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  What I did today  (Read 2711566 times)
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Offline h.pernpeintner

JGO Knight

Medals: 90

« Reply #5760 - Posted 2017-12-11 10:21:50 »

I finally recorded a video of my instancing compatible gpu skinning system Smiley It's capable of blending up to 4 animations per entity, but I don't have example data, so a single animation per object has to be sufficient for demo purpose. Each instance has seperate materials, animation controllers (different playback speed for example) and so on.

<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>

My occlusion and frustum culling mechanisms are deactivated currently. The animation state (which is the current animation frame?) is calculated on the cpu for up to 4 weighted animations per entity. On update (animation frame changed) the data is (multi) buffered to the GPU. The GPU then traverses bones from buffers, interpolates, blends animations etc, so it gets quite cheap.

For each instance, a AABB is calculated. So in theory, every instance can be culled with an instance aware culling mechanism. I'm currently implementing this, but it's not an easy task Smiley
Offline Mac70
« Reply #5761 - Posted 2017-12-13 22:14:39 »

Implemented isometric projection in my application:

This took MUCH more time than it should due to codebase being pretty massive and many years old, with assumption of only two kinds of camera existing (top-down and FPP) everywhere.
Offline kingroka123
« Reply #5762 - Posted 2017-12-14 22:59:34 »

Did some more work on my game.
<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline FabulousFellini
« Reply #5763 - Posted 2017-12-14 23:33:36 »

Did some more work on my game.
<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>

Lookin good man!

Offline Slyth2727
« Reply #5764 - Posted 2017-12-18 01:23:08 »

Came up with this fun one liner today while working on some stuff:

n = sin(asin((n / max + (2 * PI / (frameRate * 100))) % 1)) * max;

which kinda generalizes to

n = sin(asin((n / max + t) % 1)) * max

It's a one line stepper function interpolating linearly from 0 to max moving with intervals of t * max every frame, where t < 0, looping back to 0 when n reaches max. It seemed useful. Initialize n, put the line in your draw method and watch it go.
Offline SkyAphid
« Reply #5765 - Posted 2017-12-18 01:59:41 »

I've been rewriting bits of Robot Farm's framework to allow for faster and more robust testing. One of the benefits so far is that I've been able to virtually turn the game into a visual novel, which makes programming the dialogue in way faster. I can test all of the dialogue in the game within in a 100 line test program.

it just werks
Offline Riven

« JGO Overlord »

Medals: 1341
Projects: 4
Exp: 16 years

Hand over your head.

« Reply #5766 - Posted 2017-12-18 07:01:51 »

Gentle smiling man politely suggests you to make haste, or we're all gonna die (soonish, like in his dream).

Hi, appreciate more people! Σ ♥ = ¾
Learn how to award medals... and work your way up the social rankings!
Offline VaTTeRGeR
« Reply #5767 - Posted 2017-12-19 14:01:41 »

SdKfz.101b and white mannequins in the pacific, rando-island, 1944, colorized

I just continued working on this project again, the terrain rendering is now in the main game engine, there's so so much still left to plan out though, I'm focusing on building a graphics engine right now since i still don't have a crystal clear goal for this project, except for how it should look and feel.

I always wanted to have a large scale online wwii rts sandbox where battles take preparation over multiple hours/days, like actually getting the tanks and infantry to the battlefield with trains and boats, doing air raids, scouting and artillery strikes beforehand. And that together with multiple players (Generals? Commanders?) vs an AI enemy in realtime.

Fights between individual units will be determined by rolling a dice with nice effects to give the illusion of firing projectiles, there will be no realtime physics simulation at all though.

I'm thinking of something in the middle of 4X and RTS, but with slowly evolving battles where the AI does a lot of the small scale fighting, with micromanagement not being necessary but possible to a degree.

This thing is going to be finished juuust after HL3 gets released.
Offline Sickan
« Reply #5768 - Posted 2017-12-19 23:44:51 »

Been looking at JavaScript game libraries. Every one I've encountered thus far is the same: register the assets you want to use. Register the sprites you want to render. Everything is held together with string identifiers. persecutioncomplex

I just want to load and display images without having to wrestle with a scene graph. Is that to much to ask?
Offline ra4king

JGO Kernel

Medals: 508
Projects: 3
Exp: 5 years

I'm the King!

« Reply #5769 - Posted 2017-12-20 10:11:20 »

Why not just use the Canvas API directly?

Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline jonjava
« Reply #5770 - Posted 2017-12-20 20:42:32 »

Been looking at JavaScript game libraries. Every one I've encountered thus far is the same: register the assets you want to use. Register the sprites you want to render. Everything is held together with string identifiers. persecutioncomplex

I just want to load and display images without having to wrestle with a scene graph. Is that to much to ask?

Nothing is stopping you. Use the DOM as is or use the Canvas API. Or use a render library like pixi.js. Or use a a myriad of other libraries. Or use a game famework library.,js,output
( live coding of it: )
( live coding of it: )

e.g. this was made without any external frameworks or libraries:

The browser is just a weird menagerie of drawing/painting tools. Mainly/loosely SVG, CSS, Canvas -- bound together by jesus tape ( the DOM ).

Offline Sickan
« Reply #5771 - Posted 2017-12-20 21:19:51 »

Thanks guys, honestly using the canvas API never entered my mind. That's what you get for researching tools at 12 AM  Roll Eyes
Offline KillahByte

Junior Newbie

Medals: 1
Exp: 3 years

« Reply #5772 - Posted 2017-12-20 21:59:08 »

I'm learning Scene2d within LibGDX. Been a network engineer for ~15 years, finally taking a hobby I've tinkered with throughout the years and developing it into a workable skill. 3 months into serious practice and my 3rd run at a game seems to be coming together. Building UI stuff for context menus and building skins in Skin Composer to style the UI.
Online philfrei
« Reply #5773 - Posted 2017-12-20 22:20:35 »

Just swapped in OpenSimplexNoise for Gustafson's SimplexNoise implementation, for the few spots where I am using 3D. Thought it might be a good idea to test/do this before making the program commercially available.

It didn't noticably impact processing speed.

The animated clouds that resulted were a bit more soft-textured than before, but the softness is actually kind of nice. I made a slight adjustment mixing the higher octaves to greater relative amplitudes, and increased the increment which I am using to transverse through the space. It looks good.

I'm happy.

[EDIT: made a little video demo of the effect. But the result is kind of blurry. Didn't realize we couldn't go full screen--I should have made it larger. Video starts with a slow drone using a common tanpura pattern, and a night sky background. Then I switch over to the day background and load a more complex loop. I'm not attempting to show off any of the intonation-modification aspects in this vid. Just some twinkling stars and floating clouds.]
<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>

music and music apps:
Offline Guerra2442

JGO Coder

Medals: 50
Exp: 3 years


« Reply #5774 - Posted 2017-12-22 09:37:06 »

Implemented reversed depth and infinite far plane.

<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>


- 5 square kilometers.
- 1M triangles, 4 * 1024 shadow maps, Volumetric light and clouds, PBR, FXAA, SSAO, Dynamic skydome.
- No frustum/occlusion culling.
- On a GTX 750Ti.

Working on Light Engine.
Offline Roquen

JGO Kernel

Medals: 517

« Reply #5775 - Posted 2017-12-22 11:40:53 »

Skimmed this post:
Offline Spasi
« Reply #5776 - Posted 2017-12-22 15:10:59 »

What a waste of time reinventing an inferior OpenCL running on the CPU. You could do this in LWJGL since 2010.
Offline girthquake
« Reply #5777 - Posted 2017-12-26 08:54:34 »

Had way too many of these on christmas Emo

<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>

I made this in libgdx, it gets big frame drops when you go crazy with the line but looks decent.

Maybe I'll turn it into a puzzle game of sorts, or maybe a 2d sandbox where you can spawn stuff.

Offline Roquen

JGO Kernel

Medals: 517

« Reply #5778 - Posted 2017-12-27 17:52:44 »

@Spasi: Programs that use GPU tend to be GPU bound.
Offline Spasi
« Reply #5779 - Posted 2017-12-27 20:29:11 »

@Spasi: Programs that use GPU tend to be GPU bound.

Not sure what you mean. I'm talking about running OpenCL on the CPU, doing CPU work. Either because it's not GPU friendly or the payload is too small to be worth the CPU/GPU transfer overhead. Both Intel's and AMD's runtimes are mature and do fantastic vectorization.

This has actually been my motivation for maintaining the OpenCL bindings: enabling Java developers to easily write cross-platform SIMD programs. GPU applications are usually best served by GL/Vulkan compute or CUDA.
Offline LiquidNitrogen
« Reply #5780 - Posted 2017-12-28 08:27:57 »

Completed the main features of yet another prototype, corpse cooking fun.
Now to just refactor the whole thing, remove the placeholder gfx and finish it.

Offline Roquen

JGO Kernel

Medals: 517

« Reply #5781 - Posted 2017-12-28 10:07:04 »

Yeah I wasn't clear.  I wouldn't use OpenCL for CPU in AOT land.  I'd use ISCP...not that that's ideal and not than I'd expect everyone to agree with me.  There's plenty of "let's use CPUs power" territory to be explored.  So I'm not going to be dismissive for people trying different things.
Offline Mac70
« Reply #5782 - Posted 2017-12-29 18:47:19 »

More like "What I bugged today": in movie linked below I'm pressing "w" key all the time.
Offline Damocles
« Reply #5783 - Posted 2017-12-31 19:13:18 »

Did some concept work work for a space game.
Mainly to get a feel for the overall presentation style:

Offline Sickan
« Reply #5784 - Posted 2018-01-02 14:55:48 »

Been working on random terrain generation in HTML5 using JS. Writing UI in HTML is nice, Canvas performance is bad but that's to be expected, save games are limited to ~5MB, and using JS object literals instead of JSON is wonderful.
Offline Slyth2727
« Reply #5785 - Posted 2018-01-02 23:04:34 »

Got a new vaporizer mod today and decided to mess around with the firmware. Successfully REd a bit of the bin file before realizing the device uses the same chip as a company called eVic's devices. There's already firmware decryption scripts and a SDK available! That made a lot of things easier. So now I've got some custom firmware I wrote running on my mod which is pretty dang cool if you ask me.

And what did I do with all that work and potential? Displayed a dickbutt as my save screen. I suppose I still have some maturing to do.
Offline Oskuro

JGO Ninja

Medals: 77
Exp: 10 years

Coding in Style

« Reply #5786 - Posted 2018-01-03 13:37:12 »

Managed to fix the procedural map generator (based on someone else's dungeon generator) so it works on my framework.

Also made it so I can load tile maps from images, reading tile data from the pixel's color information.

It's all very basic, but at the pace I'm going with this project, it seems like a big improvement.  Roll Eyes

Details here.

Offline dime26

JGO Ninja

Medals: 65
Projects: 7
Exp: 12 years

Should traffic wardens be armed?

« Reply #5787 - Posted 2018-01-04 03:19:23 »

Started learning how to make games in HTML5 / JS. I have a simple island and a box you can move about, implemented some basic collisions. Would like to make a simple browser game for Ludum Dare so have some time to learn enough before the next one.

Test game here:

Trying to do more Pixel Dailies this year, todays was black hole
Offline h.pernpeintner

JGO Knight

Medals: 90

« Reply #5788 - Posted 2018-01-04 22:53:37 »

Added frustum culling to my GPU culling mechanism and finally implemented the necessary bits to cull with a given debug camera instead of the active one (as you can't shouldn't see the effect of culling from the current main camera xD). Finally a video:

<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>

The culling is done on a per instance basis with an AABB. The render pipeline is only fed some drawcommands. A two dimensional vertex shader kernel is launched with an invocation per instance. Frustum and highz map is tested for every object, and a bit is set in a visibility buffer for every instance. Another kernel is launched that uses the visiblity info buffer to append entity data (transform, material, animationstate etc) to a structured buffer. Also the new drawcommands are appended to a command buffer. The pipeline is now pretty much self-feeding, so nearly no CPU interaction here any more at all. More information about how to implement this could probably follow if I find time to write a blog post and create a thread for it.... and if some of you are interested of course Tongue
I'll switch to compute shaders as soon as I get around a i-think-it's-a-bug, because atomicAdd is my bottleneck currently.
HINT: Occlusion culling is deactivated in this video, although the button says "occlusion". It's just frustum culling here.
Offline KaiHH

JGO Kernel

Medals: 521

« Reply #5789 - Posted 2018-01-05 19:35:22 »

Added another optimization to JOML's matrix classes to accelerate invert() and normal() calls. JOML already has plenty of "intelligent"/conservative tracking of the properties of a matrix stored in a byte bitset as the user calls operations/methods on it. Many operations already benefit from it, most notably whether the matrix is affine (preserved by all operations except perspective() and frustum()). Those optimizations are benefitial in typcal usage scenarios found in most applications. Now, it is tracked whether the matrix still is affine _and_ its upper-left 3x3 submatrix orthogonal (preserved by all operations also preserving affinity except anything that applies scaling), in order to accelerate invert() (and normal() to compute a normal matrix) calls.
Runtimes (measured with JMH) of Matrix4f.invert() based on properties of the matrix:

Arbitrary matrix: 22.42 ns.
Affine matrix:    12.64 ns.
Orthogonal matrix: 4.66 ns.  <-- this is new
Identity matrix:   0.46 ns.
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