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  Shard Master Classic - WIP  (Read 53876 times)
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Offline Archive
« Posted 2015-11-28 00:38:43 »

Heavily inspired by RuneScape Classic, Shard Master Classic is a game that I hope to actually "finish."

Written on top of my engine, Envel II, this game offers graphical capabilities that RuneScape Classic could not offer at its time such as shadows, textured landscape, perspective correct texture mapping, slightly higher resolution, and 3D walls.

There is no click-move style of gameplay in Shard Master Classic, movement is done with WSAD.

new pic:


old pics:




really old pics:



DOWNLOAD
DOWNLOAD
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VVVVVVVVV

http://www.mediafire.com/download/fm094746az711as/ShardMasterClassic_1-16-16.jar

Offline orange451

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« Reply #1 - Posted 2015-11-28 05:57:47 »

Absolutely fantastic ^^ I always love to see 3d projects in Java.

I get about 48-64 fps while moving around the map, though the screen is a little hard to see as my monitor res is 2880x1800 Tongue Perhaps add in a scale setting?

I cant wait to see this develop!

First Recon. A java made online first person shooter!
Offline Archive
« Reply #2 - Posted 2015-11-28 06:29:27 »

Absolutely fantastic ^^ I always love to see 3d projects in Java.

I get about 48-64 fps while moving around the map, though the screen is a little hard to see as my monitor res is 2880x1800 Tongue Perhaps add in a scale setting?

I cant wait to see this develop!

Yeah sorry about the screen res, runescape classic was 512x344-ish and mine runs at 512x384, i'll definitely look into scaling the game up. My monitor is 2560x1440, so it's slightly smaller than yours, so I can understand what you're saying.

I'm curious to know about your memory usage. A friend of mine running Linux was reporting ridiculously high memory usage. The game running on my Mac however was staying at a constant 75,000 kb.

Thank you!

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Offline orange451

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« Reply #3 - Posted 2015-11-29 01:37:35 »

The game starts off at about 72,000k mem usage and 70-75 fps.

After I walk around the whole map (5-6 minutes) the memory is about 100k and fps is 60-70.

First Recon. A java made online first person shooter!
Offline Archive
« Reply #4 - Posted 2015-11-29 02:01:49 »

The game starts off at about 72,000k mem usage and 70-75 fps.

After I walk around the whole map (5-6 minutes) the memory is about 100k and fps is 60-70.
Thank you for that information

EDIT: What do you guys think of this layout


Offline EgonOlsen
« Reply #5 - Posted 2015-11-29 08:44:27 »

Not much, because it prevents you from using a fullscreen mode.

Offline Archive
« Reply #6 - Posted 2015-11-29 16:50:31 »

Not much, because it prevents you from using a fullscreen mode.
How do you suggest I go about doing it? This current layout seems to be the easiest way for me to implement a user interface.

Offline orange451

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« Reply #7 - Posted 2015-11-29 17:50:24 »

How do you suggest I go about doing it? This current layout seems to be the easiest way for me to implement a user interface.

Do it in a way that keeps a 4:3 or 16:9 aspect ratio.

First Recon. A java made online first person shooter!
Offline Archive
« Reply #8 - Posted 2015-11-29 19:03:05 »

How do you suggest I go about doing it? This current layout seems to be the easiest way for me to implement a user interface.

Do it in a way that keeps a 4:3 or 16:9 aspect ratio.
I don't wish to scale those UI sprites though because they are buttons and gigantic buttons would be weird.

Offline EgonOlsen
« Reply #9 - Posted 2015-11-29 19:56:53 »

I don't wish to scale those UI sprites though because they are buttons and gigantic buttons would be weird.
You don't have to upscale anything. Just make your tabs' content overlap with the actual scene rendering and don't show it below it (just like any other RPG game does it...). You can either replace the scene with a tab's content or overlay it in a kind of window. It depends on what it is and how you want it to be used.

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Offline Archive
« Reply #10 - Posted 2015-11-29 20:02:14 »

I don't wish to scale those UI sprites though because they are buttons and gigantic buttons would be weird.
You don't have to upscale anything. Just make your tabs' content overlap with the actual scene rendering and don't show it below it (just like any other RPG game does it...). You can either replace the scene with a tab's content or overlay it in a kind of window. It depends on what it is and how you want it to be used.
I'm trying really hard to make this as distant from Runescape classic as possible :s

in RSC they had the interfaces overlap the game rendering and they had transparency everywhere. I think that having the tab content underneath is smart because it allows the player to keep a tab open at all times

http://www.mediafire.com/download/8f2tg2jhnxxq938/ShardMasterClassic.jar

Try it out!

Offline EgonOlsen
« Reply #11 - Posted 2015-11-29 21:28:06 »

I'm trying really hard to make this as distant from Runescape classic as possible :s
...
Try it out!
You are free to do whatever you want. But you asked for opinions, and I don't like it that way. Simply because you can't play fullscreen with that layout (unless you prefer to play with big black borders to the left and to the right, of course...). Especially a RPG should be immersive...and playing in a small window on a desktop full of icons and stuff isn't particularly immersive IMHO (In other words: I wouldn't play it that way...).

Offline Archive
« Reply #12 - Posted 2015-11-29 21:31:56 »

You are free to do whatever you want. But you asked for opinions, and I don't like that way. Simple because you can't play fullscreen with that layout (unless you prefer to play with big black borders to the left and to the right, of course...). Especially a RPG should be immersive...and playing in a small window on a desktop full of icons and stuff isn't particularly immersive IMHO (In other words: I wouldn't play it that way...).

Yes I understand. I know my goals for this game and I know the feel that I am aiming for, hard to explain but it doesn't need fullscreen capabilities. It's good to have this game running on the side of your desktop so that you can play it while you do other things.

Offline Archive
« Reply #13 - Posted 2015-11-29 22:00:07 »


This is going to be the layout

Offline EtmosCode

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« Reply #14 - Posted 2015-11-29 23:35:25 »

First off, I'd just like to say there's something special about RSC graphics and the vibe your project is giving off. Even if you stray completely away from it, as you said, I think I'd love playing something like this. Any goals for gameplay or story? Really excited to see what you do with this neat engine you made.  Smiley

As for performance:
 - Beginning FPS: ~45 Mem: 50k
 - After moving around map FPS: ~40 Mem: 60-80K

My computer can definitely handle more than this. Are you limiting the amount of frames your engine can output?

Never stop creating.
Twitter: @EtmosCode
Offline Archive
« Reply #15 - Posted 2015-11-30 00:13:48 »

First off, I'd just like to say there's something special about RSC graphics and the vibe your project is giving off. Even if you stray completely away from it, as you said, I think I'd love playing something like this. Any goals for gameplay or story? Really excited to see what you do with this neat engine you made.  Smiley

As for performance:
 - Beginning FPS: ~45 Mem: 50k
 - After moving around map FPS: ~40 Mem: 60-80K

My computer can definitely handle more than this. Are you limiting the amount of frames your engine can output?

Thank you! That means a lot Smiley.

No story, you can make your own if you want.
As for gameplay goals, I want to make as many things interactive as possible, I want items to work like real life items and things that you'd expect to work should work. I love strict role playing and games likes Oblivion and Runescape somewhat satisfied my needs but I need MORE haha.

These goals are a bit large however I'll do my best to do it.

Yes I am limiting the frames to 40. I do it to prevent your CPU from being eaten alive lol

Offline Opiop
« Reply #16 - Posted 2015-11-30 02:06:30 »

Er, why 40 instead of 60? Hell, why not let the user pick? I'm sure some people here have 120Ghz monitors and would rather play at 120 if their computer can handle it.
Offline Archive
« Reply #17 - Posted 2015-11-30 02:26:48 »

Er, why 40 instead of 60? Hell, why not let the user pick? I'm sure some people here have 120Ghz monitors and would rather play at 120 if their computer can handle it.
It doesn't render faster than 50fps haha

Offline Opiop
« Reply #18 - Posted 2015-11-30 02:38:58 »

Do you mean the engine is limited to 50 fps or your computer can't handle your engine at higher rates? Regardless, you should still let the user choose. And optimize your engine.
Offline Archive
« Reply #19 - Posted 2015-11-30 02:58:48 »

Do you mean the engine is limited to 50 fps or your computer can't handle your engine at higher rates? Regardless, you should still let the user choose. And optimize your engine.
No my computer can't push out more than 50 fps.

The engine is as optimized as I can make it without making the rendering code hard to read/edit.

Offline orange451

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« Reply #20 - Posted 2015-11-30 03:09:42 »

as optimized as I can make it without making the rendering code hard to read/edit.
So?
Make it hard to read then! I'll take speed over convenience any day.

First Recon. A java made online first person shooter!
Offline gouessej
« Reply #21 - Posted 2015-11-30 20:52:59 »

The engine is as optimized as I can make it without making the rendering code hard to read/edit.
Why? If you separate the concerns, it won't happen except if your engine isn't very flexible.

Julien Gouesse | Personal blog | Website | Jogamp
Offline thedanisaur

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Medals: 59



« Reply #22 - Posted 2015-12-02 16:20:18 »

The engine is as optimized as I can make it without making the rendering code hard to read/edit.

Oops, enjoy the medal....

Anyway, I doubt this is entirely true. Since you mention it, it's probably true with how your code is currently, but after some design considerations and a rewrite I'm sure you can do better.

Every village needs an idiot Cool
Offline EgonOlsen
« Reply #23 - Posted 2015-12-02 19:42:14 »

Anyway, I doubt this is entirely true. Since you mention it, it's probably true with how your code is currently, but after some design considerations and a rewrite I'm sure you can do better.
Optimized software rendering is ugly and dirty no matter how you structure things. It's as low level as it gets with Java and it involves a lot of bit fiddling and fixed point stuff. So he has a point: If you optimize it, the code will get ugly. There's no way around that. Personally, I would do it anyway. jPCT's software renderer runs circles around this one (even on one core, let alone when using multi-threading), but its inner loop IS ugly and hard to understand.

Offline thedanisaur

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« Reply #24 - Posted 2015-12-02 19:59:25 »

Ya know when I first looked at this thread I thought "hmm is this software?" and then today I guess it slipped my mind. Please feel free to ignore my comment.

Every village needs an idiot Cool
Offline Archive
« Reply #25 - Posted 2015-12-02 23:18:59 »

.
Thank you for explaining Smiley

Offline Archive
« Reply #26 - Posted 2015-12-05 05:28:32 »

Should I remove the specular highlight support in the engine? It will greatly help with speed and memory

EDIT: im leaning towards removing it and getting a new stone texture that looks good without specular

Offline EgonOlsen
« Reply #27 - Posted 2015-12-05 09:53:10 »

Should I remove the specular highlight support in the engine? It will greatly help with speed and memory
It's hardly noticable anyway, so not much harm would be done by removing it IMHO. Or consider to create different inner loops, one for each variation. But that's the same ugly vs. fast discussion that we had before.
BTW: Per polygon mip-mapping might help to reduce the aliasing in the distance and isn't very hard to do.

Offline Archive
« Reply #28 - Posted 2015-12-05 14:31:26 »

Per polygon mip-mapping might help to reduce the aliasing in the distance and isn't very hard to do.
Doesn't mip mapping use more memory?

EDIT: Well I just implemented it and sure there are less artifacts but is more memory worth it?

Offline EgonOlsen
« Reply #29 - Posted 2015-12-05 16:54:50 »

Of course it uses more memory, but it's worth it. What's the point in not using the memory that modern systems have?

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