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  What I did today  (Read 2645742 times)
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Offline orange451

JGO Kernel


Medals: 381
Projects: 6
Exp: 7 years


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


« Reply #5460 - Posted 2017-06-01 02:58:42 »

Started the networking part

First Recon. A java made online first person shooter!
Offline orange451

JGO Kernel


Medals: 381
Projects: 6
Exp: 7 years


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


« Reply #5461 - Posted 2017-06-02 00:50:20 »

Playing around with some of the lighting.


First Recon. A java made online first person shooter!
Offline philfrei
« Reply #5462 - Posted 2017-06-02 21:34:26 »

Attended the Augmented World Expo (AWE) yesterday, helping out exhibitor Rogue Reality. Got to play some fun VR games in the process: TitanSlayer and QuiVr. Saw a bunch of neat exhibits, but mostly hung out with the RogueReality group. Meeting and talking to people (setting them up to play the games) was pretty fun.

Rogue Reality rents out VR gear for parties and events. They are dabbling with asset development for VR which is how I got interested/involved. They are the main reason why I'm studying Unreal and C++ at the moment.

music and music apps: http://adonax.com
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline Longor1996

JGO Wizard


Medals: 115
Projects: 2
Exp: 8 years


The cake is probably a lie.


« Reply #5463 - Posted 2017-06-02 22:25:42 »

What I did the last few days? Finding Kotlin; Learning Kotlin; Rewriting EVERYTHING in Kotlin... and loving every minute of it.

I will never ever touch Java ever again (unless absolutely necessary).

Offline CJC

Junior Devvie


Medals: 11
Exp: 7 years


Just press buttons until it works.


« Reply #5464 - Posted 2017-06-03 01:01:42 »

Welcome to the cool side. Grin
Offline philfrei
« Reply #5465 - Posted 2017-06-03 08:21:10 »

Nice to spend the day programming Java.

Things actually done in last 24:
> some fixes and changes to the noise-sculpting experiments I posted in WIP,
> tackled and solved a concurrency problem in the AudioCue design pertaining to allowing multiple instances of a Clip to be played at the same time.

For the latter, this included building a tester to bombarded an AudioCue with play() requests from multiple threads. I was able to prove that I had indeed set up a race condition, but also figured out, and able do demonstrate to myself with this test framework that I could use a concurrent, fixed-length "FIFO" [LinkedBlockingDeque, with pollLast() and offerFirst(Note)] to manage the "available instances" while retaining a simple array of instances for the while loop where the instances get mixed to a single output stream.

music and music apps: http://adonax.com
Offline EgonOlsen
« Reply #5466 - Posted 2017-06-03 09:15:09 »

What I did the last few days? Finding Kotlin; Learning Kotlin; Rewriting EVERYTHING in Kotlin... and loving every minute of it.
If only they would have chosen another name...because Kot in german means feces, so to me, this name isn't very pleasing...

Offline Damocles
« Reply #5467 - Posted 2017-06-04 10:45:16 »

The first iteration was called "Pooplin", but the marketing department vetoed against it.
Now they are at an impasse..
Offline Damocles
« Reply #5468 - Posted 2017-06-05 21:10:38 »


Some 3D Matrix calculations with Sprites:
Javascript rotating dustcloud, (Canvas2D)


Offline philfrei
« Reply #5469 - Posted 2017-06-06 03:17:43 »

@Damocles - Really nice looking! Can I assume you will add more variation, in the future, to the debris source particles rather than reusing graphics as much as you do in this iteration?

Today I was at work at the music store, so did very little programming. (Not true, exactly. I found a book at "Half Price" two weeks ago about Java Sound programming! It has a lot of obsolete code in it: the author had to make his own GUI from scratch because he was coding before Swing! But the basic audio processing algorithms for different effects are still very useful and can be rewritten. Will be going from Java 1.1 to 1.8! Was reading about his compressor/limiter unit today on my break.)

As I was saying, did little programming, but my tutorial on Beginning JavaFX Game programming, posted here at JGO about 15 months ago, today it passed the 100K hits mark! So "whoo-hoo!" for that. I hope the relatively high total means people are coming back and referencing it, not just checking it out and deciding it is bunk and never coming back. I don't know if JGO has metrics for that sort of thing.

Tired. Long day. Will be back to Java coding tomorrow, as well as working through Unreal "Blueprint" tutorials for part of the day.

music and music apps: http://adonax.com
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline ndnwarrior15
« Reply #5470 - Posted 2017-06-06 03:36:40 »

Drawing digitally for the first time today. New hobby? Find out in 3 years on the Real Brynnlives of Chicago

beginning of the day:


right now:


Head on over to the drawing thread and post up your work!
http://www.java-gaming.org/topics/what-i-drew-today/37891/60/view.html
Offline Damocles
« Reply #5471 - Posted 2017-06-06 04:46:31 »

Quote
@Damocles - Really nice looking! Can I assume you will add more variation, in the future, to the debris source particles rather than reusing graphics as much as you do in this iteration?

Yes, there are only 4 particle types (sprites) in the animation. I will later make them distribute in a better, more fractal pattern and have more variances in the particle types.
It as here mainly a test to see the rendering in Canvas2D.
Offline J0
« Reply #5472 - Posted 2017-06-06 08:11:48 »

Head on over to the drawing thread
*sudden realization* WE HAVE A DRAWING THREAD?

Offline zngga
« Reply #5473 - Posted 2017-06-06 12:49:05 »



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

This is really cool! How feature complete is it? What format does it save / load from? Open Source? Plans for release?
I would love to try it out, I too prefer working in text for vector graphics.

My code never has bugs... it just develops unexpected features!
Offline Opiop
« Reply #5474 - Posted 2017-06-06 13:52:08 »

My band is starting to get closer to finishing our first EP! There will be 6 tracks on it, we have 3 or 4 that are almost 100% going to be on there.

On that note, I started to redesign astimefades.com so it's a little more fancy when we do release! Here's a sneak peak at the homepage, still in progress:

Offline Sickan
« Reply #5475 - Posted 2017-06-07 21:33:29 »

This is really cool! How feature complete is it? What format does it save / load from? Open Source? Plans for release?
I would love to try it out, I too prefer working in text for vector graphics.
Thanks! The images are saved in text files, I use .pico to show their meaning, but they're really just Ruby source files. They can be exported to PNG currently and I can easily add any other formats supported by AWT's ImageIO.

It's not feature complete, but it's usable. New features can easily be added just by writing a function in an image, since the source files are Ruby code operating on a Graphics2D object. Ruby errors are caught and reported in the bottom bar and the display on the right is updated each time the source changes, allowing quick iteration on source code. JRuby and Java2D are fast enough to make this viable.

No actual Ruby knowledge is necessary to use the tool though, as the DSL is as detailed as SVG and much less cluttered.

I'll add the source to my GitHub and upload a release when I have the time!
Offline FabulousFellini
« Reply #5476 - Posted 2017-06-07 21:42:19 »

My band is starting to get closer to finishing our first EP! There will be 6 tracks on it, we have 3 or 4 that are almost 100% going to be on there.

On that note, I started to redesign astimefades.com so it's a little more fancy when we do release! Here's a sneak peak at the homepage, still in progress:



@Opiop, are you guys going to release the EP in physical form like a CD or just online?  If it's a CD, I'm gonna have to order one.  Is the song you have the video for gonna be on there?

-FabulousFellini
www.fabulousfellini.com
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 #5477 - Posted 2017-06-09 04:49:50 »

tile shapes Smiley

gets a bit tricky packing new data into map formats...

My website: http://www.onedropgames.com/
My soundcloud: http://www.soundcloud.com/coldstream24
Creator of the Morningside Engine, co-founder of Onedrop Games.
Offline J0
« Reply #5478 - Posted 2017-06-09 08:55:11 »

tile shapes
-snip-
I see this and the first thing that comes to mind... This is how collision detection becomes nightmarish.

As a side note, I'm on holidays right now, but the days are too short nonetheless... I want to work on improving my art skills in order to be able to publish a webcomic in the coming years, but I also want to develop games to include in my portfolio... Arghhh... Is sleep essential?

Offline Opiop
« Reply #5479 - Posted 2017-06-09 14:02:47 »

My band is starting to get closer to finishing our first EP! There will be 6 tracks on it, we have 3 or 4 that are almost 100% going to be on there.

On that note, I started to redesign astimefades.com so it's a little more fancy when we do release! Here's a sneak peak at the homepage, still in progress:



@Opiop, are you guys going to release the EP in physical form like a CD or just online?  If it's a CD, I'm gonna have to order one.  Is the song you have the video for gonna be on there?

We'll make some CDs! They're surprisingly expensive, so most of our money is going to be going to merch instead of CDs, but I'll definitely reserve one for you! Smiley And nope, that song won't be on the EP. We have 6 new awesome songs that are going on there that are, IMO, much better!
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 #5480 - Posted 2017-06-10 01:05:29 »

@J0:
it was pretty daunting figuring it out but I think it'll integrate nicely with box2d, i'm using it for all bodies including tiles. there's never too many at one time and it still runs very well for me.

My website: http://www.onedropgames.com/
My soundcloud: http://www.soundcloud.com/coldstream24
Creator of the Morningside Engine, co-founder of Onedrop Games.
Offline Sickan
« Reply #5481 - Posted 2017-06-10 10:33:56 »

Released first alpha version of Pico, see https://github.com/snordgren/pico/, for anyone who might be interested. Here are some icons I made for my game with it yesterday:

 
Offline Guerra2442

JGO Coder


Medals: 50
Exp: 3 years


Guerra24


« Reply #5482 - Posted 2017-06-11 01:48:59 »

Start implementing resizable components, first one is the scroll area. It works but the elements lag behind.

Click to Play

Working on Light Engine.
Offline theagentd
« Reply #5483 - Posted 2017-06-11 19:52:35 »

Today I reworked a large part of RF's rendering pipeline. I finally added proper sRGB support throughout the pipeline, and the fake bloom just looks so much better with it. We'll need to re-tweak a lot of colors as all non-texture colors (e.g. hardcoded float color values for as vertex colors or uniform color values) will look significantly brighter now, but it'll just be a tiny amount of work to fix.

A very common problem I've encountered is essentially wanting to scale something nicely without aliasing, but still retaining the pixely look of GL_NEAREST filtering. Essentially, I want antialiased edges between the different texels, but the actual interior of each texel to be just a single color from the texture. I found the solution to this: I enable linear filtering and then use a shader to "sharpen" the texture coordinates before sampling. This lead to very good results.

What I actually wanted to use this for was to upscale the entire rendered scene in Robot Farm to screen resolution. Our tiles are 16x16 pixels big, which meant that we needed to render those tiles (and everything else) at a scale that was a multiple of 16. We then realized that having a higher screen resolution or simply lowering the tile scale meant that the player would be able to see much further than intended, which gave the player a big advantage when exploring. To keep the view distance fixed, we needed to support arbitrary scaling with of tiles without them looking like absolute crap. For example, here are our 16x16 tiles drawn as 17x17 quads.

The issue here is that with nearest neighbor filtering, the pixels from the original tiles end up covering either 1 or 2 pixels, which causes heavy distortion of objects depending on where they are on the screen. This is especially visible during motion, but the anti-aliased text drawn at tile resolution shows the issue very well in a still image. The numbers look choppy and have weird thickness here and there. When using the new shader to upscale, here's what I get:

In this case, the new shader essentially works as bilinear filtering of the screen as the upscaled resolution is so similar to the original resolution, but it is a tiny bit sharper than bilinear filtering at least. Not too impressive actually...



Looking at a more zoomed-in result where we upscale from 16x16 to 34x34, we get the following result with nearest neighbor filtering:

Ugly again, the fact that each pixel is upscaled to either 2 or 3 pixels causes visible differences and artifacts in the text again. Let's try bilinear filtering:

Well, it's soft and all, but it's also very blurry. How about the new shader?

Perfect! The image is as sharp as it can be without introducing aliasing, but still filtered to the point where the pixels in the text look perfectly even. Try switching between this and the unfiltered image and see the massive difference without a significant loss of sharpness.

Essentially, what the new shader does is give you the output of extremely super-sampled nearest neihgbor filtering, without requiring rendering at a higher resolution. It looks great and costs pretty much nothing! =D



Myomyomyo.
Offline orange451

JGO Kernel


Medals: 381
Projects: 6
Exp: 7 years


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


« Reply #5484 - Posted 2017-06-14 01:46:52 »

Programmed in grenades today:
Click to Play

First Recon. A java made online first person shooter!
Offline Sickan
« Reply #5485 - Posted 2017-06-15 21:25:06 »

Today I forked LibGDX to add an alternative to the setup app for generating a Kotlin project instead of Java. No more manually configuring a project to use Kotlin for me! That felt good - to have enough programming chops to be able to go into someone elses codebase to add a feature I wanted.
Offline Ecumene

JGO Kernel


Medals: 197
Projects: 4
Exp: 8 years


I did not hit her! I did not!


« Reply #5486 - Posted 2017-06-17 23:48:04 »



I finally figured out a way to achieve these arcs in maps with blender, I don't know why metaballs exist but it was exactly what I was looking for!!

Now to make it look like an actual game map (which I'm not very good at..)

Offline Guerra2442

JGO Coder


Medals: 50
Exp: 3 years


Guerra24


« Reply #5487 - Posted 2017-06-18 06:04:34 »

Window animations, created by moving (and scaling) the window itself instead of doing it in the compositor because a technical limitation in my implementation.

Click to Play

Working on Light Engine.
Offline Apo
« Reply #5488 - Posted 2017-06-18 11:14:46 »

I started to make a new advent calendar with 23 new little games and a nice gift for one person at the end. (like I made in 2015)

First game finished:


Next week = next game =)
Offline Sickan
« Reply #5489 - Posted 2017-06-18 21:50:26 »

-snip-

Is that Midas or does it just look very much like it? I've played and it's a great story and good controls too.
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