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  What I did today  (Read 2490348 times)
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Offline ByerN
« Reply #5940 - Posted 2018-04-13 19:29:40 »

Today I've added jump mechanics to my game. I wanted to make it more interesting with the abyss floors where you can just die by falling down when you lose your focus. I think that it went well but it was occupied with a lot of pain with box2d collision detection. I am glad that it works now Smiley Later I will think about better "falling down" animation. It was an exhausting day.

<a href="http://www.youtube.com/v/d4xHcWSGkHE?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/d4xHcWSGkHE?version=3&amp;hl=en_US&amp;start=</a>
Offline ByerN
« Reply #5941 - Posted 2018-04-18 18:12:11 »

Today I was thinking about dungeon instances in my game. To avoid players overflow- my first solution was to scale dungeon size along with number of players starting it. But I've found it hard to implement in my game case without causing game experience drop.

So I've decided to create dungeon per team instances. Now main question was: how to do it?

I was thinking about tickets (items that teleports player to the specific instance on use) distributed by some NPC. But for now I've dropped this solution.

What I did is: special room with few fields where player can stand and if there are any players on these fields, they will be teleported to the dedicated, newly generated dungeon instance. Teleportation is cyclic based (npc is telling when is the next departure), so players has to form a queue to play in their own teams.

I didn't want to disallow player joining the dungeon if he doesn't have enough party members, so I'll need to scale difficulty level along with number of players.

It was a little tricky one, but I am fully satisfied with the result Smiley

Video:
<a href="http://www.youtube.com/v/Ikh-4BxH16s?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/Ikh-4BxH16s?version=3&amp;hl=en_US&amp;start=</a>
Offline abcdef
« Reply #5942 - Posted 2018-04-18 19:35:12 »

Implemented a basic SVG parser in to my basic vector engine which has now become more mature in itself. The SVG parser only parses the path elements so far but I can scale these and color them in independently. One thing I have learnt from this is the ludicrous design of the path element. With out doing some complicated maths its really hard to know whats a hole and what just another shape near by. If the shapes are correctly done using CW / CCW ordering I can parse them correctly but there is no rule that say you need to do this. Instead of building something nice in to the specification you just get the below which means a lot of calculation

https://www.w3.org/TR/SVG2/painting.html#SpecifyingFillPaint

Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline CopyableCougar4
« Reply #5943 - Posted 2018-04-19 03:04:02 »

@abcdef

I wrote an SVG parser that parses the specification and the paths classes are (I think) correctly implemented to handle all SVG path elements.
https://github.com/JPeterson462/SVG-Parser/tree/master/src/org/w3c/dom/svg/paths

Either wandering the forum or programming. Most likely the latter Smiley

Github: http://github.com/CopyableCougar4
Offline abcdef
« Reply #5944 - Posted 2018-04-19 04:41:13 »

Thanks, I couldn't see any rendering code (I can parse the data ok)? You have done a lot more parsing of the SVG spec than I have Cheesy I'm currently in search of an algorithm for easily doing triangulation based on the non-zero and even-odd windings (my current method just does non intersecting simple shape triangulation, I might need to look in to re writing what I have and adapting it)
Offline CopyableCougar4
« Reply #5945 - Posted 2018-04-19 20:42:51 »

I added the calculations for rotation along a path. All that's left is incorporating my SVG font API to calculate the bounds of text elements and my parser should fully implement ~90% of the SVG 1.1 specification Smiley

Either wandering the forum or programming. Most likely the latter Smiley

Github: http://github.com/CopyableCougar4
Offline delt0r

JGO Wizard


Medals: 143
Exp: 18 years


Computers can do that?


« Reply #5946 - Posted 2018-04-20 02:04:23 »

I finally got a basic phong shader working with a hard coded light position. Yea, i did this 20 years ago and it was easy. This time round it took weeks! So much for older wiser smarter. Why im doing this is a very very long story.

[/url]

I have no special talents. I am only passionately curious.--Albert Einstein
Offline SHC
« Reply #5947 - Posted 2018-04-20 16:00:19 »

Moved SilenceEngine forum to Flarum, and it is so beautiful!

https://silenceengine.goharsha.com/forum/

However I decided for it to be a fresh start because the original SMF version attracted a ton of spam.

Offline h.pernpeintner

JGO Knight


Medals: 82



« Reply #5948 - Posted 2018-04-20 17:54:23 »

Replacing my voxel cone tracing gi with a spherical harmonics based one, first working version uses ambient cubes though Smiley currently only ambient based


Edit: made smaller, sorry
Offline Damocles
« Reply #5949 - Posted 2018-04-20 18:43:08 »

thats literality a screenshot  Grin

i can see every sneese  persecutioncomplex
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline h.pernpeintner

JGO Knight


Medals: 82



« Reply #5950 - Posted 2018-04-20 19:51:19 »

Haha, that may be my cat's sneeze, she doesn't like it when i work and that's her way to tell me  Grin
Offline KaiHH

JGO Kernel


Medals: 515



« Reply #5951 - Posted 2018-04-22 16:43:13 »

Today I began writing a WebAssembly assembler in TypeScript/JavaScript using the same nice visitor-pattern approach taken by the ASM framework for Java. I wanted to have a plain JavaScript wasm assembler for a while to generate modules at runtime with JavaScript but could not find any. Those I could find were either full-blown LLVM-based tools written in C/C++ or for other languages.
So here we go (example runs on Node):

The format itself it very nicely documented here: https://webassembly.github.io/spec/core/binary/index.html
Of course the whole comes with proper type support to help avoid using opcodes where they are not allowed:

EDIT:
Implementing the clamp() function with if-then-else control-flow blocks (yeah, could have been done simpler using f32.min/max Smiley
Offline ByerN
« Reply #5952 - Posted 2018-04-23 18:02:22 »

It was funny day...

I've started making town in my game and I've found that it's easy to make a mess by dropping items on the floor (it stays there untill somebody picks it up). So I've started to think about some mechanism of cleaning the floor from garbage.

First idea was making cyclic checking and removing old items from the floor. But it was a little... without spirit Sad

So what I did? I've created NPC called "Trashy". His role is to sniff around for items dropped on the floor and picking it up. Yeah, sure but...

First thing that came to my mind after implementing is that it's so funny to just drop garbage intentionally only to watch someone cleaning it for you. That's so... human.

So I've created another thing- incinerator room, where anyone can try to convert garbage into materials (low rate- item dependant). If you don't do it yourself- Trashy will get your potential valuable materials instead Cheesy I am so proud of this weird solution xD

VIDEO:
<a href="http://www.youtube.com/v/ZocFkwFska0?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/ZocFkwFska0?version=3&amp;hl=en_US&amp;start=</a>
Offline FabulousFellini
« Reply #5953 - Posted 2018-04-23 18:05:50 »

It was funny day...



VIDEO:
<a href="http://www.youtube.com/v/ZocFkwFska0?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/ZocFkwFska0?version=3&amp;hl=en_US&amp;start=</a>

Shouldn't this all be in a WIP thread?

-FabulousFellini
www.fabulousfellini.com
Offline ByerN
« Reply #5954 - Posted 2018-04-23 18:12:28 »

Well... I wanted to share what I did today and tell you funny story related to it (with video ref). I am maintaining WIP as well
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