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  [LibGDX] Project Tranquil  (Read 23601 times)
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Offline Zaneris

Junior Devvie


Medals: 9
Exp: 3 years



« Posted 2015-07-05 22:57:40 »

Shout out to jrenner for the inspiration to start this!

  • Dynamic terrain generation
  • Near infinite world size
  • Directional lighting
  • Dynamic shadows
  • Simple Physics
  • Texture support
  • Transparency
  • Wireframe
  • More to come!




<a href="http://www.youtube.com/v/vJmql97GCLA?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/vJmql97GCLA?version=3&amp;hl=en_US&amp;start=</a>

Source: https://github.com/Zaneris/Tranquil

Desktop: http://dev9.ca/Tranquil.jar
Arrows/WASD to move, mouse to look, space to jump. Escape to quit.

Android: http://dev9.ca/Tranquil.apk
Left thumb to move, right thumb to look. Double tap right thumb to jump. Back to quit.
Offline Jesse

JGO Coder


Medals: 23



« Reply #1 - Posted 2015-07-05 23:01:38 »

Looks nice!
Offline Zaneris

Junior Devvie


Medals: 9
Exp: 3 years



« Reply #2 - Posted 2015-07-09 00:25:49 »

Just thought I'd give you guys an update.

Made some pretty crazy performance improvements.
Uses minimal ram at high draw distances. (200MB at a radius of 320 blocks)
Running well on mid-powered android devices.
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline Zaneris

Junior Devvie


Medals: 9
Exp: 3 years



« Reply #3 - Posted 2015-07-10 08:57:01 »

Few more updates:

Basic lighting in place, I'll try to work on shadows next depending on the performance cost.
Texture ids are stored directly in the VBO now allowing all textures to have proper mipmaps.

Scroll up for new pics/video.

Cheers!
Offline Zaneris

Junior Devvie


Medals: 9
Exp: 3 years



« Reply #4 - Posted 2015-07-13 08:16:06 »

Realtime shadows!


Don't get excited yet though, currently running like crap, needs a lot of optimization.
Proof of concept.
Offline Zaneris

Junior Devvie


Medals: 9
Exp: 3 years



« Reply #5 - Posted 2015-07-13 22:01:06 »

Shadows now at 60fps, and as a bonus, softer Wink

Current RAM usage on android is ~105MB.
Offline ags1

JGO Kernel


Medals: 356
Projects: 7


Make code not war!


« Reply #6 - Posted 2015-07-14 00:36:08 »

Looking pretty. What content do you plan to put in this world?

Offline Zaneris

Junior Devvie


Medals: 9
Exp: 3 years



« Reply #7 - Posted 2015-07-14 01:03:19 »

Looking pretty. What content do you plan to put in this world?

Thanks! Once the engine is mature enough I plan on building an RPG within the world.
Offline jrenner
« Reply #8 - Posted 2015-07-19 00:17:30 »

I just now saw this! Super cool!

What did I do that inspired you? Kotlin Voxel?

Your memory optimizations are pretty amazing. I'm gonna have to look at github to see what you did.
Offline Zaneris

Junior Devvie


Medals: 9
Exp: 3 years



« Reply #9 - Posted 2015-07-19 00:22:49 »

I just now saw this! Super cool!

What did I do that inspired you? Kotlin Voxel?

Your memory optimizations are pretty amazing. I'm gonna have to look at github to see what you did.

The code is a mess right now, lol (working on that). Mostly by packing several shader attributes into a single float. Results in lots of branching within the shader which isn't ideal but frees up a ton of memory.

And yes to the kotlin voxel!
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline jrenner
« Reply #10 - Posted 2015-07-19 00:31:57 »

Got some artifacts on when I run it on my linux machine, (nvidia 760 I think?)

Maybe it's from your unique shader packing? who knows.

http://i.imgur.com/Oz8DcZy.jpg
Offline Zaneris

Junior Devvie


Medals: 9
Exp: 3 years



« Reply #11 - Posted 2015-07-19 00:33:28 »

Got some artifacts on when I run it on my linux machine, (nvidia 760 I think?)

Maybe it's from your unique shader packing? who knows.

http://i.imgur.com/Oz8DcZy.jpg
Interesting... Looks like the shadow bias needs to be set higher for your system.
Offline Icecore
« Reply #12 - Posted 2015-07-19 01:00:06 »

Made some pretty crazy performance improvements.
Want advice?)
Forget about performance. Terrain generation,
Visual Img quality, Code optimization (for now).
Make raw gameplay – inventory, craft – Stupid NPC etc.
As faster as you can, without optimize code, without plug-in system and another time consuming features
 – forget about everything else (you can returns to it later).
Or you projects eats you ^^

You even can’t imagine how many time will be spend on code optimization
Even if its looks like optimization is fun same as creating cool engine system.

First make raw gameplay – even without NPC models (use box instead), sound, textures,
And after you will have at least minimal playable game, add properly quality content to it.
This is very important for one man project.

Hope you listen me and this help make project real)

Last known State: Reassembled in Cyberspace
End Transmission....
..
.
Offline Zaneris

Junior Devvie


Medals: 9
Exp: 3 years



« Reply #13 - Posted 2015-07-20 06:01:21 »

Made some pretty crazy performance improvements.
Want advice?)
Forget about performance. Terrain generation,
Visual Img quality, Code optimization (for now).
Make raw gameplay – inventory, craft – Stupid NPC etc.
As faster as you can, without optimize code, without plug-in system and another time consuming features
 – forget about everything else (you can returns to it later).
Or you projects eats you ^^

You even can’t imagine how many time will be spend on code optimization
Even if its looks like optimization is fun same as creating cool engine system.

First make raw gameplay – even without NPC models (use box instead), sound, textures,
And after you will have at least minimal playable game, add properly quality content to it.
This is very important for one man project.

Hope you listen me and this help make project real)

This is always a hard balance, if you build a lot on a rough framework, it may end up costing you even more time to go back and try to fix it than if you did it correctly in the first place. But yes you can easily get lost in early optimization.

Anyway, just updated the source with a new screen based rendering/execution system.
Should be a lot easier to read/follow. Also cut the chunk gen time in half.
Offline Zaneris

Junior Devvie


Medals: 9
Exp: 3 years



« Reply #14 - Posted 2015-07-21 09:19:03 »

Opted for a harder more defined shadow.
Reduced RAM usage further.

Offline Zaneris

Junior Devvie


Medals: 9
Exp: 3 years



« Reply #15 - Posted 2015-07-28 07:22:44 »

Had some free time, improved shadows further, added frustum culling and first person camera controls.
Offline cylab

JGO Kernel


Medals: 164



« Reply #16 - Posted 2015-07-28 08:50:46 »

Looks great, so thumbs up!!!

BUT, listen to icecore's advice, or you'll end up with another abadoned cube world renderer...

Mathias - I Know What [you] Did Last Summer!
Offline Zaneris

Junior Devvie


Medals: 9
Exp: 3 years



« Reply #17 - Posted 2015-07-29 01:54:09 »

Looks great, so thumbs up!!!

BUT, listen to icecore's advice, or you'll end up with another abadoned cube world renderer...

Done, just added some simple physics, collisions, jumping etc...

Will push commit in 8 hours or so.
Offline kingroka123

JGO Kernel


Medals: 117
Projects: 9
Exp: 4 years


Gamer's Helmet


« Reply #18 - Posted 2015-07-29 13:35:19 »

Got some artifacts on when I run it on my linux machine, (nvidia 760 I think?)

Maybe it's from your unique shader packing? who knows.

http://i.imgur.com/Oz8DcZy.jpg

I'm getting the same effect on Windows 8.1

Offline Zaneris

Junior Devvie


Medals: 9
Exp: 3 years



« Reply #19 - Posted 2015-07-29 13:54:09 »

I'm getting the same effect on Windows 8.1

Also running an nVidia? More info would be helpful.

Edit: Mind trying this? https://dl.dropboxusercontent.com/u/53848210/Test.jar
Offline Longarmx
« Reply #20 - Posted 2015-07-29 14:51:15 »

I was getting the same error (looked more like z-fighting to me), but it seems to be fixed in this test.

Specs:
i7 3770
Gtx 660
16GB RAM
Windows 7

GPU is updated to latest drivers.

Offline Opiop
« Reply #21 - Posted 2015-07-29 15:51:48 »

Fixed here too now with the latest update.
Offline Zaneris

Junior Devvie


Medals: 9
Exp: 3 years



« Reply #22 - Posted 2015-07-29 16:21:34 »

I was getting the same error (looked more like z-fighting to me), but it seems to be fixed in this test.

Specs:
i7 3770
Gtx 660
16GB RAM
Windows 7

GPU is updated to latest drivers.
Thanks guys, pushed the commits for the new simple physics and graphical fix.

Also added a new video to the main post, wandering around with physics.
Offline kingroka123

JGO Kernel


Medals: 117
Projects: 9
Exp: 4 years


Gamer's Helmet


« Reply #23 - Posted 2015-07-29 20:07:50 »

That last patch is working now (I just updated to Windows 10 but I'm sure it would have worked on Windows 8.1 as well).

My pc:
Amd fx-4100
Nvidia Gtx 660
4gb RAM
Windows 10


Offline Zaneris

Junior Devvie


Medals: 9
Exp: 3 years



« Reply #24 - Posted 2015-07-30 11:32:44 »

Just pushed an update eliminating that pop in when you turn.
Offline Zaneris

Junior Devvie


Medals: 9
Exp: 3 years



« Reply #25 - Posted 2015-07-31 06:28:13 »

I was getting the same error (looked more like z-fighting to me), but it seems to be fixed in this test.

Specs:
i7 3770
Gtx 660
16GB RAM
Windows 7

GPU is updated to latest drivers.
Thought I'd take a minute to explain what I figured out the cause of the graphical glitch was on certain GPUs.

Jrenner was partially right, it turned out to be due to my unique shader packing, but more correctly due to my varying float vs int passed to the fragment shader for GLES compatibility. When checking if a value matched an int for which texture to use, some GPUs it seems were taking the floor of the value so on my own PC 1.999999997 was being equated to true for equals 2 by the shader but for some true for equals 1.

Offline Falkreon

Junior Newbie





« Reply #26 - Posted 2015-10-02 01:59:18 »

Looks and performs great on my i5/R9 290 setup, FPS is fine but walking speed is a bit slow. To echo Icecore and cylab, get some gameplay in this thing, stat! I want to play it!
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