Java-Gaming.org Hi !
Featured games (90)
games approved by the League of Dukes
Games in Showcase (768)
Games in Android Showcase (230)
games submitted by our members
Games in WIP (854)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
    Home     Help   Search   Login   Register   
Pages: 1 ... 193 194 [195] 196 197 ... 205
  ignore  |  Print  
  What I did today  (Read 2847982 times)
0 Members and 1 Guest are viewing this topic.
Offline elect

JGO Knight


Medals: 59



« Reply #5820 - Posted 2018-02-19 08:23:32 »

Today I saw a selfie of @princec and went through an existential crisis because he looks nothing like his forum avatar.

Please share the crisis
Offline princec

« JGO Spiffy Duke »


Medals: 1053
Projects: 3
Exp: 20 years


Eh? Who? What? ... Me?


« Reply #5821 - Posted 2018-02-19 10:13:58 »

I think you will find I am now old and fat and running out of hair.

Though if I managed to diet and had a shave I'd maybe look a bit less decrepit.

Cas Smiley

Offline delt0r

JGO Wizard


Medals: 144
Exp: 18 years


Computers can do that?


« Reply #5822 - Posted 2018-02-20 04:29:27 »

Well i shave, and yea it works a bit. Then i got a part time job driving buses. I have to cycle 8km to work. So 16km a day. And now i\m loosing weight. But went to a rave in a cave in the weekend. Was the oldest person there by over 5 years, out of 100 ppl... shesh.

I have no special talents. I am only passionately curious.--Albert Einstein
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline ags1

JGO Kernel


Medals: 367
Projects: 7


Make code not war!


« Reply #5823 - Posted 2018-02-20 11:13:00 »

Today I logged into JGO for the first time in a year, and started adding curly bracket support to TreeML, as an alternative to tabs.

http://www.java-gaming.org/topics/treeml-markup-language/37462/msg/357490/view.html#msg357490

Offline br0ken_m1nd

Junior Devvie


Medals: 13
Projects: 1



« Reply #5824 - Posted 2018-02-23 19:29:50 »

Today, I finally had the time to add new stuff to Tetouris.

Feel free to play the new version.


Google Play: https://play.google.com/store/apps/details?id=br0ken_m1nd.tetouris.android

Itch.io: https://br0ken-m1nd.itch.io/tetouris

Offline delt0r

JGO Wizard


Medals: 144
Exp: 18 years


Computers can do that?


« Reply #5825 - Posted 2018-02-28 01:36:57 »

Today i realized i have litterly done nothing constructive at all for 2 weeks.  Roll Eyes

I have no special talents. I am only passionately curious.--Albert Einstein
Offline CommanderKeith
« Reply #5826 - Posted 2018-02-28 09:45:43 »

Just submitted my PhD. It took 5 years! If anyone can't sleep, I'll send you my work on 'tax abitrage and minimisation in a comparative statics and general equilibrium setting'.

I'm now looking forward to doing more Java game programming.

Offline PaulReeves

Junior Devvie


Medals: 3



« Reply #5827 - Posted 2018-02-28 11:52:36 »

Congrats on getting it submitted. Writing up a PhD is not the most fun thing you can do with your time. Cheesy
Offline SkyAphid
« Reply #5828 - Posted 2018-03-06 03:48:00 »



What do you guys think of our Status Menu? Edit: please don't mind the silly item names. They're just for testing.

Also, theagentd and I are thinking about making the We Shall Wake/Robot Farm game engine open source once RF is done. Would any of you guys be interested in using it if we did? It uses LWJGL3 and JOML. We think it'd be cool to maybe get some kind of free open source community game engine going in Java (besides jMonkey of course). I'm not really sure if anyone would actually want to help though haha.

it just werks
Offline VaTTeRGeR
« Reply #5829 - Posted 2018-03-06 07:13:09 »

Quote
What do you guys think of our Status Menu?
Clean, but too many and too long words, a bit bland and crowded.

It looks good, i like the general looks of it, but usability might be a bit meh because it lacks symbols and visual clues to differentiate stats, you have to actually read the densely placed text to know what is what.

The triangle indicating which character is selected is a bit badly placed right at the outline of the stats section, it looks like it's just part of the outline.

The character selection could use some visual clues as to which character is selected, like scaling down the icons of the characters that are not selected.

Quote
Would any of you guys be interested in using it if we did?
What does your engine do? Why should anyone use it instead of building their own with some framework or using another engine?
I quit jMonkey because i found it to constricting, i wouldn't go near any type of engine if it doesn't provide clear benefits.

The only engine/framework i would ever want was LibGDX but cleaned up and with a full 3d rendering API. I'm talking animations, light and smoke, but blazing fast and packed neatly into modules, with editors that are actually usable.
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline SkyAphid
« Reply #5830 - Posted 2018-03-06 07:44:02 »

The only engine/framework i would ever want was LibGDX but cleaned up and with a full 3d rendering API. I'm talking animations, light and smoke, but blazing fast and packed neatly into modules, with editors that are actually usable.

To summarize, that's pretty much what NNGINE is. It has 3D/2D rendering, along with a sound system, and various utilities and wrappers that speed up development. Everything is module based and you can easily pick and choose what parts of it you do and don't use. We're gonna clean it up a lot after RF and give it proper Vulkan support as well, but make it optional so that OpenGL and Vulkan can be interchanged (but I'm not gonna talk too much about it since that's theagentd's baby). It also has full Blender/Substance Painter integration - we wrote plugins/export settings for both of them so that you can pretty much send stuff straight from those programs into NNGINE. Just a lot of neat tools we've made over the years that might benefit others.

If you want to see what it can do, this is our best example we had like two years ago, although it's pretty old and not really indicative of what we can do with it now (this was the LWJGL2 version):

<a href="http://www.youtube.com/v/Q0vzfEv2-EM?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/Q0vzfEv2-EM?version=3&amp;hl=en_US&amp;start=</a>

Also I appreciate the detailed feedback on the Status menu. I'm gonna see if I can make who's selected clearer. The only thing I disagree with is the "too many words" part. It's a jRPG. That's an inevitability. Haha. The good news is that literally everything has a tooltip, so we're not leaving you in the dark and you can just mouse over stuff and see what it is.

it just werks
Offline VaTTeRGeR
« Reply #5831 - Posted 2018-03-06 08:19:43 »

Quote
It's a jRPG
Oh, kinda makes sense. It's always good to have visual cues accompany text is all i wanted to say.
It's not like it's bad, i'm just nitpicking there Cheesy

Quote
NNGINE
I saw that video some time ago, it looks god damn sexy, i thought it just vanished but it's good to hear that it's still worked on!
Where does it stand with GUI and other usability stuff? It would be a shame if it's the inverse of LibGDX, great 3d API but no 2d magic.

Also I would be intrigued to see how a simple scene setup/update looks with that engine?
Somthing like a box, a light and a particle spawner in an empty scene with some default skybox/skylight.

It would be a great test on how good the engine actually is actually structured Wink

PLS PLS PLS Grin
Offline SkyAphid
« Reply #5832 - Posted 2018-03-06 08:30:41 »

I saw that video some time ago, it looks god damn sexy, i thought it just vanished but it's good to hear that it's still worked on!
Where does it stand with GUI and other usability stuff? It would be a shame if it's the inverse of LibGDX, great 3d API but no 2d magic.

Also I would be intrigued to see how a simple scene setup/update looks with that engine?
Somthing like a box, a light and a particle spawner in an empty scene with some default skybox/skylight.

It would be a great test on how good the engine actually is actually structured Wink

PLS PLS PLS Grin

Oh gosh. This enthusiasm actually legitimately made me smile. Lol. And don't worry, no offense taken - I understand what you mean about the menus. I'm working on it now to try and make it clearer.

Robot Farm is actually running on the same engine as WSW. You can see its 2D features in just these screenshots I'm posted. We have Distance Field Fonts working for example, which means they'll scale to any resolution. We have support for making icons with the same tech, it's just that we added the functionality too late in so I won't be able to fit it into RF now.

Unfortunately, the GUI API I've written for NNGINE will likely be retired after RF. It hasn't held up over the test of time. But I may write a new one or see if someone from the community would be interested in writing a new UI system for it.

As for the rest, when Robot Farm is done and released, we'll make a thread on here and get some stuff going. It's really too early to talk about it. But if you guys would use it, we'll share it. It'll need a lot of work to make it clean enough for us to feel comfortable sharing it because it's really just a huge mess of tools we've made since like 2013 at the moment.

it just werks
Offline theagentd
« Reply #5833 - Posted 2018-03-06 08:48:01 »

I'll post some examples to give you a generic idea of how NNGINE works as soon as I can (either tonight or tomorrow night depending on school).

Myomyomyo.
Offline VaTTeRGeR
« Reply #5834 - Posted 2018-03-06 08:56:26 »

Quote
Robot Farm is actually running on the same engine as WSW.
Ooooohhhh Shocked Didn't see that coming.

Quote
But if you guys would use it, we'll share it.
If it's usable than sure, java doesn't really have a good 3d engine/framework, jMonkey is a mess with aweful tools and all the other engines don't go very far with their 3d feature-set imho.

Quote
I'll post some examples
1000x thanks man Pointing
Offline ags1

JGO Kernel


Medals: 367
Projects: 7


Make code not war!


« Reply #5835 - Posted 2018-03-06 11:05:45 »

Is NNGINE a fork of NGINX?  Grin

Offline princec

« JGO Spiffy Duke »


Medals: 1053
Projects: 3
Exp: 20 years


Eh? Who? What? ... Me?


« Reply #5836 - Posted 2018-03-06 12:16:58 »

No, it is a TERRIBLE DISTRACTION from the awesome VOXOID engine he's also making Tongue

Cas Smiley

Offline theagentd
« Reply #5837 - Posted 2018-03-06 12:18:32 »

Is NNGINE a fork of NGINX?  Grin
Yes, the engine is just the front-end and is just a webpage. It just connects to our server farm in China.

No, it is a TERRIBLE DISTRACTION from the awesome VOXOID engine he's also making Tongue

Cas Smiley
... which is also just a distraction from my schoolwork and Master's thesis. =P

Myomyomyo.
Offline abcdef
« Reply #5838 - Posted 2018-03-06 14:51:48 »

Got distracted building my ui interface, in my quest to get a rounded rectangle I ended up building a new vector graphics engine which has a nice triangulation routine to triangulate any shape (convex, concave, single hole, many holes). Also allowed me to do some nice gradient shading / texturing on any shape.
Offline theagentd
« Reply #5839 - Posted 2018-03-06 20:29:20 »

@VaTTeRGeR

I won't go too deep into detail here, as 1. it'd be way too much for one post and 2. some of it may change drastically before we would consider releasing it, so keep that in mind.

2D is mostly just simple stuff like sprite batching and some simple postprocessing, so not too much to brag about. We have some simple postprocessing for 2D (simple bloom, dithering, MSAA resolving). Not much to say here.

NNGINE has a powerful task-based threading library which allows the user to define "task trees" to run. These tasks may be able to individually be processed on multiple threads (example: split up frustum culling into N subtasks) or individual tasks (run two non-threadable tasks in parallel). The task set additionally contains dependencies between tasks, forcing certain tasks to finish before others can run. The system has the potential to use any number of CPU cores, and NNGINE could hit 3.5x scaling on a quad core, held back by OpenGL.

The 3D engine is where most of the fancy stuff is happening. The engine is currently using classic deferred rendering, but this will be changed to clustered deferred, with an optional forward clustered rendering mode (either for the entire scene, or just for lighting particles/transparent effects etc). The G-buffer data for deferred will be customized with a storage/read shader to allow games to customize the G-buffer layout to contain the data they need.

Rendering of geometry is done using a minimal Renderer interface. The interface pretty much only has a render() function which is called by the engine for each view that needs to be rendered. However, the Renderers are allowed to inject their own tasks and dependencies into the main NNGINE task tree, allowing renderers to run frustum culling in parallel, etc. This is used extensively in the current Renderers we have implemented.

USING Renderers is pretty easy. Here's the complete code for adding the ocean I made that you may have seen screenshots of here:
1  
2  
      oceanRenderer = new OceanRenderer();
      graphics.addRenderer(oceanRenderer);

Obviously, the complexity of the renderer depends on the actual implementation. Here's the code for setting up a static 3D model:

1  
2  
3  
4  
5  
6  
7  
8  
9  
10  
      modelRenderer = new ModelRenderer();
      graphics.addRenderer(modelRenderer);
      modelRenderer.addStaticModel("terminus", ModelUtils.readModel(new File("terminus.wam")));

      Instance in = modelRenderer.createStaticInstance();
      in.addModel("terminus");
      in.matrix.translation(x, y, z).scale(0.5f);

      //once you don't want the instance
      in.dispose(); //don't forget it or it lingers forevaaa

You also need to create the NNGINEGraphics object which is the main 3D engine object (the "graphics" variable in the above code). This is 20 lines or so, including setting default graphics settings and setting up a camera.

Model textures are streamed in automatically on demand on a background thread by the engine by checking the materials of visible models. Gonna make model vertex data (optionally) streamed too, as it's annoying to manage right now.

Lighting includes shadowed and unshadowed point, cone and directional lights (with configurable cascades). Lighting is physically based and produces very high quality reflections, and should close to the result seen in Substance Painter when designing materials for NNGINE. A planned feature is changing the BRDF to allow for lower quality lighting, cel shading, etc.

Postprocessing is currently not heavily customizable. Every single possible setting can be changed while the game is running and updated (except GPU count and texture resolution, last one for now only, planned feature), but you cannot currently add your own postprocessing passes. This is due to the heavy integration of the passes to minimize the number of fullscreen passes and how optimized the whole thing is. Adding individual postprocessing "passes" will never perform well, so I'll probably introduce the concept of a complete "postprocessing pipeline" which you can completely swap out instead. Current effects include: HQ SSAO, motion blur and depth of field (extremely high quality, writing my master's thesis on it), screenspace volumetric lighting, HDR tone mapping, HQ bloom, temporal SRAA, tone mapping (with camera exposure etc), air distortions, and probably a few I forgot about. =P

Transparency rendering is a tough one. When designing NNGINE I went for a 100% order independent transparency system, but this wasn't entirely optimal due to performance and memory usage. I'm not sure what to do here, but regardless of the sorting system we'll allow for lit particles in the future thanks to the wonders of clustered shading. Regardless, transparency is structured similarly to the opaque Renderers, with different renderers. Particles are a specific renderer and are in turn split into Systems for culling. This stuff is very likely to change though, so not much point in posting code. It won't be that far off from the above ModelRenderer example though.

Finally, the entire engine will be ported over from OpenGL to a graphics abstraction system I'm working on that will allow the engine to run on pretty much any rendering API, with the primary targets being Vulkan and OpenGL variants. The abstraction is pretty much done... in my head at least. I have some minor code and proof of concepts (read: a single triangle), but it's been on ice for some time since that. The abstraction will include a cross-API shader language (or something along those lines). Bear in mind, it will NOT be easy to work with the abstraction directly (which you would have to do to some extend when writing your own Renderers); it's essentially raw Vulkan with only very minor simplifications. That being said, the actual code you'd write in that case would be surprisingly similar to OpenGL. When running on OpenGL, command buffers are emulated (still can bring great performance benefits actually). Vulkan support will allow for significantly reduced driver overhead, threaded rendering (finally linear scaling with cores!) and advanced features like manual multi-GPU support.

We got an OpenAL-based sound system, controller support, multi-window support, etc as well. We got a Blender plugin for exporting models and animations from Blender directly to our own format. We got an entire toolset under construction for converting textures to streamable NNGINE textures.

I feel like I forgot half the shit I wanted to write, but TL;DR: When released, it will be a completely multithreaded, cross platform, cross API (with Vulkan support) highly customizable engine

Myomyomyo.
Offline FabulousFellini
« Reply #5840 - Posted 2018-03-06 20:49:07 »

@theagentd you are smart as f**k.  I have no clue what most of that meant at all lol.

-FabulousFellini
www.fabulousfellini.com
Offline theagentd
« Reply #5841 - Posted 2018-03-06 20:58:29 »

@theagentd you are smart as f**k.  I have no clue what most of that meant at all lol.
Thanks, but you can see that as me being bad at explaining too. =P If you have any specific questions, I'd be glad to answer them.

Myomyomyo.
Offline FabulousFellini
« Reply #5842 - Posted 2018-03-06 21:27:32 »

I just had my yearly review and got a very significant raise!  I just write acceptance tests with Codeception and owe this site a lot for learning so much more about coding in general from all of you guys...so thanks all!

-FabulousFellini
www.fabulousfellini.com
Offline FabulousFellini
« Reply #5843 - Posted 2018-03-06 22:35:54 »

@theagentd you are smart as f**k.  I have no clue what most of that meant at all lol.
Thanks, but you can see that as me being bad at explaining too. =P If you have any specific questions, I'd be glad to answer them.

I appreciate it!  But I need to figure out how to use tiles with a camera in LibGDX first...lol

-FabulousFellini
www.fabulousfellini.com
Offline princec

« JGO Spiffy Duke »


Medals: 1053
Projects: 3
Exp: 20 years


Eh? Who? What? ... Me?


« Reply #5844 - Posted 2018-03-06 23:36:23 »

Today I found out I'm being replaced at work. Not a bad innings - 3 years out of this one.

Anyone need a programmer for a bit?

Cas Smiley

Offline FabulousFellini
« Reply #5845 - Posted 2018-03-06 23:46:52 »

Today I found out I'm being replaced at work. Not a bad innings - 3 years out of this one.

Anyone need a programmer for a bit?

Cas Smiley

Why the hell are they doing that?

-FabulousFellini
www.fabulousfellini.com
Offline dime26

JGO Ninja


Medals: 72
Projects: 7
Exp: 12 years


Should traffic wardens be armed?


« Reply #5846 - Posted 2018-03-07 00:48:56 »

Found 30 minutes to progress a new tutorial on simple 2D weapon movement:

Click to Play


Few quick fixes to a running calculator I made to help with race planning etc:

http://carelesslabs.co.uk/run/


Click to Play



Offline princec

« JGO Spiffy Duke »


Medals: 1053
Projects: 3
Exp: 20 years


Eh? Who? What? ... Me?


« Reply #5847 - Posted 2018-03-07 00:50:38 »

Today I found out I'm being replaced at work. Not a bad innings - 3 years out of this one.

Anyone need a programmer for a bit?

Cas Smiley

Why the hell are they doing that?

Just shaking things up for the hell of it I think.

Cas Smiley

Offline kappa
« League of Dukes »

JGO Kernel


Medals: 123
Projects: 15


★★★★★


« Reply #5848 - Posted 2018-03-07 14:20:31 »

Finally, the entire engine will be ported over from OpenGL to a graphics abstraction system I'm working on that will allow the engine to run on pretty much any rendering API, with the primary targets being Vulkan and OpenGL variants.

This graphics abstraction sounds pretty similar to the goals of BGFX (plus supports many more backends/platforms and has been thoroughly tested and used in high profile projects) and considering LWJGL3 now has bindings for the same, does it still make sense to roll you own? or are there other reasons for doing so?
Offline Opiop
« Reply #5849 - Posted 2018-03-07 17:56:35 »

I've been working on an idea for an Android/iOS app in the music space that multiple people have already committed to buying, so I'm very excited. This is probably one of my longest lasting personal projects (no surprise there!).

I haven't touched the iOS side yet, but I started learning Kotlin because I'm using it for the Android app. And oh man, it really is just what a "modern" version of Java should be. Such a fantastic language to work with! I really hope Java gains a type inference system in an upcoming release. I believe I heard rumblings of that happening in JDK 10?
Pages: 1 ... 193 194 [195] 196 197 ... 205
  ignore  |  Print  
 
 

 
EgonOlsen (1328 views)
2018-06-10 19:43:48

EgonOlsen (1205 views)
2018-06-10 19:43:44

EgonOlsen (930 views)
2018-06-10 19:43:20

DesertCoockie (1371 views)
2018-05-13 18:23:11

nelsongames (1111 views)
2018-04-24 18:15:36

nelsongames (1359 views)
2018-04-24 18:14:32

ivj94 (2094 views)
2018-03-24 14:47:39

ivj94 (1251 views)
2018-03-24 14:46:31

ivj94 (2250 views)
2018-03-24 14:43:53

Solater (803 views)
2018-03-17 05:04:08
Deployment and Packaging
by mudlee
2018-08-22 18:09:50

Java Gaming Resources
by gouessej
2018-08-22 08:19:41

Deployment and Packaging
by gouessej
2018-08-22 08:04:08

Deployment and Packaging
by gouessej
2018-08-22 08:03:45

Deployment and Packaging
by philfrei
2018-08-20 02:33:38

Deployment and Packaging
by philfrei
2018-08-20 02:29:55

Deployment and Packaging
by philfrei
2018-08-19 23:56:20

Deployment and Packaging
by philfrei
2018-08-19 23:54:46
java-gaming.org is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑gaming.org
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!