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  Project NAH - A sandbox survival platformer.  (Read 49723 times)
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Offline Brynn
« Posted 2014-02-28 17:07:53 »

*bum bububububub bububum*
Project NAH Rewrite
(thumbnail)

Project NAH is being rewritten with LibGDX. It will now be able to fulfill its dream at being a scary, tedious yet fun pixely sandbox exploring game. At the moment I am in the process of rewriting the features in the old version, then I will get back on track.

Some notable features in the rewrite so far:


CAVES


Cave systems using the power of simplex noise to make traversable, extended, multi cavern networks that typically span for tens of thousands of blocks in any direction.



BITWISE TILEMAPPING

I think it looks nice Smiley



INFINITE WORLDS

World starts breaking roughly at ~5 million *oh no*.
<a href="http://www.youtube.com/v/_ZqTIz0DOhw?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/_ZqTIz0DOhw?version=3&amp;hl=en_US&amp;start=</a>


LIGHTING

Uses box2dlights, looks lovely and adds an amazing atmosphere.


Offline trollwarrior1
« Reply #1 - Posted 2014-02-28 18:36:06 »

"This will not be Terraria clone"
If you would make good terraria clone you would be awesome.
Offline zngga
« Reply #2 - Posted 2014-03-08 05:08:46 »

the topic is empty...   Undecided ... what is this?

My code never has bugs... it just develops unexpected features!
Games published by our own members! Check 'em out!
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Offline Opiop
« Reply #3 - Posted 2014-03-10 02:31:17 »

You do realize LibGDX is doing more in the background then your library, that's why its "slower"? Its more powerful, of course its going to be a little slower.
Offline Opiop
« Reply #4 - Posted 2014-03-10 02:57:12 »

Quote
gets the job done.
If your engine is featureless the programmer will not want to use it, thus the player will never experience games made by your so-called amazingly smooth engine. You think a programmer will want a simple library that can only handle a few lightweight tasks? Hell no. Most programmers want a library that does all the heavy lifting for them, IE a heavy weight engine that will therefore run slower than yours.
Offline BurntPizza

« JGO Bitwise Duke »


Medals: 485
Exp: 7 years



« Reply #5 - Posted 2014-03-10 03:00:23 »

Let him do what he wants with his engine. I believe it's a phase virtually every programmer goes though, you know, the Not Invented Here phase.

He'll soon (relative to the death of the universe) realize what he's doing.
Offline Opiop
« Reply #6 - Posted 2014-03-10 03:05:45 »

I have no issues with his engine or anything. My issue is when people complain about others' work without understanding how it actually works. Of course LibGDX is slower. Saying your engine is better because it is faster (thus insulting someone else's work) is, at least in my book, ignorance and it is very annoying.
Offline BurntPizza

« JGO Bitwise Duke »


Medals: 485
Exp: 7 years



« Reply #7 - Posted 2014-03-10 05:02:33 »

I have no issues with his engine or anything. My issue is when people complain about others' work without understanding how it actually works. Of course LibGDX is slower. Saying your engine is better because it is faster (thus insulting someone else's work) is, at least in my book, ignorance and it is very annoying.

I agree with that, really a public benchmark should be provided with any claims of being 'better' than something else. It's quite possible SwordsMiner used a non-optimal method in whatever he is basing his libGDX performance baseline on. A benchmark and results would also tell as to just how much of an improvement there actually is. (it could be negligible)

  • is fast.
  • gets the job done.

libGDX "gets the job done" much faster (and likely more thoroughly) than rolling your own solution, in terms of development time in the vast majority of cases, and is plenty fast for practical applications. That said, the NIH principle facilitates learning many underlying concepts through experience, so carry on. Just realize that that is it's benefit, not the ones you are specifying.
Offline HeroesGraveDev

JGO Kernel


Medals: 382
Projects: 11
Exp: 4 years


┬─┬ノ(ಠ_ಠノ)(╯°□°)╯︵ ┻━┻


« Reply #8 - Posted 2014-03-10 05:22:44 »

Let him do what he wants with his engine. I believe it's a phase virtually every programmer goes though, you know, the Not Invented Here phase.

He'll soon (relative to the death of the universe) realize what he's doing.

NIH has it's place. You can't become a better programmer if you don't understand how things work. And you can't understand how things work unless you implement them.

@OP: That said, I very much doubt presenting SAGL as an alternative LibGDX is going to work very well. If anything, you're just fooling yourself.

If you want use your own library/engine, fine. But don't go constantly promoting it if it has no value. Chances are you will be the only one using it even if it did have something useful.

Offline LiquidNitrogen
« Reply #9 - Posted 2014-03-15 03:30:44 »

The game resizes nicely when I resize the window. Its quite slow ~15fps. When I click the X to close the window it kinda stalls and does nothing.
Games published by our own members! Check 'em out!
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Offline LiquidNitrogen
« Reply #10 - Posted 2014-03-15 03:37:52 »

how many tiles are you drawing? (if i fly up so no tiles are drawn it goes to 60 fps). my game can easily run 60 fps drawing over 1000 tiles per frame.

after i click close, it takes 22 seconds to close.
Offline trollwarrior1
« Reply #11 - Posted 2014-03-15 07:20:29 »

Better work on the game instead of posting 'demo' which doesn't contain anything..

Need to enable vsync.. Need to make proper physics.. It seems like everything is linear..
Offline HeroesGraveDev

JGO Kernel


Medals: 382
Projects: 11
Exp: 4 years


┬─┬ノ(ಠ_ಠノ)(╯°□°)╯︵ ┻━┻


« Reply #12 - Posted 2014-04-04 22:34:13 »

The maps are not the same. Undecided

Offline Longarmx
« Reply #13 - Posted 2014-04-04 22:36:55 »

Initially, the maps are not the same. But later on he loads the map that he saved from the first game Pointing

Offline Coldstream24

JGO Ninja


Medals: 82
Projects: 1
Exp: 4 years


You can fill that void inside with programming, but you'll never return a value.


« Reply #14 - Posted 2014-04-14 22:22:32 »

That's an interesting concept you've got there.

My website: http://www.onedropgames.com/
My soundcloud: http://www.soundcloud.com/coldstream24
Creator of the Morningside Engine, co-founder of Onedrop Games.
Offline kpars
« Reply #15 - Posted 2014-04-15 14:53:24 »

It's an interesting concept, but I do feel like the splash screen is there for a tiny bit too long, which I guess isn't an issue if you're doing some valuable things in that time (loading resources, the level, player data files, etc).

- Jev
Offline saucymeatman
« Reply #16 - Posted 2014-04-19 03:35:24 »

Both of those names sound great to me : )
Offline trollwarrior1
« Reply #17 - Posted 2014-05-03 12:15:39 »

If this simple 2d game is not capable of 60 fps, you must be doing something awfully wrong..
Offline BurntPizza

« JGO Bitwise Duke »


Medals: 485
Exp: 7 years



« Reply #18 - Posted 2014-05-03 13:53:33 »

If this simple 2d game is not capable of 60 fps, you must be doing something awfully wrong..

That's what I thought, should easily be capable of >1000, even on fairly poor hardware.

I looked at the source briefly, Swords, why are you going glBegin and glEnd for every quad? Also, many of the calls in GDisplay.render() don't need to be (shouldn't) called every frame.
Offline Opiop
« Reply #19 - Posted 2014-05-03 18:27:09 »

Calling a glBegin pair for every quad will slow down your game tremendously. That's not an optimization, its use g OpenGL wisely and understanding how the library you are using works.
Offline Slyth2727
« Reply #20 - Posted 2014-05-03 18:30:20 »

I'm sure you've heard the term vbo.
Offline trollwarrior1
« Reply #21 - Posted 2014-05-03 18:53:03 »

I can play League of legends on 60+ fps, and your game runes on 20 fps when all the screen is filled with tiles. It is pretty funny to me.. How can it be so slow. You could just slap VBO in there for whole level, and update it once the players breaks/places the block. Its not like its difficult to do for a game small as this..
Offline Gibbo3771

JGO Kernel


Medals: 128
Projects: 5
Exp: 1 year


Currently inactive on forums :(


« Reply #22 - Posted 2014-05-03 19:24:54 »

I can play League of legends on 60+ fps, and your game runes on 20 fps when all the screen is filled with tiles. It is pretty funny to me.. How can it be so slow. You could just slap VBO in there for whole level, and update it once the players breaks/places the block. Its not like its difficult to do for a game small as this..

...You could run League of Legends on a toaster.

"This code works flawlessly first time and exactly how I wanted it"
Said no programmer ever
Offline Jimmt
« League of Dukes »

JGO Kernel


Medals: 167
Projects: 5
Exp: 6 years



« Reply #23 - Posted 2014-05-03 19:29:30 »

...You could run League of Legends on a toaster.
Have you seen the acutal specs?
Offline saucymeatman
« Reply #24 - Posted 2014-05-04 15:10:14 »

I get about 20FPS when the screen is half full of blocks. Ouch. I'm not running a ancient system haha.
Offline Coldstream24

JGO Ninja


Medals: 82
Projects: 1
Exp: 4 years


You can fill that void inside with programming, but you'll never return a value.


« Reply #25 - Posted 2014-05-09 23:48:31 »

If you need any other help I may be able to do some stuff for you in my spare time... just let me know. Also, I can't launch it under OS X.

My website: http://www.onedropgames.com/
My soundcloud: http://www.soundcloud.com/coldstream24
Creator of the Morningside Engine, co-founder of Onedrop Games.
Offline Coldstream24

JGO Ninja


Medals: 82
Projects: 1
Exp: 4 years


You can fill that void inside with programming, but you'll never return a value.


« Reply #26 - Posted 2014-05-26 05:21:51 »

Oh man, guns. You just reminded me of how much fun I was having trying to implement projectiles into Element X (except I focused a lot more on onion grenades/explosives instead of bullets).

Do you have any plans to make this networked? For me that was one of the major areas of focus from the very beginning and it worked to an extent - the whole game ran on an internal server. Actually, what plans do you have for it in general?

My website: http://www.onedropgames.com/
My soundcloud: http://www.soundcloud.com/coldstream24
Creator of the Morningside Engine, co-founder of Onedrop Games.
Offline trollwarrior1
« Reply #27 - Posted 2014-05-31 05:53:19 »

Hmm its really sad that when you talk about performance for such simple game, and yet you cannot get 60 fps.. I cloned the project on my PC, why doesn't eclipse detect it as a project when I try to import it?
Offline kpars
« Reply #28 - Posted 2014-05-31 10:26:33 »

Hmm its really sad that when you talk about performance for such simple game, and yet you cannot get 60 fps.. I cloned the project on my PC, why doesn't eclipse detect it as a project when I try to import it?

There is no included project file.

From .gitignore:
1  
2  
3  
4  
5  
/bin
/log
/saves
.settings
.project

- Jev
Offline trollwarrior1
« Reply #29 - Posted 2014-05-31 10:30:36 »

Hmm I really wanted to help dem.
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