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  What I did today  (Read 2838314 times)
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Offline theagentd
« Reply #2070 - Posted 2015-04-10 09:00:40 »

Finally managed to work around an AMD driver bug that's been in the drivers since OGL 4 came out. Basically, when using BPTC texture compression, the AMD driver throws a GL_INVALID_OPERATION error when I try to update a texture with glCompressedTexSubImage2D(). To avoid this, I fell back to S3TC if the BPTC extension wasn't supported OR it failed to pass this simple test without an error:
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         int tempTexture = glGenTextures();
         glBindTexture(GL_TEXTURE_2D, tempTexture);
         glTexImage2D(GL_TEXTURE_2D, 0, ARBTextureCompressionBPTC.GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB, 4, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE, (ByteBuffer)null);
         
         //This fails if running on AMD
         glCompressedTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, ARBTextureCompressionBPTC.GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB, BufferUtils.createByteBuffer(16));

         glDeleteTextures(tempTexture);
         
         if(glGetError() == GL_NO_ERROR){
            supportsBPTC = true;
            System.out.println("Test passed, enabling BPTC compression.");
         }else{
            supportsBPTC = false;
            System.out.println("Test failed! Falling back to S3TC.");
         }


I finally found a way to work around this. If the texture is allocated using ARBTextureStorage (glTexStorage2D()) instead, glCompressedTexSubImage2D() works as expected with BPTC! Oh, the things I do for AMD... At least glTexStorage2D() is slightly faster to do than one glTexImage2D() for each mipmap level, which reduces the stuttering from texture streaming in the background.

Fun fact: Insomnia is based on OGL 3.2 Core profile, but can take advantage of a number of extensions to improve performance and efficiency:

 - Texture Storage to work around driver bugs and reduce stuttering when loading textures.
 - BPTC texture compression to improve the quality of color textures.
 - Base instance to improve performance when rendering instanced stuff (which is pretty much all models in Insomnia).
 - Multi draw indirect to improve performance when rendering models to shadow maps that don't require texture binds per model type.

Myomyomyo.
Offline kevglass

« JGO Spiffy Duke »


Medals: 319
Projects: 25
Exp: 22 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #2071 - Posted 2015-04-10 12:43:01 »

Got the monsters draw up, ready to carry on now...

Click to Play


Not sure where of course..

Cheers,

Kev

Offline KudoDEV

JGO Ninja


Medals: 79
Exp: 6 years


Game Dev Hobbyist


« Reply #2072 - Posted 2015-04-10 12:57:37 »

Snails have eyes in their anntenas. Plus it would look more cute

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 #2073 - Posted 2015-04-10 13:47:14 »

Updated:

Click to Play


Cheers,

Kev

Offline chrislo27
« Reply #2074 - Posted 2015-04-10 14:25:37 »

I really like how the sprite moves in sub-pixels when the sprite is more pixelly. I really love that style of animation!
Offline kingroka123
« Reply #2075 - Posted 2015-04-11 00:31:14 »

I added particles and fluids (WIP). I'm trying out something different with fluids. This system doesn't use any "concrete collision" (for a lack of a better term) but it can emulate the look and pressure of water. I'm not sure if I like how it looks yet  but I'm not done tweaking it. I also added directional light and ambient light (not shown in gif)
Click to Play


[Edit]
Took my best shot at the Kool-aid man  Cool->
Offline Ecumene

JGO Kernel


Medals: 197
Projects: 4
Exp: 8 years


I did not hit her! I did not!


« Reply #2076 - Posted 2015-04-11 02:35:22 »

Won a local science fair, 500$ College scholarship, and I'm going to finals Grin

Offline lcass
« Reply #2077 - Posted 2015-04-11 09:45:03 »

Won a local science fair, 500$ College scholarship, and I'm going to finals Grin
What was the project?
Offline Ecumene

JGO Kernel


Medals: 197
Projects: 4
Exp: 8 years


I did not hit her! I did not!


« Reply #2078 - Posted 2015-04-11 15:36:43 »

What was the project?

Protein Folding with Computers.

Offline chrislo27
« Reply #2079 - Posted 2015-04-11 18:20:02 »

More work on the lighting engine:
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline Ashedragon

JGO Coder


Medals: 27
Projects: 1
Exp: 4 years


The best person you could possibly be is yourself.


« Reply #2080 - Posted 2015-04-11 19:07:47 »

Today I finalized some of the specifics for my Behavior Routine AI system. While this definitely wasn't the most challenging thing I've done so far, it has definitely been the most insanely frustrating. It involved the realization that a few of the systems I created a few years ago were absolute tosh and nigh unusable and needed to be tossed out for something better.

But the end result is pretty okay and I feel verily satisfied.

I've also been putting up a bunch of free music on my Soundcloud for people to use during Ludum Dare if they so desire. Not much cohesion between the different tracks, but an... okay amount of variety. It's fun, and making music for #RFLEX has helped me broaden my horizon (mentally. I didn't believe that music was something I could do since I'd never done it before.) as far as what I'm capable of producing. These past few days have been tons of fun, and I am really looking forward to the future.

tl;dr: Free music, AI is nightmarish, gettin' better at moosik

boo
Offline lcass
« Reply #2081 - Posted 2015-04-11 19:09:38 »

Damn , impressive . Biology really isnt my strong point.
Offline Gibbo3771

JGO Kernel


Medals: 128
Projects: 5
Exp: 1 year


Currently inactive on forums :(


« Reply #2082 - Posted 2015-04-11 21:43:11 »

Started my new job at a local bike shop called the bike smith, woot.

Good bunch of guys, good laugh, trade prices on stuff :p.

"This code works flawlessly first time and exactly how I wanted it"
Said no programmer ever
Offline ags1

JGO Kernel


Medals: 367
Projects: 7


Make code not war!


« Reply #2083 - Posted 2015-04-11 22:49:40 »

Blogged. Because I'm sad.

http://opticsandalgorithms.blogspot.nl/

Offline thedanisaur

JGO Knight


Medals: 59



« Reply #2084 - Posted 2015-04-12 08:26:26 »

Solved the shadow problems in engine  Grin




Now I have horrible performance again though  Cry

Every village needs an idiot Cool
Offline Dregron

Junior Devvie


Medals: 3
Projects: 2
Exp: 7 years


Is it time to give up ?


« Reply #2085 - Posted 2015-04-12 13:56:36 »

Enemy redesign trying to make the game flow together:
Click to Play
Offline Archive
« Reply #2086 - Posted 2015-04-13 00:53:42 »

Added enemy walk and idle animations, as well as updated the enemy model. Got new textures for the sand, walls, etc.

Made the enemy stop before it intersects the collision sphere to prevent the enemy from pushing the player around. Made the enemy play the idle animation once it has reached that point before collision.

Reworked lighting a bit, and touched up the software renderer to improve speed (slightly).


Offline theagentd
« Reply #2087 - Posted 2015-04-14 16:21:49 »

I upgraded my directional light shader and cascade handling code to handle a variable number of cascades as well as avoiding all branches in the shader. Before, all directional lights used 4 cascades. Now, by changing a simple variable, I can configure a specific directional light to have 1 to 6 cascades (point lights need 6 shadow maps, so up to 6 can fit in the same shadow map). Shadows for the whole scene is now possible!



Next up: Frustum fitting to fit each cascade to the depth range it's supposed to cover instead of wasting 75% of each cascade's area.

Myomyomyo.
Offline BurntPizza

« JGO Bitwise Duke »


Medals: 485
Exp: 7 years



« Reply #2088 - Posted 2015-04-15 22:04:57 »

Today's simulation because I was bored: [extremely] crude n-body-like:

Click to Play

Click to Play

Click to Play
Offline Opiop
« Reply #2089 - Posted 2015-04-16 02:49:33 »

BurntPizza that looks really cool!

Over the past couple days I've redesigned my personal website (again), started to set up my site on my uncle's VPS, wrote the first draft of my resume and almost quit my dishwashing job because it's just bad. Just have to stick it out until my internship... Sad
Offline Slyth2727
« Reply #2090 - Posted 2015-04-16 04:46:41 »

Learned a bunch more about compilers and how they turn nasty code into nice, optimized ASM. Very beneficial for my RE skills!
Offline Opiop
« Reply #2091 - Posted 2015-04-17 13:58:38 »

Accidentally hit a curb going ~5mph and had to run to the nearby hardware store to get a saw so I could take off a black plastic piece hanging off my bumper... it's not a good feeling to hack apart your car. Luckily it's ok though, nothing is damaged!
Offline SHC
« Reply #2092 - Posted 2015-04-19 14:32:01 »

Sketched a jungle background for LD:



Finally after touching it in Inkscape:



Woohya! Art is done. Polishing next.

Offline goblinJoel
« Reply #2093 - Posted 2015-04-19 21:31:22 »

Figured out how to change mouse sensitivity from within the game yesterday. It required grabbing/hiding the native cursor and replacing it with my own, so now I have a hilariously misleading placeholder! But you can control the cursor with a controller now if you want. :O
Offline Ecumene

JGO Kernel


Medals: 197
Projects: 4
Exp: 8 years


I did not hit her! I did not!


« Reply #2094 - Posted 2015-04-19 22:30:25 »

required grabbing/hiding the native cursor and replacing it with my own

No offence, but that's bad design. Majority of people change sensitivity for cross-hairs and head-movement in game. But people don't do it so their UI cursor is faster for a specific game. (Other than the minority of people downsampling their displays to a higher resolution, but the graphics drivers that handle it usually tweak the mouse sensitivity auto-magically)

Look at battlefield and minecraft and how they handle their mouse sensitivity, they do it right.

Offline thedanisaur

JGO Knight


Medals: 59



« Reply #2095 - Posted 2015-04-20 07:06:05 »

Found out that the "small" game I'm building is too big for me to wanna finish, smh. Guess I'll be back at it tomorrow.

Every village needs an idiot Cool
Offline Elsealabs
« Reply #2096 - Posted 2015-04-20 20:13:21 »

I finally got to the point where I could release a minimal build of my program XShot, which I am using to learn more about Java design patterns and software. Jumping into real game dev with Ghostr, using weird physics and Box2D was a bit much, so I decided to work on this project instead. But after this is done in a few weeks, I'll give true game development another go with a simpler game.


Offline theagentd
« Reply #2097 - Posted 2015-04-20 21:07:44 »

Submitted the first version of my bachelor thesis on the order-independent transparency algorithm I came up with.

EDIT: Reworded because words are hard.

Myomyomyo.
Offline wessles
« Reply #2098 - Posted 2015-04-21 01:56:59 »

I finally finished an LD game attack/defense. I did it with HTML5, and I think I've fallen in love with Javascript.
Offline BurntPizza

« JGO Bitwise Duke »


Medals: 485
Exp: 7 years



« Reply #2099 - Posted 2015-04-21 02:41:45 »

I think I've fallen in love with Javascript.

F


:P
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