 - Posted 2013-10-26 13:57:11 »

Are you planning to release this eventually, and if so, when do you hope (actual deadlines nearly always fail) to do so? So far it looks amazing. Also, get your 10 artists to hurry up with those tiles. The grass is getting boring. Tongue

Already working on new tiles! Wink





Just waiting on him to finish making the dirt sides, the rest of the 3-patches and so on and so forth..

Thank you, I really appreciate that, and of course I'm going to be releasing it eventually Wink

Our planned release is Christmas this year, but the absolute latest deadline, Feb next year.

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Offline opiop65

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« Reply #40 - Posted 2013-10-26 14:00:32 »

You should consider asking for a little money and add some extra features in, because this is looking great! I would definitely pay a few dollars!

Offline Troubleshoots

JGO Knight


Medals: 36
Exp: 7-9 months


Damn maths.


« Reply #41 - Posted 2013-10-26 14:03:49 »

I love the new tiles. Will this have some sort of story line?

Why are all OpenGL tutorials written in Brainf**k?
Offline Dxu1994
« Reply #42 - Posted 2013-10-26 14:07:15 »

You should consider asking for a little money and add some extra features in, because this is looking great! I would definitely pay a few dollars!

Haha thankyou!

If you'd like to see any features feel free to post here or PM me your idea(s)! Smiley

I love the new tiles. Will this have some sort of story line?

Thank you Smiley

There will be a creation storyline, a story behind every town, every area etc. But as this is a MMORPG, the rest of the story is up to the players! Smiley

Offline Dxu1994
« Reply #43 - Posted 2013-10-26 14:12:09 »

And for completeness sake (and my nostalgia) , here are some screenshots of the game back in 2008/2009 (Back when I was barely a teenager and didn't have the funding to do any serious development):









I believe we've come a long way? Wink

Offline Dxu1994
« Reply #44 - Posted 2013-10-27 01:27:43 »

UPDATE:

Dynamic point light system implemented, not sure what this will be used for but we'll figure out a use for it in future Wink


Offline Dxu1994
« Reply #45 - Posted 2013-10-27 13:32:11 »

UPDATE:

New forest tileset completed, is now implemented in game! Smiley




Offline opiop65

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« Reply #46 - Posted 2013-10-27 13:34:05 »

Do you guys just work on this game 24/7? Wink So many amazing updates!

Offline matheus23

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« Reply #47 - Posted 2013-10-27 14:05:14 »

Really amazing.

This could become big!

See my:
    My development Blog:     | Or look at my RPG | Or simply my coding
http://matheusdev.tumblr.comRuins of Revenge  |      On Github
Offline Dxu1994
« Reply #48 - Posted 2013-10-27 14:08:03 »

Do you guys just work on this game 24/7? Wink So many amazing updates!

Haha, no, I do run a game development studio and we're currently developing many games, but this one takes the biggest bite out of our time Tongue

I'm currently working about 6-10 hours a day on this and 2-4 hours on other games our studio is developing Smiley

Really amazing.

This could become big!

Haha, thank you! Muchly appreciated Smiley

Online HeroesGraveDev

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« Reply #49 - Posted 2013-10-28 01:28:13 »

I would love an MMO where I could play as a sheep. Wink

The artwork is amazing.

When this is ready for the public, do you think you would release the server so people can play their own private games with friends?
It would definitely make it stand out compared to most MMOs.

Offline Dxu1994
« Reply #50 - Posted 2013-10-28 01:47:31 »

I would love an MMO where I could play as a sheep. Wink

The artwork is amazing.

When this is ready for the public, do you think you would release the server so people can play their own private games with friends?
It would definitely make it stand out compared to most MMOs.

Thank you Smiley

As for private games, I'm not sure, but as this is a MMORPG it would probably kill the purpose.

UPDATE:

This isn't a visual update, but just a note for the engine.
Fully abstracted out the engine, engine can now run like the following:

1  
2  
3  
4  
engine = new UxEngine(useLWJGL ? new UxLWJGLEngine() : new UxJava2DEngine());
engine.init(new UxDisplayMode( .. ));
engine.setOptions( .. );
engine.loop();


Makes porting to Obj-C a breeze:

1  
2  
3  
4  
engine = [[Ux2Engine alloc] init:[[UxOpenGLEngine alloc] init];
[engine init:[[UxDisplayMode alloc] init: .. ]];
[engine setOptions:..];
[engine loop];



Offline Dxu1994
« Reply #51 - Posted 2013-10-28 11:50:03 »

UPDATE:

New monster: Foxes Smiley



Currently working on: Woodcutting & Tree regeneration.

Entire game is currently weighing in at 20mb, 60 monsters, 10 maps, 30 different types of equipment and 300 items. I'm quite proud of the compression ratio Smiley

Offline Dxu1994
« Reply #52 - Posted 2013-10-28 14:56:21 »

UPDATE:



Support for LD (800x600), SD (1028x768) and HD (1280x960) modes added.

Changed the background for forest.

Above screenshot is taken in Renoria HD mode.

Offline Troubleshoots

JGO Knight


Medals: 36
Exp: 7-9 months


Damn maths.


« Reply #53 - Posted 2013-10-28 15:05:43 »

Nice. You're progressing very quickly. May I suggest adding a fullscreen option though? Your HD mode is too tall for most, if not all laptops.

Why are all OpenGL tutorials written in Brainf**k?
Offline Dxu1994
« Reply #54 - Posted 2013-10-28 15:13:16 »

Nice. You're progressing very quickly. May I suggest adding a fullscreen option though? Your HD mode is too tall for most, if not all laptops.

Fullscreen mode is already supported! Smiley

ALT+ENTER to switch between fullscreen/windowed, however I always debug/test in windowed mode since it doesnt require a screen change.

Wow my code takes forever to compile...


Offline Dxu1994
« Reply #55 - Posted 2013-10-28 16:20:12 »

SD Mode, running on testing server with one of my artists Smiley


Offline Dxu1994
« Reply #56 - Posted 2013-10-30 03:34:10 »

UPDATE:

Engine can now recolor sprites on the fly. Creates possibility for dying items and saving assets by recoloring items instead of creating new assets for them (Ex: Blue Beanie, Brown Beanie, Pink Beanie, etc)

Built a tool to show how this works:







Basically the algorithm first applies a luminosity filter to each pixel, then does some RGB math to blend the new source pixel with the luminosity value of the old pixel.

Offline Dxu1994
« Reply #57 - Posted 2013-10-30 11:21:41 »

UPDATE:

Weapons, equips etc now show on characters!

Items can be equipped/unequipped and boost the player's stats.


Offline matheus23

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« Reply #58 - Posted 2013-10-30 12:39:15 »

NICE! I really can't wait to play a full version or Beta or similar! Smiley

See my:
    My development Blog:     | Or look at my RPG | Or simply my coding
http://matheusdev.tumblr.comRuins of Revenge  |      On Github
Offline Dxu1994
« Reply #59 - Posted 2013-10-30 13:25:49 »

NICE! I really can't wait to play a full version or Beta or similar! Smiley

We'll be opening a page to allow people to sign up their email's for Alpha soon! Stay tuned!

Alpha will be open to all members of JGO and a few other forums Tongue

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