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  What I did today  (Read 2708818 times)
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Offline Aalhex
« Reply #5220 - Posted 2017-02-07 17:34:52 »

Today I was waiting for someone else to reply to this thread, in order for myself not to have the last post. Cry

It is I, Alexander from the Junivörs.
Offline Sralse

Junior Devvie


Medals: 5
Projects: 1
Exp: 2 years


Generic person.


« Reply #5221 - Posted 2017-02-07 21:27:31 »




I tried to make an inventory layout... Well, I tried haha Roll Eyes

Me? a nobody. Enjoy your day fellow human.
Offline dime26

JGO Ninja


Medals: 65
Projects: 7
Exp: 12 years


Should traffic wardens be armed?


« Reply #5222 - Posted 2017-02-07 22:07:35 »

I posted some pages back a GTA like prototype

I have a 5 month old baby so cut me some slack progress is very slow. Would like to start this prototype in a desert setting with a mix of broken buildings etc, a bit like Mad Max. So far I have 3D and 2D objects rendering, added option to change the field of view and zoom.

You can move about using WASD + character faces mouse or W to walk toward mouse S to move away from mouse (Experimenting).

Click to Play


Working on ideas for cars:


Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline KaiHH

JGO Kernel


Medals: 521



« Reply #5223 - Posted 2017-02-08 09:01:38 »

Celebrating. Happy 2nd Birthday! Smiley

No presents, though, since besides helping @Spasi to get LWJGL 3 running on Android the last week, I've been working on a decent test coverage for JOML (for that extra warm and cosy feeling), which takes like forever. Smiley
Additionally, I've been working on validation tools to check certain architectural design decisions on each method, such as that the method may only write fields of the object which it also returns as a result ('this' or 'dest'), using the wonderful ASM library with its analysis package to build control flow graphs and do some wonderful data flow analysis. This has been the source for one or two bugs in the past and must not happen again.
This test suite and the validation tooling should help in making life easier for contributors, too.
Offline princec

« JGO Spiffy Duke »


Medals: 1038
Projects: 3
Exp: 20 years


Eh? Who? What? ... Me?


« Reply #5224 - Posted 2017-02-08 09:33:29 »

I finally got to "paint" robots on to my battlefield last night and get them to shoot at each other again. Only been 3 years... and it's just a hack for now as well. Need more time in a day Sad

Cas Smiley

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 #5225 - Posted 2017-02-08 11:01:25 »

I'm working on a little tech demo where you throw CRT monitors at bowling pins. Then the monitors come back through chutes, and the pins get put back.
I reckon I need some kind of arm to push the pins out of the way. I'll figure that out in the morning.


My website: http://www.onedropgames.com/
My soundcloud: http://www.soundcloud.com/coldstream24
Creator of the Morningside Engine, co-founder of Onedrop Games.
Offline philfrei
« Reply #5226 - Posted 2017-02-09 02:45:50 »

I finished and submitted a web article. It's about the physics of the oboe, a sort of intro level thing, discussing the basics. If it gets posted, it will be on a site called HyperPhysics. I was invited to submit something when I pointed out a few corrections, a couple months ago, to statements on their oboe page. Couldn't resist the opportunity, but writing sure is difficult! It is especially so when your knowledge is more geared to working with the ideas, not knowing who came up with what and when, and how this theory is different from that, and providing citations for all assertions. I hope it turns out to be interesting and useful to at least a few people, and not just a glorified "book report."

Am going to get back to working on Hexara, now, and hopefully this time won't allow myself to get derailed with any other projects.

music and music apps: http://adonax.com
Offline SkyAphid
« Reply #5227 - Posted 2017-02-10 05:42:08 »

Today was my birthday! The big 20. It's crazy to think I started coming here when I was still in middle school. You guys are awesome and so is this community.

We set up a plan of attack for Robot Farm today with the artists in terms of improving the environments (the main criticism we got for the game). I think we're going to vastly improve it and make it super cool. I'm pretty excited to get at it.

it just werks
Offline princec

« JGO Spiffy Duke »


Medals: 1038
Projects: 3
Exp: 20 years


Eh? Who? What? ... Me?


« Reply #5228 - Posted 2017-02-10 09:27:06 »

Blimey... you'd have been about 4 years old when I made my first post on these boards :S

Cas Smiley

Offline orange451

JGO Kernel


Medals: 415
Projects: 7
Exp: 7 years


Your face? Your ass? What's the difference?


« Reply #5229 - Posted 2017-02-11 04:42:53 »

Implemented a shape util, fxaa, and bloom Smiley


First Recon. A java made online first person shooter!
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline Aalhex
« Reply #5230 - Posted 2017-02-11 08:04:00 »

I’ve been working on something.

It is I, Alexander from the Junivörs.
Offline FabulousFellini
« Reply #5231 - Posted 2017-02-11 18:48:42 »

I am on my last day of vacation in sunny Florida (Cape San Blas/Port St Joe) and am very sad to have to go back to snowy cold ass Chicago tomorrow.  But I made a cool new demo video for my game Dodger Dog which is in the WIP thread if anyone wants to check it out. 

-FabulousFellini
www.fabulousfellini.com
Offline J0
« Reply #5232 - Posted 2017-02-11 20:32:01 »

I apologize for bringing c++ to this forum once again..

1  
typedef std::_List_iterator<std::_List_val<std::_List_simple_types<std::function<void(int, int)>>>> ResizeListenerHandle;
So I wrote this as part of my c++ game. Believe it or not, it is actually useful.


... I sure am glad typedefs exist. persecutioncomplex

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 #5233 - Posted 2017-02-12 04:32:24 »

1  
typedef std::_List_iterator<std::_List_val<std::_List_simple_types<std::function<void(int, int)>>>> ResizeListenerHandle;
So I wrote this as part of my c++ game. Believe it or not, it is actually useful.
So wrong, but so right Tongue

My website: http://www.onedropgames.com/
My soundcloud: http://www.soundcloud.com/coldstream24
Creator of the Morningside Engine, co-founder of Onedrop Games.
Offline SHC
« Reply #5234 - Posted 2017-02-12 05:23:44 »

I apologize for bringing c++ to this forum once again..

1  
typedef std::_List_iterator<std::_List_val<std::_List_simple_types<std::function<void(int, int)>>>> ResizeListenerHandle;
So I wrote this as part of my c++ game. Believe it or not, it is actually useful.


... I sure am glad typedefs exist. persecutioncomplex

Combine that with macros!

1  
2  
3  
4  
5  
6  
#define DEF_ITER(type) typedef std::_List_iterator<std::_List_val<std::_List_simple_types<std::function<type>>>>

DEF_ITER(void(int,int)) ResizeListenerHandle;
DEF_ITER(void(int,int)) PositionListenerHandle;

// And so on...

Offline Aalhex
« Reply #5235 - Posted 2017-02-12 07:07:23 »

Today has been a stressful day. It’s a shame there’s no gun emoji on this forum. Roll Eyes

It is I, Alexander from the Junivörs.
Offline CoDi^R
« Reply #5236 - Posted 2017-02-13 08:42:09 »

This weekend I did a small experiment combining ForkJoinPool and artemis-odb to try processing entity system updates concurrently. The idea was to take a bag of entity IDs as provided by artemis, but instead of iterating them one by one, it splits the work among worker threads as much as it seems fit - which would be a parameter to decide based on how much work the system has actually to do on each entity.

I don't know yet if this is going anywhere, or even worth the overhead, but with entity numbers large enough I can already provide some bonus heat to my office room with CPU cores at 100% ...  Roll Eyes

Robotality - steamworks4j - @code_disaster - codi^r @ #java-gaming
Offline VaTTeRGeR
« Reply #5237 - Posted 2017-02-13 09:40:36 »

@CoDi^R
It's certainly worth it, just not for every task.
If you have a task that requires minimal input and minimal output and apart from that does not modify shared data, that's your candidate!
Pathfinding, complex ai or line-of-sight calculations are a perfect fit Pointing

I tried this some time ago with a simple thread pool and i even got a small improvement by doing the posNew=pos+v*t with 4 threads, despite the overhead.
Offline Archive
« Reply #5238 - Posted 2017-02-13 19:13:51 »

Thanks to theagentd and a few hours on skype, gamma correction was added to my engine!
We changed from using 24 bit, R8G8B8 colors to 48 bit R16G16B16 long colors

Without gamma:


With gamma:

Offline Roquen

JGO Kernel


Medals: 517



« Reply #5239 - Posted 2017-02-13 19:40:52 »

https://twitter.com/Jonathan_Blow/status/831225844655796226

edit: or just click here: https://www.humblebundle.com/freedom
Offline misthalu

Senior Devvie


Medals: 20
Projects: 1



« Reply #5240 - Posted 2017-02-13 19:51:26 »

This thread is a great idea.
Allow me to contribute.
These days we (girlfriend and me) is getting ready to release our first "Blu-Play" game. (www.blu-play.com)
So today we (that means her, because she's the graphics artist) have created a label and cover for the Blu-ray Disc. :-)



Offline KaiHH

JGO Kernel


Medals: 521



« Reply #5241 - Posted 2017-02-13 22:11:20 »

If you've been following US "politics" and media the last time and wonder... what the eff..., you must see this:
https://www.youtube.com/watch?v=xecEV4dSAXE
Amazing work. Just hilarious. Yeah, watching this is basically what I did today, besides work. Smiley
Offline orange451

JGO Kernel


Medals: 415
Projects: 7
Exp: 7 years


Your face? Your ass? What's the difference?


« Reply #5242 - Posted 2017-02-13 22:21:19 »

I just find it so hard It so hard to find John Oliver and Trevor Noah on Comedy central funny Sad

I liked having colbert on 24/7 on the station; Was a lot more enjoyable.

First Recon. A java made online first person shooter!
Offline princec

« JGO Spiffy Duke »


Medals: 1038
Projects: 3
Exp: 20 years


Eh? Who? What? ... Me?


« Reply #5243 - Posted 2017-02-13 22:23:16 »

Today I poked at a generic signature. Next thing I know it had exploded all over my entire class hierarchy. That'll teach me. Still, it is done now.

Cas Smiley

Offline KaiHH

JGO Kernel


Medals: 521



« Reply #5244 - Posted 2017-02-13 22:29:56 »

I liked having colbert on 24/7 on the station; Was a lot more enjoyable.
Thanks for the tip! Smiley Will try.
Offline dime26

JGO Ninja


Medals: 65
Projects: 7
Exp: 12 years


Should traffic wardens be armed?


« Reply #5245 - Posted 2017-02-14 00:45:42 »

Was thinking of ways to add 3D buildings to the level, created a function that will create one big block or a block split up into X number of blocks at random. As I am using Box2D for the collisions (game is topdown 2D) it adds collision boxes where 3D objects are on the floor.

Next I will change clicking on tiles to open up an editor where you can make objects using cubes and some other shapes and apply texture to them.

Once I have a basic level editor will add load / save and a chunk manager.

Click to Play



Offline Apo
« Reply #5246 - Posted 2017-02-14 14:19:40 »

Don't forget the valentine's day Cheesy
My interpretation Cheesy
Offline ags1

JGO Kernel


Medals: 367
Projects: 7


Make code not war!


« Reply #5247 - Posted 2017-02-14 18:56:56 »

I forgot Valentine's day Sad

But I deployed v0.1 of my new website:

http://beyondproxima.appspot.com/

It is a clickable 3d map of the stars near us. Click the star's Hipparchos catalog name to fly to the star at 10,000,000 times the speed of light.

It's coded with SVG, JS and Java.

(The JS is crude and brutal, view source to have a laugh Smiley ).

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 #5248 - Posted 2017-02-16 04:15:16 »

Tackled one of the bigger components of my engine that I'd been putting off implementing. On and off, took me about a week, but I present 0.42 alpha of the Morningside Engine and the joint editor!

It was pretty tricky wrapping box2D joints in a way to work with my internal formats but I think it makes a powerful addition to the engine. They also save and load with maps, so they persist 100%.
I'm half-tempted to make a version of gMod at this point Tongue

My website: http://www.onedropgames.com/
My soundcloud: http://www.soundcloud.com/coldstream24
Creator of the Morningside Engine, co-founder of Onedrop Games.
Offline theagentd
« Reply #5249 - Posted 2017-02-16 13:14:20 »

These last few days, I've worked on improving the RF graphics, since that's one of the main criticisms we got for it.

We don't really draw our houses in RF; we just draw the walls on the ground and leave the rest to the user's imagination. Now, some time ago I added a day/night-cycle, where the ambient light changes over the course of the day, with nice orange mornings and sunsets, and really dark nights. It's really nice, but didn't really have much impact due to the lack of shadows. I realized that I could really easily draw some sun shadows using the same shader and system as for point lights, allowing for a full day/night-cycle with the sun casting long shadows from the buildings, which even have faked roofs casting shadows now, which helps conveying the actual size and shape of the house even though we don't draw it.

I also added cloud shadows that slowly float over the screen and change shape, and added a cloudiness parameter that allows the clouds to be slowly faded in and out, allowing for transitions from a sunny day to a cloudy day over a couple of minutes of playtime, with really good results. I had to make a few compromises on the clouds though, as I really needed bicubic filtering to get them to look good. Still, I'm happy with the results.

Today I added "raytraced" god rays based on said clouds. It's pretty crazy heavy, but done at 1/16th the normal tile resolution so it's not too slow. They're accurate and follow the shape of the clouds as they float by. The intensity of the clouds are faded in based on the cloudiness parameter, so on clear days the god rays will essentially disappear to avoid turning the entire screen white, while on cloudy days the intensity ramps up so that a tiny hole in the cloud cover will cast a glorious pillar of light to the ground.

Here's a pic showing off all the new features:


Myomyomyo.
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