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  What I did today  (Read 3754370 times)
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Offline KudoDEV

JGO Ninja


Medals: 79
Exp: 6 years


Game Dev Hobbyist


« Reply #1350 - Posted 2015-01-06 04:18:02 »

Well I believe it was done to encourage game development. Not "game engine" development. The WIP was riddled with these tools instead of games.

There's a huge discussion here: http://www.java-gaming.org/topics/new-rules-regarding-game-engines/35330/view.html

Edit: Jimmt ninja'd me

Offline Jimmt
« League of Dukes »

JGO Kernel


Medals: 167
Projects: 5
Exp: 6 years



« Reply #1351 - Posted 2015-01-06 04:18:36 »

Well I believe it was done to encourage game development. Not "game engine" development. The WIP was riddled with these tools instead of games. There's a huge discussion here: http://www.java-gaming.org/topics/new-rules-regarding-game-engines/35330/view.html
Note, if you have any comments on this topic please post in that thread and not this one.
Offline BurntPizza

« JGO Bitwise Duke »


Medals: 486
Exp: 7 years



« Reply #1352 - Posted 2015-01-06 06:30:03 »

Finally getting around to putting together a utilities lib for myself, currently some geometry stuff:

Click to Play


Circumscribed circles of triangles are central to Delaunay triangulation.
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline kevglass

« JGO Spiffy Duke »


Medals: 319
Projects: 25
Exp: 22 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #1353 - Posted 2015-01-06 11:17:52 »

Thank you for your criticism, It really helped me out! I added more detail to the body and worked on the arms.
The main problem I had was drawing the second arm since it is a bit obscured by the first one. But I think it ended up nicely.



Smiley


Well, that turned out nice! Smiley

Great work!.

Cheers,

Kev

Offline lcass
« Reply #1354 - Posted 2015-01-06 12:46:28 »

Finally getting around to putting together a utilities lib for myself, currently some geometry stuff:

Click to Play


Circumscribed circles of triangles are central to Delaunay triangulation.

ooh thats, just a bit hypnotic!
Offline KudoDEV

JGO Ninja


Medals: 79
Exp: 6 years


Game Dev Hobbyist


« Reply #1355 - Posted 2015-01-06 17:58:13 »

I started recording videos instead of GIFs so that I can show off better  Roll Eyes

Note: This is my PERSONAL game dev suite for a game that I will be starting soon.

Details about it will be shared soonish.

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

Offline pitbuller
« Reply #1356 - Posted 2015-01-06 20:34:57 »

I started recording videos instead of GIFs so that I can show off better  Roll Eyes

Note: This is my PERSONAL game dev suite for a game that I will be starting soon.

Details about it will be shared soonish.

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

Have you tried using some image editor with height map hotloading to engine? It's quite daunting task to do all nice and usefull features with all ui candy that photoshop/gimp have for image editing.
Offline KudoDEV

JGO Ninja


Medals: 79
Exp: 6 years


Game Dev Hobbyist


« Reply #1357 - Posted 2015-01-06 20:38:48 »

@pitbuller Well then it would be too easy!

Plus this way I can texture the terrain and and visualize as I go.

This will also allow me to add in NPCs, mobs and such just the way I want.

Not to Mention that its MUCH more fun to sculpt like this.

 Grin

Offline EgonOlsen
« Reply #1358 - Posted 2015-01-06 21:34:01 »

Populated another one of the three towns with shops and NPCs, one to go. Not all of these NPCs are relevant to the game ATM but i'll add them first and give them a purpose later.

This is Getel, wife of Witton...frustrated by his lack of passion (...it's a small side quest):

Offline death_angel
« Reply #1359 - Posted 2015-01-06 23:25:30 »

The movements on coop mode are much smoother.  Pointing This is what i did today
<a href="http://www.youtube.com/v/EEHcvW-uQFE?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/EEHcvW-uQFE?version=3&amp;hl=en_US&amp;start=</a>

I am just a guy
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline KudoDEV

JGO Ninja


Medals: 79
Exp: 6 years


Game Dev Hobbyist


« Reply #1360 - Posted 2015-01-07 04:42:02 »

Worked on my game's tools some more.

Still so much to be done!

Tacky YouTube video. I'll get better!
<a href="http://www.youtube.com/v/mQdd8QkOLTc?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/mQdd8QkOLTc?version=3&amp;hl=en_US&amp;start=</a>

Offline Ashedragon

JGO Coder


Medals: 27
Projects: 1
Exp: 4 years


The best person you could possibly be is yourself.


« Reply #1361 - Posted 2015-01-07 05:03:12 »

Worked on my game's tools some more.

Almost everything seems more exciting with upbeat music!
Looks pretty good so far.

boo
Offline Roquen

JGO Kernel


Medals: 518



« Reply #1362 - Posted 2015-01-07 08:16:20 »

I'm reading this: Aggregate G-Buffer Anti-Aliasing

<a href="http://www.youtube.com/v/OT6IxLWZOJ4?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/OT6IxLWZOJ4?version=3&amp;hl=en_US&amp;start=</a>
Offline kevglass

« JGO Spiffy Duke »


Medals: 319
Projects: 25
Exp: 22 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #1363 - Posted 2015-01-07 09:28:51 »

More work on the tooling for Legends of Fore:



Got the point where I can start padding out monsters and items. On to re-writing the scripting stuff next.
Cheers,

Kev

Offline Roquen

JGO Kernel


Medals: 518



« Reply #1364 - Posted 2015-01-07 09:32:29 »

Thought:  stackable as an integer instead of a boolean.
Offline KudoDEV

JGO Ninja


Medals: 79
Exp: 6 years


Game Dev Hobbyist


« Reply #1365 - Posted 2015-01-07 14:36:05 »

Quote from: Ashedragon
Almost everything seems more exciting with upbeat music!
Looks pretty good so far.

Thanks! And yeah haha that was my goal xP

Offline BurntPizza

« JGO Bitwise Duke »


Medals: 486
Exp: 7 years



« Reply #1366 - Posted 2015-01-07 15:43:04 »

Got inspired by this (warning, lots of large images and gifs) and felt like doing something visual again:
http://gfycat.com/IndelibleHeftyCommongonolek

I might post the code if anyone if interested and I can make it somewhat readable.
Offline KudoDEV

JGO Ninja


Medals: 79
Exp: 6 years


Game Dev Hobbyist


« Reply #1367 - Posted 2015-01-07 15:47:03 »

Ooo that's pretty sweet looking

Offline Elsealabs
« Reply #1368 - Posted 2015-01-07 16:20:59 »

Got inspired by this (warning, lots of large images and gifs) and felt like doing something visual again:
http://gfycat.com/IndelibleHeftyCommongonolek

I might post the code if anyone if interested and I can make it somewhat readable.

The gfycat website never loads for me, but the stack exchange contest looks very interesting. I couldn't even imagine how to do this, so seeing some readable code for it would most likely be very enlightening. If you want to share, I'd surely read it.

Offline lcass
« Reply #1369 - Posted 2015-01-07 16:41:06 »

Got inspired by this (warning, lots of large images and gifs) and felt like doing something visual again:
http://gfycat.com/IndelibleHeftyCommongonolek

I might post the code if anyone if interested and I can make it somewhat readable.
So how exactly does it work , do you map each pixel and then see which colour it's closest to?
Offline BurntPizza

« JGO Bitwise Duke »


Medals: 486
Exp: 7 years



« Reply #1370 - Posted 2015-01-07 16:52:22 »

Re-hosted to imgur's gifv: http://imgur.com/SVi6o6k (warning: massive and poor quality)

The code will have to wait until later today, but the process is like this:

Get 2 images, equal dimensions for convenience
1st is the pixel source, 2nd is the target
Create 3rd blank image to draw to
Create an array of indices of the target in the order they will be found from the source
(I did range(0...img.size).sort(euclidean distance from image center) to get the expanding circle,
previously I tried the range shuffled, which looks cool but yields terrible video quality due to the noise)

For each frame:
loop:
    get next index from indices
    get the pixel color of that index in the target image
    find a pixel in the source with a color as close as possible to that
    set that pixel's location in the source image to black, create a new particle in the same spot with the found color
    set particle target point to current index
    add particle to "entities" list
end loop, repeat n times, where n determines the rate of pixel-uprooting (I used 190 to get the video short enough for gfycat, but that many searches per frame kills real-time perf)

render:
draw source and blank image next to each other
for each particle in "entities":
    increment life
    if (life == MAX_LIFE): remove from entities, set target point on 3rd image to this particle's color
    else: cubic interpolate from particle origin to target point with life/MAX_LIFE as alpha, draw
(optional) write current frame to disk via ExecutorService+ImageIO to later mux via ffmpeg

do { frame loop } while(!entities.isEmpty())
Offline lcass
« Reply #1371 - Posted 2015-01-07 17:55:44 »

I Was somewhat close then. How about group sampling to increase the speed , instead of taking 1 pixel at a time take 9 around a wrapped centre that fit , lowers the quality but would increase the performance.
Offline BurntPizza

« JGO Bitwise Duke »


Medals: 486
Exp: 7 years



« Reply #1372 - Posted 2015-01-07 18:05:14 »

Since it's just a 3-D nearest neighbor search (dimensions r,g,b), I was thinking a kd-tree, although removal after each search is problematic.
Right now it's just a fuzzy linear search for the proof of concept, which almost anything will beat.
Offline lcass
« Reply #1373 - Posted 2015-01-07 18:49:11 »

If done right you could move it into a shader and maybe even use it as ingame animation . It would look absolutely brilliant.
Offline ra4king

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Medals: 508
Projects: 3
Exp: 5 years


I'm the King!


« Reply #1374 - Posted 2015-01-08 00:22:31 »

You could probably use a lookup for the R and G channels (that's only 65K entries) and then search for a closest in the B channel. The generation of the lookup table will be pretty fast and the lookup will take a worst-case scenario of 255 comparisons.

Offline BurntPizza

« JGO Bitwise Duke »


Medals: 486
Exp: 7 years



« Reply #1375 - Posted 2015-01-08 00:29:14 »

Not groking that yet, would it handle removals well?

Either way, an R-tree (or variant) looks to be near optimal and I want an impl for my utilities anyway, so I'll probably try that.
Offline kingroka123
« Reply #1376 - Posted 2015-01-08 03:30:44 »

I created a system for simulating DNA and decided to generate trees. Basically, that jagged line is a graph of the dna sequence with every hill and valley corresponding to an "A", "T", "C", or "G". Every few generations, a mutation will pop up that can drastically or barely change the look of the tree. This is not, however, limited to just trees. With some work, one could easily make a semi-accurate representations of pedigrees for a family.



Right now the trees aren't all that pretty but the program gets the job done so I am happy.
Offline BurntPizza

« JGO Bitwise Duke »


Medals: 486
Exp: 7 years



« Reply #1377 - Posted 2015-01-08 03:40:13 »

Reminds me of L-systems and Turing Turtles.

Figure out a fitness function for "interesting-ness" and throw it in a genetic algorithm stat!
Offline death_angel
« Reply #1378 - Posted 2015-01-08 21:50:45 »

Today i bought a new keyboard
http://i.imgur.com/zRx5Nzv.jpg

I am just a guy
Offline ags1

JGO Kernel


Medals: 367
Projects: 7


Make code not war!


« Reply #1379 - Posted 2015-01-08 22:25:40 »

Started building a (virtual) art gallery.

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