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  What I did today  (Read 3665027 times)
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Offline death_angel
« Reply #2550 - Posted 2015-07-09 12:55:46 »

Still developing my search engine for developers and programmers and created a twitter for it @eternalsengine.


I am just a guy
Offline ags1

JGO Kernel


Medals: 367
Projects: 7


Make code not war!


« Reply #2551 - Posted 2015-07-09 22:16:45 »

Can graphics get any more basic? I added several villages made up of Level 1 Hovels to my Nordic sim:



They just need a chimney and a smoke animation, then I'm done. Smiley

Offline Kefwar
« Reply #2552 - Posted 2015-07-09 22:53:10 »

I've written the basics for my multithreaded event system which I will use for my personal game engine/framework.
The event manager has a variable amount of invoking threads which wait for the event queue to get filled.

Also improved my resource manager to easily handle the loading and saving of local files and files from another source (like FTP).

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EventListener l = new DemoListener();
eventManager.registerListener(l);

// Just a random test event
WindowResizeEvent evt = new WindowResizeEvent();
eventManager.invokeEvent(evt);
     
// Searches all registerd resource locations for the resource and loads it when found
BufferedImage img = (BufferedImage) resourceManager.load(new ResourceKey("textures/grass.png"));

// Uses the default save location
ResourceInfo saveLoc = resourceManager.locate(new ResourceKey("textures/grass2.png"));
resourceManager.save(saveLoc, img);


Feels nice to finally have some time to work on my project  Grin

Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline wessles
« Reply #2553 - Posted 2015-07-10 00:34:15 »

Updated the main site / finished up a bare-minimum press package for RFLEX.



Also spent my longest time awake, ever. I am exhausted Tongue.

-wes
Offline philfrei
« Reply #2554 - Posted 2015-07-10 08:32:05 »

Time spent on my web site--discovering all sorts of doh! stuff that I didn't know about, like the need to use <ctrl> F5 to update and force the dang browser to refresh the cache. (That's yet more time I won't get back spent searching the Browsers' Options areas for what to do, or wondering if there's some time lag for when my host does updates and exploring other misguided theories.) Another fun one: disappearing files and file folders on the site because of not understanding the permissions properties.

Ah, also figured out a way to get the site so that all the internal links are in a single .js includes. I don't know what standard practice is. I made two variables: liveURL and sandbox, and set it up so that with one edit all the addresses concatenate either one or the other string. At least that worked relatively smoothly.

Took a break.

Came back and tried to work some on Java, audio library, on volume faders for the motif-sequencers I built. Discovered the situation is kind of snarled up, and am going to have to muddle on it for a while yet before figuring out a good design plan. That sort of not-one-line-of-code-written time counts as coding, too. Right?

music and music apps: http://adonax.com
Offline ags1

JGO Kernel


Medals: 367
Projects: 7


Make code not war!


« Reply #2555 - Posted 2015-07-10 21:47:00 »

Spent the evening getting a basic animation system working. It's all built into my so-called SimpleIcon class, which is now anything but simple.

Offline wessles
« Reply #2556 - Posted 2015-07-11 01:31:30 »

I just paid the greenlight submission fee. No going back now, RFLEX is coming to greenlight soon Cheesy.

EDIT: and most medals this month. Yipee.

DOUBLE EDIT:

Hidden; can't vote yet.

Holy crap this is the best feeling ever. A game that I really made is on the steam website! Feels so official.. so awesome!
Offline Mac70
« Reply #2557 - Posted 2015-07-11 16:49:48 »

Just returned from FCE exam session. Smiley
Offline DarkCart

JGO Kernel


Medals: 124
Projects: 9
Exp: 50 years


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


« Reply #2558 - Posted 2015-07-12 20:20:35 »

Still developing my search engine for developers and programmers and created a twitter for it @eternalsengine.



Hate to be a PHP ****, but you should really use POST instead of GET for your search engine. By using GET, people could do unintended things with your program, because the data is editable and in the browser history. If you use POST, the search data is hidden and isn't recorded in browser history. You can find more here. (DISCLAIMER: I could be completely wrong on this)

The darkest of carts.
Offline EgonOlsen
« Reply #2559 - Posted 2015-07-12 20:50:37 »

Quote
By using GET, people could do unintended things with your program, because the data is editable and in the browser history.

POST isn't any safer then GET. You can send your hacking attempts via POST as well as via GET. Google uses GET as well. It has the benefit of being able to share searches with others.

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 #2560 - Posted 2015-07-13 00:09:10 »

Started on my game's final terrain textures.

Adding map objects to my map editor soon.

What do you guys think?


Offline chrislo27
« Reply #2561 - Posted 2015-07-13 04:29:59 »

I tidied up my terrain generator. It's more organized but still bleak as I have to re-implement everything from scratch.



And then I found this gem.



Look familiar? ツ
Offline theagentd
« Reply #2562 - Posted 2015-07-13 06:56:05 »

The last week I've been working on replacing the kind of ugly sky boxes we've been using for WSW. This resulted in my own implementation of atmospheric scattering.




Although the settings we'll use for WSW will be tuned for in-atmosphere performance and quality, the itself algorithm works just as well for views from space.






Performance? 0.85 ms for 1920x1080, but can be tweaked by modifying the sample count. All the above screenshots use a sample count of 8, which when tweaking the settings to look good from space gives quite a bit of noise. For WSW I might even drop the sample count to 5-6 since the noise isn't visible from inside the atmosphere with the settings tweaked.

Myomyomyo.
Offline basil_

« JGO Bitwise Duke »


Medals: 418
Exp: 13 years



« Reply #2563 - Posted 2015-07-13 08:16:15 »

very nice scattering! Smiley
Offline theagentd
« Reply #2564 - Posted 2015-07-13 08:25:34 »

Woooh!! 500 medals!!!

EDIT: God damn it, SHC!

Myomyomyo.
Offline gouessej
« Reply #2565 - Posted 2015-07-13 12:15:19 »

gouessej's thread for his actual project TUER is still longer, although not by much now. More impressive is that it started nearly 8 years ago and is still more or less going.
Grin The size is important, isn't it? Sorry, it was my daily saucy (bad?) joke.

Not hard to make a super long thread when it's something everyone participates in and never really loses relevance.
You're right. When you're not alone, there are fewer chances that you can't post anything new frequently. When a project depends on a single person, it's harder.

Julien Gouesse | Personal blog | Website | Jogamp
Offline SHC
« Reply #2566 - Posted 2015-07-13 13:52:43 »

EDIT: God damn it, SHC!

I can't appreciate again!!  Grin Tongue

Offline ags1

JGO Kernel


Medals: 367
Projects: 7


Make code not war!


« Reply #2567 - Posted 2015-07-13 18:06:14 »

That atmospheric scattering feels very true to life. You seem to take the high road and strive for perfection, which I admire. In coding, I definitely take the low road Smiley

Offline EtmosCode

Senior Devvie


Medals: 13
Exp: 3 years


pale blue pixel


« Reply #2568 - Posted 2015-07-13 18:08:28 »

Started on my game's final terrain textures.

Adding map objects to my map editor soon.

What do you guys think?



Looks good. Cheesy Reminds me of just beyond Edgeville in Runescape.

Never stop creating.
Twitter: @EtmosCode
Offline theagentd
« Reply #2569 - Posted 2015-07-13 18:31:26 »

That atmospheric scattering feels very true to life. You seem to take the high road and strive for perfection, which I admire. In coding, I definitely take the low road Smiley

It's based on physically based equations for scattering. I had to do lots of research, derived approximated functions for air density and tried a lot of things to get the colors right. It's all extremely tweakable, but it really was surprising how simple the theory it's all based on was. The entire effect is achieved by light being scattered based on 1/wavelength^4, which means that blue light is scattered 5x more than red light. That means that when you look at the sky, it looks blue because blue light is scattered more, while if you look directly at the sun it looks red/orange because the blue light got scattered away. The entire thing is just keeping track of extinction and raytracing through the atmosphere. The problem is doing this in real-time, but I managed to make it work by precomputing some values and store them in a texture.

The basics of the algorithm is basically this: Cast a ray in the direction of each pixel. For N points along the ray check how much light from the sun reaches it. This essentially means raycasting through the atmosphere again but towards the sun instead. In the end we have N*M samples, which is slow. I came up with a clever way to precompute how much light reaches each point in the atmosphere, and I think I managed to innovate a bit since I only need one precomputed 128x128 2D texture instead of multiple high-resolution ones. Since the M sample raycast is precomputed, I can do it with a huge number of samples for quality. In the end, I simply do N samples, each doing one texture sample and a bit of math.

Myomyomyo.
Offline wessles
« Reply #2570 - Posted 2015-07-14 04:37:27 »

Changed music for the trailer, and worked on the press release copy of RFLEX.

<a href="http://www.youtube.com/v/HVPqiV02nBQ?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/HVPqiV02nBQ?version=3&amp;hl=en_US&amp;start=</a>
Offline KudoDEV

JGO Ninja


Medals: 79
Exp: 6 years


Game Dev Hobbyist


« Reply #2571 - Posted 2015-07-14 05:07:06 »

The game is starting to come together!

(ignore the ugly clothes, they were tests that I never removed)

clusters of moving grass.

Click to Play


[youtube]https://www.youtube.com/watch?v=GIO7BvibNXwMmB9b5njVbA[/youtube]

Offline SHC
« Reply #2572 - Posted 2015-07-14 05:54:15 »

Implemented a text listener interface into SilenceEngine, and tried to write a small notepad like app with it.

Click to Play

Offline bornander
« Reply #2573 - Posted 2015-07-14 06:54:07 »

@basil: nice!

Today my g/f and I went to grab a coffee at the café where I will celebrate my 30th birthday next week and cleared up any open questions. End of youth I guess  Wink or maybe not  Cool

I'm making games after all - I will never grow up  Grin Grin

You don't stop playing/making games when you get old, you get old when you stop playing/making games.

Try my Android games: Grapple | Hovercraft | Lala
Offline KaiHH

JGO Kernel


Medals: 796



« Reply #2574 - Posted 2015-07-14 14:48:28 »

Last minute was the first time that a hand-written SSE assembly function (for Matrix4f.transpose()) did not result in a segmentation fault during the first test... I have like a thousand hs_err_pid*.log files in my execution folder Cheesy
Offline basil_

« JGO Bitwise Duke »


Medals: 418
Exp: 13 years



« Reply #2575 - Posted 2015-07-14 22:15:30 »

finally got my head around that sparse voxel octrees .. after punching my brain for a year or so!

crunched the sponza from 1024^3 voxels into a 190 mb octree. still very IO bound but i got a basic version to fly with frustum culling and LOD :





bit more black and white simplex Smiley





thanks to jeroen baert for explaining it in simple pictures.
http://www.forceflow.be/2012/07/24/out-of-core-construction-of-sparse-voxel-octrees/
Offline EtmosCode

Senior Devvie


Medals: 13
Exp: 3 years


pale blue pixel


« Reply #2576 - Posted 2015-07-14 22:47:48 »

My mechanical keyboard finally arrived and I've been coding away all day! It has been so satisfying. The hype is understandable now. Cheesy


R.I.P. Razer Lycosa (2012-2015)


Hello, Karen (Corsair Vengeance K70).  Cool

Never stop creating.
Twitter: @EtmosCode
Offline wessles
« Reply #2577 - Posted 2015-07-15 01:48:49 »

Spent the day getting a 50 contact long spreadsheet together. Each entry has an email address, name, and a personalized message (which, in the example below, was "is you") for the email. I also set up the automation process so all emails can be sent out at once.



Trailer is completed, the emails are completed.. now all I have to do is finish the press build of RFLEX. That will probably be the hardest thing Tongue.

-wes
Offline Ashedragon

JGO Coder


Medals: 27
Projects: 1
Exp: 4 years


The best person you could possibly be is yourself.


« Reply #2578 - Posted 2015-07-15 02:02:39 »

Started my fifth attempt at dungeon generation because my current generation is painfully slow on slower computers and can take upwards of three minutes to generate because it's actually failing about 99% of the time and trying again. Sometimes it'll be nearly instant (when it goes well and fits all the pieces perfectly), but this is too rare to be reliable.

Loads of fun...

boo
Offline theagentd
« Reply #2579 - Posted 2015-07-15 10:40:21 »

SENPAI NOTICED ME! Time to start subscribing to /r/TsundereSharks!

(Nvidia responded to the bug report I sent weeks ago! First time they've actually responded!)

Myomyomyo.
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