Java-Gaming.org Hi !
Featured games (90)
games approved by the League of Dukes
Games in Showcase (767)
Games in Android Showcase (230)
games submitted by our members
Games in WIP (854)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
    Home     Help   Search   Login   Register   
Pages: 1 ... 180 181 [182] 183 184 ... 205
  ignore  |  Print  
  What I did today  (Read 2841949 times)
0 Members and 5 Guests are viewing this topic.
Offline SkyAphid
« Reply #5430 - Posted 2017-05-11 04:34:33 »

There's no harm in helper methods unless they reduce functionality. In mine and theagentd's game engine, he usually writes complex systems that I in turn abstract and make helper methods for (so that you have the option of taking both routes for maximum customization). We've ran into a trouble a few times when I over-abstracted, but in cases like yours, I think you only stand to gain from simplifying it into function calls if you're going to be doing it a lot.

TLDR; it's helpful and OK, as long as it doesn't hamper performance or functionality IMO

it just werks
Offline CommanderKeith
« Reply #5431 - Posted 2017-05-11 14:11:00 »

Sorry for the delayed reply, for some reason my browser showed errors everytime I tried to reply before today.

Thanks for the tips and write up! The learning process sounds fun so I'm looking forward to it. I actually bought a bunch of electronic stuff on eBay like servos and arduinos but I've not yet had time to fully dive in.
I did get a servo working on my c2 odroid mini computer using Java, and I wired up a laser pointer to an arduino programmed in their default IDE but that's it.
My dream is to eventually build a remote control thing of some sort. Given my inexperience with flying I think I'll start with a wheeled vehicle first.
Thank you for your code, very interesting. It looks like you have 7 servos on the plane judging by the code, nice!

Offline FabulousFellini
« Reply #5432 - Posted 2017-05-11 23:01:10 »

I realized that there is a game called "Wonder Dog" for Sega CD that uses the EXACT same color scheme as mine for the title.  I use ROYGBIV for the colors of the letters of "DODGER DOG".  The WIP thread title picture doesn't reflect that, but it does in the actual title of my game.  lol.  Has anyone ever played Wonder Dog?

-FabulousFellini
www.fabulousfellini.com
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline 65K
« Reply #5433 - Posted 2017-05-13 12:57:12 »

Put up Lethal Running on Steam Greenlight:

<a href="http://www.youtube.com/v/qUTHgiq4e68?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/qUTHgiq4e68?version=3&amp;hl=en_US&amp;start=</a>

Please vote  Smiley

Lethal Running - a RPG about a deadly game show held in a futuristic dystopian society.
Offline Ecumene

JGO Kernel


Medals: 197
Projects: 4
Exp: 8 years


I did not hit her! I did not!


« Reply #5434 - Posted 2017-05-13 14:48:51 »



I got bored programming outlines and put in some toon shading too
When I'm done today, players should be able to grab objects and have an outline around them

Offline Emmsii
« Reply #5435 - Posted 2017-05-19 07:37:55 »

Attempted to duplicate this tweet: link

Results were meh but it was a fun little day project.
Click to Play


(made in Java2D btw)

Daaaaaaamn, how did you pull that off in Java2D?
Offline kingroka123
« Reply #5436 - Posted 2017-05-19 12:29:34 »

@Emmsii
I created a 3d Array of Voxels that have an x,y,z. Looped through using OpenSimplexNoise to get height. Set voxels under a certain height to visible. Rotated in 3d and projected to 2d coordinates.

To get the Z ordering right i just placed a pixel on a buffered image. Voxels with a higher z placed their pixel after and on top of voxels with lower z's. This is horribly slow but i wasn't going for performance so I used it.
Offline J0
« Reply #5437 - Posted 2017-05-19 15:20:13 »


I took a lot of pictures at a beautiful forest preserve. I can post them if anyone is interested.
please do Wink

Offline orange451

JGO Kernel


Medals: 438
Projects: 7
Exp: 7 years


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


« Reply #5438 - Posted 2017-05-22 19:06:26 »

Been tweaking my SSR a little bit today:



The second image was inspired by a post I saw a few years ago from some SSR thread.

First Recon. A java made online first person shooter!
Offline FabulousFellini
« Reply #5439 - Posted 2017-05-22 19:19:05 »

Been tweaking my SSR a little bit today:



The second image was inspired by a post I saw a few years ago from some SSR thread.

Awesome, I am reading Jaws right now for like the 10th time!

-FabulousFellini
www.fabulousfellini.com
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline VaTTeRGeR
« Reply #5440 - Posted 2017-05-23 12:56:28 »

Finally programmed multi-texturing + terrain-mesh generation for my long term RTS project
Offline elect

JGO Knight


Medals: 59



« Reply #5441 - Posted 2017-05-23 15:30:05 »

Better doing that with ordered layers.

with blend, render water, then sand and then grass
Offline VaTTeRGeR
« Reply #5442 - Posted 2017-05-23 16:04:20 »

@elect Like this?
1  
2  
3  
frag = blendfunc(  vec4(0), water_sample2d, water_alpha);
frag = blendfunc(fragment ,  sand_sample2d,  sand_alpha);
frag = blendfunc(fragment , grass_sample2d, grass_alpha);


Or do you mean seperate rendering passes?
(And which benefits does that provide?)
Offline elect

JGO Knight


Medals: 59



« Reply #5443 - Posted 2017-05-23 17:27:39 »

I meant separate rendering passes, one program/vao to "splash" a generic texture

It's more flexible
Offline h.pernpeintner

JGO Knight


Medals: 98



« Reply #5444 - Posted 2017-05-25 00:15:21 »

Finally managed to record my instance cluster culling mechanism prototype to stresstest my engine: 27k constantly moving objects, with each having it's own transformation and material and stuff. Hardly 30 fps, 27k Times putting an entity to a large buffer Oo
<a href="http://www.youtube.com/v/kK3s98RD8ZM?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/kK3s98RD8ZM?version=3&amp;hl=en_US&amp;start=</a>
Offline orange451

JGO Kernel


Medals: 438
Projects: 7
Exp: 7 years


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


« Reply #5445 - Posted 2017-05-25 02:54:30 »

If I had a dollar for every-time I saw that skybox...  Roll Eyes

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

JGO Knight


Medals: 98



« Reply #5446 - Posted 2017-05-25 10:21:08 »

You could draw us a new one  Tongue
Offline SkyAphid
« Reply #5447 - Posted 2017-05-25 14:00:58 »

That skybox is a rite of passage.

That said, if you're interested:
http://alexcpeterson.com/spacescape/

it just werks
Offline 65K
« Reply #5448 - Posted 2017-05-25 19:55:01 »

Got Lethal Running greenlit.
 ;

Lethal Running - a RPG about a deadly game show held in a futuristic dystopian society.
Offline FabulousFellini
« Reply #5449 - Posted 2017-05-25 20:21:40 »

Got Lethal Running greenlit.
 Grin

just fyi that link says the project was removed.

-FabulousFellini
www.fabulousfellini.com
Offline 65K
« Reply #5450 - Posted 2017-05-26 05:40:31 »

Oh, thanks​. I was checking while being logged in. Twitter works: Lethal Running

Lethal Running - a RPG about a deadly game show held in a futuristic dystopian society.
Offline philfrei
« Reply #5451 - Posted 2017-05-26 05:57:38 »

Been busy with various work testing possible audio VR algorithms. I've been writing mockups in Java for things like a vR wind-in-ears. The goal is to include some enhanced audio features in an Unreal project. I'll talk more about them when things are further along. I'd like to make them available to the Java game-making community, too. In any event, I figure it makes sense to first hear if these ideas work or not before trying to write them in C++, a language I with which I do not have much experienced.

(On my brother's advice, am reading Stroustrup's book. I figure if anyone can make rhyme or reason about some of the complexity of C++, it should be the author of the program!)

Today, though, was spent on the AudioClip class that I started in the 'shared code' section a couple weeks ago. The goal is to have an open-source, "improved" Clip for people not ready to make the jump to an audio library. I made a lot of progress today! Got the position-setting features of Clip working, and also put in place code for variable speed playback. Also, wrote test cases for the varispeed playback and position resetting. Put in place a looping capability that I didn't test yet, and the ability to smoothly fade-in and fade-out with the volume as well as alter the playback speed while a cue is playing. The concurrent playback aspect was implemented in the original post.

I'm going to write more test cases to ensure I have all the features working, and maybe a demo (slider for volume, slider for playback speed) before I post the updated code here at JGO. Hope to get to this before the end of the month or within a few days of that.

music and music apps: http://adonax.com
Offline DarkCart

JGO Kernel


Medals: 123
Projects: 9
Exp: 50 years


It's all in the mind, y'know.


« Reply #5452 - Posted 2017-05-27 17:58:44 »

Discovered that I had become inactive again  Emo

The darkest of carts.
Offline Damocles
« Reply #5453 - Posted 2017-05-29 16:04:30 »

Worked on an EvE Online like procedural StarCluster Generator.

(JS Version, click to see star-names, drag to tilt starmap)
starmap JS
Offline VaTTeRGeR
« Reply #5454 - Posted 2017-05-29 19:10:24 »

Click to Play

animated waves and foam on the shoreline
Offline Ecumene

JGO Kernel


Medals: 197
Projects: 4
Exp: 8 years


I did not hit her! I did not!


« Reply #5455 - Posted 2017-05-30 05:59:29 »



3D modeled this for a final art project, may use it in my game also Wink

Offline Guerra2442

JGO Coder


Medals: 50
Exp: 3 years


Guerra24


« Reply #5456 - Posted 2017-05-30 06:13:14 »

Implemented spotlight shadow mapping.


Working on Light Engine.
Offline SkyAphid
« Reply #5457 - Posted 2017-05-30 21:59:29 »

I'm having to learn a ton of filmography tricks for some 3D cutscenes I'm developing. There's so much stuff to learn! Not to mention learning how to work cameras and "dollys" in Blender. I'm having a lot of fun mixing all of this with my pre-existing animation experience, it's like making a movie almost. The best part is that the end product will be rendered in our custom game engine! It's super exciting.

it just werks
Offline orange451

JGO Kernel


Medals: 438
Projects: 7
Exp: 7 years


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


« Reply #5458 - Posted 2017-05-31 14:58:15 »

Started making a little random room generator:


First Recon. A java made online first person shooter!
Offline Sickan
« Reply #5459 - Posted 2017-05-31 21:34:26 »



Mobile games are all about cool vector graphics nowadays, but I prefer working with text, and SVG is a pain. So I glued JRuby to Java2D and made an editor for it with Swing Cool
Pages: 1 ... 180 181 [182] 183 184 ... 205
  ignore  |  Print  
 
 

 
EgonOlsen (1278 views)
2018-06-10 19:43:48

EgonOlsen (1147 views)
2018-06-10 19:43:44

EgonOlsen (881 views)
2018-06-10 19:43:20

DesertCoockie (1291 views)
2018-05-13 18:23:11

nelsongames (1106 views)
2018-04-24 18:15:36

nelsongames (1337 views)
2018-04-24 18:14:32

ivj94 (2077 views)
2018-03-24 14:47:39

ivj94 (1230 views)
2018-03-24 14:46:31

ivj94 (2188 views)
2018-03-24 14:43:53

Solater (798 views)
2018-03-17 05:04:08
Deployment and Packaging
by mudlee
2018-08-22 18:09:50

Java Gaming Resources
by gouessej
2018-08-22 08:19:41

Deployment and Packaging
by gouessej
2018-08-22 08:04:08

Deployment and Packaging
by gouessej
2018-08-22 08:03:45

Deployment and Packaging
by philfrei
2018-08-20 02:33:38

Deployment and Packaging
by philfrei
2018-08-20 02:29:55

Deployment and Packaging
by philfrei
2018-08-19 23:56:20

Deployment and Packaging
by philfrei
2018-08-19 23:54:46
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!