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  What I did today  (Read 3667756 times)
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Offline Longarmx
« Reply #810 - Posted 2014-10-24 03:55:12 »

A* fun!


Offline Ecumene

JGO Kernel


Medals: 200
Projects: 4
Exp: 8 years


I did not hit her! I did not!


« Reply #811 - Posted 2014-10-24 04:12:26 »

Comparison (mouse over to see the new version): http://screenshotcomparison.com/comparison/97125

Is the performance profiler HDR rendered?
I think this game is getting too polished... Wink

Offline princec

« JGO Spiffy Duke »


Medals: 1146
Projects: 3
Exp: 20 years


Eh? Who? What? ... Me?


« Reply #812 - Posted 2014-10-24 09:42:08 »

Released Harldland early access to Steam. http://store.steampowered.com/app/321980/
Woo, most awesome! What's that made with?

Cas Smiley

Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline theagentd
« Reply #813 - Posted 2014-10-24 14:10:24 »

Is the performance profiler HDR rendered?
I think this game is getting too polished... Wink
Hehe, I'm glad you think so, but no, it's not. I do apply a very simplified bloom filter to it and add it on top of the UI using a special additive blending operation which gives a very good HDR look and preserves anti-aliased gradients etc.

More info here: http://www.java-gaming.org/index.php?topic=33171.0

Myomyomyo.
Offline pitbuller
« Reply #814 - Posted 2014-10-24 16:37:19 »


It's our company own c++ framework so not really java related. I am behind all graphics programming. If someone is interesting about modding there should be plenty fun to do. Everything(shaders, textures, models, entities, world) is moddable in realtime.
Offline princec

« JGO Spiffy Duke »


Medals: 1146
Projects: 3
Exp: 20 years


Eh? Who? What? ... Me?


« Reply #815 - Posted 2014-10-24 16:57:16 »

V nice.

Released alpha footage of Basingstoke today: http://www.puppygames.net/blog/?p=1585

Cas Smiley

Offline quew8

JGO Knight


Medals: 53



« Reply #816 - Posted 2014-10-24 17:10:49 »

V nice.

Released alpha footage of Basingstoke today: http://www.puppygames.net/blog/?p=1585

Cas Smiley
That's awfully, awfully pretty. Not much else I can say just from the new video.
Offline CopyableCougar4
« Reply #817 - Posted 2014-10-25 02:57:25 »

Spent time making a LWJGL version of the JMenu and JTabbedPane, and I started an XML parser for my UI library. It jumps down and can find nested UI elements and parse all elements that I have java code for (almost!).

Such fun Smiley

CopyableCougar4

Either wandering the forum or programming. Most likely the latter Smiley

Github: http://github.com/CopyableCougar4
Offline syszee
« Reply #818 - Posted 2014-10-25 02:59:50 »

Spent the majority of my afternoon working on build up practice projects as well as working on pixel art skills. Hopefully going to better myself by the type LD31 starts.

Offline Slyth2727
« Reply #819 - Posted 2014-10-25 03:04:57 »

Got good results on my report card, so I get to keep my awesome programming job over the school year. What's better than sitting at home, programming, and for money?!
I also am working on reverse engineering this PDF program that's pretty big name (not Adobe). It's a difficult challenge, but a fun one.
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline theagentd
« Reply #820 - Posted 2014-10-25 03:31:51 »

Improved the motion blur even more. It now has no artifacts with anti-aliasing, the gradual change from 0 motion blur to 0.5 pixel motion blur (= when a pixel starts moving just fast enough to get motion blur) no longer makes a visible pop as the introduction of motion blur has been smoothed out, and I no longer get very slightly blurry edges that should be sharp. I've also added a faster blur for tiles that have coherent motion and don't need depth awareness, which improved performance significantly.

Motion blur performance with and without the cheap blur optimization when the whole screen is in motion:
 - Without: 1.275 ms
 - With: 0.68 ms

87.5% faster! =D

Myomyomyo.
Offline pitbuller
« Reply #821 - Posted 2014-10-25 09:10:35 »

Improved the motion blur even more. It now has no artifacts with anti-aliasing, the gradual change from 0 motion blur to 0.5 pixel motion blur (= when a pixel starts moving just fast enough to get motion blur) no longer makes a visible pop as the introduction of motion blur has been smoothed out, and I no longer get very slightly blurry edges that should be sharp. I've also added a faster blur for tiles that have coherent motion and don't need depth awareness, which improved performance significantly.

Motion blur performance with and without the cheap blur optimization when the whole screen is in motion:
 - Without: 1.275 ms
 - With: 0.68 ms

87.5% faster! =D

Would you be so kind that you would share that motion blur code as reference?
Offline princec

« JGO Spiffy Duke »


Medals: 1146
Projects: 3
Exp: 20 years


Eh? Who? What? ... Me?


« Reply #822 - Posted 2014-10-25 11:09:08 »

In the early hours of the morning I finally finished putting in hyperlinks into text areas in SPGL2's increasingly hacky user interface systems. Took me about 6 hours of actual coding (which is to say, basically a whole day) but I'm super pleased with the results and its general efficiency of implementation. Now I can embed hyperlinks of any sort (eg. help:titlescreen) and have the game do something useful with them, all over the UI. Battledroid development is actually speeding up now.

Cas Smiley

Offline theagentd
« Reply #823 - Posted 2014-10-25 15:52:34 »

Would you be so kind that you would share that motion blur code as reference?

http://www.java-gaming.org/?action=pastebin&id=1115

There's lots of things going on in other shaders though. I have 4 other shaders that do motion blur related work. Two of them are used to calculate the maximum and minimum motion vectors of each tile, the third shader dilates the tiles and checks if the resulting min and max vectors have similar weight (if they do, it outputs (2048, 2048) to signal the motion blur shader that it should use the fast path), and then a fourth shader generates the packed (linear depth, motion vector length) texture. It's not easy to implement unless you already have motion vectors and linear depth textures lying around. =P

Myomyomyo.
Offline SHC
« Reply #824 - Posted 2014-10-25 15:55:22 »

I themed chameleon boot loader today.


Offline Grunnt

JGO Kernel


Medals: 143
Projects: 8
Exp: 5 years


Complex != complicated


« Reply #825 - Posted 2014-10-25 15:55:55 »

Found some time today in between baby & housekeeping to make some improvements to the prototype I'm working on. The thrust and torque is now applied to the ship model depending on where the thrusters and reaction wheels are placed. I also fixed many small issues. It runs smooth even with very big ships:

Offline theagentd
« Reply #826 - Posted 2014-10-25 16:07:57 »

Found some time today in between baby & housekeeping to make some improvements to the prototype I'm working on. The thrust and torque is now applied to the ship model depending on where the thrusters and reaction wheels are placed. I also fixed many small issues. It runs smooth even with very big ships:
...
Holy shit. That looks like a merge of FTL and StarDrive. *___*

Myomyomyo.
Offline matheus23

JGO Kernel


Medals: 138
Projects: 3


You think about my Avatar right now!


« Reply #827 - Posted 2014-10-25 16:11:59 »

Found some time today in between baby & housekeeping to make some improvements to the prototype I'm working on. The thrust and torque is now applied to the ship model depending on where the thrusters and reaction wheels are placed. I also fixed many small issues. It runs smooth even with very big ships:
...
Holy shit. That looks like a merge of FTL and StarDrive. *___*

Also: Reminds me of Robocraft (currently playing that game, I really love it)

See my:
    My development Blog:     | Or look at my RPG | Or simply my coding
http://matheusdev.tumblr.comRuins of Revenge  |      On Github
Offline Drenius
« Reply #828 - Posted 2014-10-25 19:46:47 »

@Grunnt: Still reminds me of what I'm doing, in some aspects even more now, in quite some also better probably...

  

Do really hope you don't want it to be as fast as that too.  Smiley
Offline CopyableCougar4
« Reply #829 - Posted 2014-10-26 00:37:20 »

My day:
  • Entity management system (with layering)
  • Packet handling for networked entities
  • Parsing AIs

This is my experimental AI.
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function runAI(username) {

   var EntitySystem = Java.type("com.digiturtle.entities.EntitySystem");
   var Entity = Java.type("com.digiturtle.entities.Entity");
   var entity = EntitySystem.getEntity(username);
   
   var ArrayList = Java.type("java.util.ArrayList");
   var entities = EntitySystem.getEntities();
   
   for each (var otherEntity in entities) {
      if (otherEntity.getHealth() / otherEntity.getMaxHealth() > 0.5) {
         entity.damage(5);
      }
   }
   
}


It uses the Nashorn engine. I'm unsure if it's 100% correct since I am quite the novice with Nashorn. If anybody has any experience with Nashorn and finds an issue or has a tutorial you can link me to, it would be appreciated Smiley

CopyableCougar4

Either wandering the forum or programming. Most likely the latter Smiley

Github: http://github.com/CopyableCougar4
Offline ra4king

JGO Kernel


Medals: 508
Projects: 3
Exp: 5 years


I'm the King!


« Reply #830 - Posted 2014-10-26 00:38:01 »

Goddamn, reading all these make me feel more and more lazy and unaccomplished thanks to how little time I have Cry

Offline Slyth2727
« Reply #831 - Posted 2014-10-26 00:58:52 »

Well, I attempted to reinstall Arch on my old lappy. The actual install went fine, much smoother than previous times, but then I apparently wrecked everything when it came to installing the god damn drivers for the laptop's AMD/integrated intel graphics. Installing drivers in any nix distribution makes me want to kill myself.

Had enough for today, doing a fresh install tomorrow. Grr.
Offline Ecumene

JGO Kernel


Medals: 200
Projects: 4
Exp: 8 years


I did not hit her! I did not!


« Reply #832 - Posted 2014-10-26 02:50:51 »

My school upgraded their PCs in 2010, and apparently they have a store room filled with 150+ Dell WinXPs. They give them out every friday. The graphics chip has an "ATI" logo on it... So it kinda tells you how old they are.

... I took 3 Wink

Offline trollwarrior1
« Reply #833 - Posted 2014-10-26 11:36:09 »

I'm not sure about this, but to me it seemed that FreeTypeFontGenerator and Libgdx font rendering is very slow, so I'm attempting to make my own binding of FreeType for Java. Not sure if it will have better performance than that of Libgdx, but it is sure as hell a fun process.

If the result turns out well, I will post it here somewhere.

For now, enjoy some FreeType generated bitmaps drawn to console Cheesy

Offline death_angel
« Reply #834 - Posted 2014-10-26 12:03:58 »

Adding some tasks to my Ninja vs Zombie Pirates TODO list.
Having great ideas Cheesy

I am just a guy
Offline Grunnt

JGO Kernel


Medals: 143
Projects: 8
Exp: 5 years


Complex != complicated


« Reply #835 - Posted 2014-10-26 12:14:29 »

@Grunnt: Still reminds me of what I'm doing, in some aspects even more now, in quite some also better probably...

Hey Drenius, looks interesting! I have no doubt we're doing quite different things, though. I'm planning on this to be somewhat like FTL-meets-space opera, with the player controlling a single ship in detail and battling it out with one or a few other ships. Do you have a WiP thread or page about your game?

Offline Grunnt

JGO Kernel


Medals: 143
Projects: 8
Exp: 5 years


Complex != complicated


« Reply #836 - Posted 2014-10-26 12:16:35 »

Found some time today in between baby & housekeeping to make some improvements to the prototype I'm working on. The thrust and torque is now applied to the ship model depending on where the thrusters and reaction wheels are placed. I also fixed many small issues. It runs smooth even with very big ships:
...
Holy shit. That looks like a merge of FTL and StarDrive. *___*

Also: Reminds me of Robocraft (currently playing that game, I really love it)

FTL was certainly an inspiration, and I loved stardrive (I guess the ship design part is also pretty like StarDrive's). I envision a mix between the two, I guess.

Robocraft looks interesting, but it's waaaay more advanced stuff than I'm making. Great stuff. I limit myself to 2D space top-down setting.

Offline GameQuester

Senior Devvie


Medals: 9
Projects: 2



« Reply #837 - Posted 2014-10-26 18:50:39 »

Integrated some lightning to my game Star Four.

Click to Play
Offline CopyableCougar4
« Reply #838 - Posted 2014-10-26 18:58:40 »

Spent about 6 days to build a small game library for myself.

Features:
  • Text resource loading
  • UI components
  • Parsing UI from xml
  • Using javascript and Nashorn to handle button clicks
  • Gravity handling
  • Collision detection with callback handling
  • Simple networking API with packet header storage
  • Entity management system with cached rendering of layered vbo sprites, JavaScript AI parsing (wip)
  • Font rendering
  • Texture drawing
  • Everything is rendered with VAOs that are often even batched in display lists

Turns this:
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public class Game {
   
   public static void main(String[] args) throws LWJGLException {
      new Game(1280, 720, "Game").start();
   }
   
   private HashMap<String, Screen> screens = new HashMap<String, Screen>();
   private String screen = "menu";
   
   public Game(int width, int height, String title) throws LWJGLException {
      Display.setTitle(title);
      Display.setDisplayMode(new DisplayMode(width, height));
   }
   
   private static Game game;
   
   public static Game getGame() {
      return game;
   }
   
   public void start() throws LWJGLException {
      Display.create();
      GL11.glOrtho(0, 1280, 720, 0, 1, -1);
      GL11.glClearColor(0.7f, 0.7f, 0.7f, 1);
      GL11.glEnable(GL11.GL_BLEND);
      GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
      InputSystem.HEIGHT = 720;
      InputSystem.TARGET_DISPLAY_FPS = 90;
      screens.put("menu", Screen.getScreen(new File("main-menu.xml")));
      for (Screen screen : screens.values()) {
         InputSystem.getSystem().addComponent(screen.getUI());
      }
      while (!Display.isCloseRequested()) {
         game = this;
         GL11.glClear(GL11.GL_COLOR_BUFFER_BIT);
         InputSystem.getSystem().collectInput();
         screens.get(screen).render();
         Display.update();
         Display.sync(90);
      }
   }

}

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<?xml version="1.0"?>
<!-- scale : 1.08333 -->
<screen>
 <ui x="15" y = "15" width="650" height="475" background="main box.png">
  <theme source="output.jar" />
  <button layer="1" x="324" y="418" width="145" height="36" source="battle button.png" action="builder.js:printOutput()" />
  <button layer="2" x="49" y="54" width="90" height="90" source="heal button.png" action="builder.js:printOutput()" />
 </ui>
</screen>

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function printOutput() {
  print("Hello");
}


into a UI with two buttons and a background that prints "Hello" to the console when either button is clicked.

Such fun (but not very impressive) Smiley

CopyableCougar4

Either wandering the forum or programming. Most likely the latter Smiley

Github: http://github.com/CopyableCougar4
Offline DarkCart

JGO Kernel


Medals: 124
Projects: 9
Exp: 50 years


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


« Reply #839 - Posted 2014-10-26 19:40:23 »

Also did a small game library for beginners, less impressive than CopyableCougar4's, but still, I had fun.

Example code: http://pastebin.java-gaming.org/d11ed89121e11

Does this:



The darkest of carts.
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