Java-Gaming.org    
Featured games (79)
games approved by the League of Dukes
Games in Showcase (477)
Games in Android Showcase (107)
games submitted by our members
Games in WIP (535)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
    Home     Help   Search   Login   Register   
Pages: 1 2 [3]
  ignore  |  Print  
  Project NAH - A sandbox survival platformer.  (Read 6215 times)
0 Members and 1 Guest are viewing this topic.
Offline opiop65

JGO Kernel


Medals: 153
Projects: 7
Exp: 3 years


JumpButton Studios


« Reply #60 - Posted 2014-05-31 13:59:09 »

Ah ok, thanks for clearing that up... Must have been something else in my code.

But seriously OP, you should consider using a more "modern" rendering technique. At least try display lists, they are ridiculously easy to set up and it will increase your performance dramatically as you aren't sending each set of vertices to the card. I can't stress how much you should use them if you're not going to "upgrade" to a buffer object.

Offline SwordsMiner

Senior Member


Medals: 2
Projects: 2
Exp: 1 year


Head of the Indie Developing team Revereor.


« Reply #61 - Posted 2014-06-19 03:53:56 »

I have done a lot of refactoring, and optimization recently, it turns out the key reason particles lagged was because it was performing unnecessary collision checks, and now works much better.

I also added machine guns. Wink

Here is an update video.

Sorry for bad quality, wasn't post rendered Tongue

<a href="http://www.youtube.com/v/AYXMXB2FRxo?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/AYXMXB2FRxo?version=3&amp;hl=en_US&amp;start=</a>

- The one and only, SwordsMiner.
Offline SwordsMiner

Senior Member


Medals: 2
Projects: 2
Exp: 1 year


Head of the Indie Developing team Revereor.


« Reply #62 - Posted 2014-06-20 19:39:04 »

It now tells you the item you have selected, and I am now using DB 32 color palette, which looks nicer to me.

And I added hunger, which essentially depletes over time, and then once it hits zero will take a health point every 10 ticks;

but a video is worth a thousand words times the number of frames..

<a href="http://www.youtube.com/v/JRUzgG8hXTk?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/JRUzgG8hXTk?version=3&amp;hl=en_US&amp;start=</a>

- The one and only, SwordsMiner.
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline SwordsMiner

Senior Member


Medals: 2
Projects: 2
Exp: 1 year


Head of the Indie Developing team Revereor.


« Reply #63 - Posted 2014-07-15 20:26:31 »

Aaaand youu alll thought I was dead.

I have been hard at work doing behind the scene things on the game, Mostly network preparations. There is not much to be said about that but everything besides actual implementation between Client and Server is done. I literally peed my pants when I got the client and server to communicate though.

I have done tons of optimizations, FPS is now at a good 300+ w/ tons of entities and culling, and I sixteenthed the loading times.

Quote
HOW PLOX. HOW YOU MAKE IT SO MUCH FASTER?!

Well settle down and I will tell you, before I was loading 6 textures PER BLOCK. Before I had a 5x5x16x16 world, the first 2 being chunks, the 2nd set being blocks per chunk. You can imagine how laggy that would be; I decided to take those 6 textures per block, and assign one (the block texture) to the block ID so there is only one instance, and the other 5 (breaking textures) to a special enum, and then have the blocks call those.

Prior, I would crash my computer quite literally if I tried a 64x64 chunk world, now I can have those and it generates in a mere minute, (not good I understand, but its progress). In addition I can make a 32x32 world in practically the same time as a 5x5, thats a 640% increase in load time!

I then thought.
Quote
Well generation is much faster now, what else should I do?

And after long hours of searching for the right perlin algorithm, I got it. Caves. I have a video below. Its pretty self explanatory, and they need tweaking; but they are epic!

I also added a basic GUI, which is cool.

Oh and multiworld support. But I will talk about that in a future update.

As with all updates, changes are here on github.

Mind the lag, its due to the recorder. The game gets a full 60 FPS otherwise.

Here is your video:

<a href="http://www.youtube.com/v/4vVYkaNG-Bk?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/4vVYkaNG-Bk?version=3&amp;hl=en_US&amp;start=</a>

- The one and only, SwordsMiner.
Offline Coldstream24
« Reply #64 - Posted 2014-07-15 22:32:08 »

Wow, those caves are looking pretty good. One thing I suggest is having a solid barrier at the bottom of the world (yes, I know, bedrock, but it's a good idea) and some kind of transition so that it doesn't look like the world ends so suddenly at the bottom, because you have your background blocks prior to that and then it's just your background colour.

Yes, I am that same incredibly famous Internet musician.
Offline Screem
« Reply #65 - Posted 2014-07-15 22:46:51 »

Perhaps simply have the camera stop following the player once they reach an edge. Really nice project, by the way! One thing though, falling and jumping look very linear. I would suggest adding acceleration so the player jumps following a smooth parabola and gains velocity while falling down.

Offline SwordsMiner

Senior Member


Medals: 2
Projects: 2
Exp: 1 year


Head of the Indie Developing team Revereor.


« Reply #66 - Posted 2014-07-15 23:14:23 »

Perhaps simply have the camera stop following the player once they reach an edge. Really nice project, by the way! One thing though, falling and jumping look very linear. I would suggest adding acceleration so the player jumps following a smooth parabola and gains velocity while falling down.

Velocity is long overdue, I will implement that in the next update.

- The one and only, SwordsMiner.
Offline SwordsMiner

Senior Member


Medals: 2
Projects: 2
Exp: 1 year


Head of the Indie Developing team Revereor.


« Reply #67 - Posted 2014-07-18 19:13:35 »

Woooooooooooooooo! Weeeeeee!  Roll Eyes



Choppiness is due to gif.

The sky color does change, its just I made the day night cycle so fast it doesnt allow enough time for change.

I also added velocity, which allows acceleration, terminal velocity etc while jumping and falling, so its no longer static, and better yet its more efficent than how I was doing it before.  Pointing

But you can take my word for that.

- The one and only, SwordsMiner.
Offline SwordsMiner

Senior Member


Medals: 2
Projects: 2
Exp: 1 year


Head of the Indie Developing team Revereor.


« Reply #68 - Posted 2014-07-19 03:26:27 »

Ermergerd! Shaders!

I followed a few text tutorials that got me more comfortable with GLSL, and then a few custom classes so using shaders is easy as one two three:

One: Create the code for the actual shader.
Two: Initialize ShaderProgram and pass 2 Shader classes, used for the source of the vert and frag shaders,
Three: Use shader.activate() and shader.deactivate()

and its that simple, ill probally make it easier for myself too and make methods for the uniforms or a way to access the GL20 methods using the shader program class.

Using multiple tutorials online, specifically the ones on the lwjgl website, I combined the color tutorials and the texture tutorials to make the same exact effect as the default, but to show they were working I inverted the colors, and the game looks pretty freaky!

Now that I realize how easy shaders are I probably wont have a problem implementing lighting.



Hope you find that atleast the slightest bit cool  Roll Eyes

- The one and only, SwordsMiner.
Offline Some1epic123

Junior Newbie


Exp: 2 years



« Reply #69 - Posted 2014-07-27 22:17:38 »

I've been following your progress, and I think it's looking pretty great.
With the ideas that have for this, you can definitely make this into the type of goal you're going for.

I haven't experienced any sort of lag (pretty stable 65 FPS/FPS cap), even when
lower in the map. Hopefully this progresses well  Smiley
Pages: 1 2 [3]
  ignore  |  Print  
 
 

 

Add your game by posting it in the WIP section,
or publish it in Showcase.

The first screenshot will be displayed as a thumbnail.

E.R. Fleming (16 views)
2014-07-29 03:07:13

E.R. Fleming (5 views)
2014-07-29 03:06:25

pw (39 views)
2014-07-24 01:59:36

Riven (39 views)
2014-07-23 21:16:32

Riven (26 views)
2014-07-23 21:07:15

Riven (28 views)
2014-07-23 20:56:16

ctomni231 (59 views)
2014-07-18 06:55:21

Zero Volt (50 views)
2014-07-17 23:47:54

danieldean (42 views)
2014-07-17 23:41:23

MustardPeter (44 views)
2014-07-16 23:30:00
HotSpot Options
by dleskov
2014-07-08 03:59:08

Java and Game Development Tutorials
by SwordsMiner
2014-06-14 00:58:24

Java and Game Development Tutorials
by SwordsMiner
2014-06-14 00:47:22

How do I start Java Game Development?
by ra4king
2014-05-17 11:13:37

HotSpot Options
by Roquen
2014-05-15 09:59:54

HotSpot Options
by Roquen
2014-05-06 15:03:10

Escape Analysis
by Roquen
2014-04-29 22:16:43

Experimental Toys
by Roquen
2014-04-28 13:24:22
java-gaming.org 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‑gaming.org
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!