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  State of Fortune  (Read 68928 times)
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Offline Mike

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« Reply #330 - Posted 2014-07-29 19:06:40 »

I was thinking the same at first, but thought it would look really, really lazy Smiley

Do you have an as easy solution for B? Smiley

Mike

My current game, Minecraft meets Farmville and goes online Smiley
State of Fortune | Discussion thread @ JGO
Offline Riven
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Hand over your head.


« Reply #331 - Posted 2014-07-29 19:10:09 »

The big challenge is the LOD of the land. I can now draw huge drawing distances as I can easily lower the LOD of the land. Once people can start digging in the land that becomes a whole lot harder and will cause quite big movements between the different LOD levels. Does anyone have experience with anything like this?
LODing is usually done per chunk. A naive implementation will base LOD on distance, but you typically want to work against a (visual) error margin for each chunk. You can easily use a mipmap approach to create LODs (for each chunk), and then calculate the cumulative height error (for each LOD of each chunk).

This is something that is a tad too heavy to run every frame, so you'll spread it out over a few, and update/recalc the error values once somebody actually modified the terrain by flagging chunks dirty.

End result would be that very rough chunks have a high (visual) error with progressive LODs, and will therefore have a higher LOD selected when rendering. (a bias, so to speak)

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Offline Mike

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« Reply #332 - Posted 2014-07-29 19:18:01 »

(You edited your post, mean-o! Smiley) Dynamically selecting the LOD on distant chunks would work indeed, but it would be negative for the FPS. I wonder how much though.

That's what I do now already (each chunk being 66 by 66 tiles).

However, at the moment the landscape is rolling, so the LOD changes are quite smooth. Once people can start digging it'd not be rolling as there can also be a big peak on half of the chunk and a big hole on the other half of the chunk. My formula at the moment would then draw the land straight, but once you get to the higher LOD levels it'll change a whole lot. On top of that the texture of the dug out land might be different than the texture on the peak, making the jump in LOD even higher.

The more I think about it the more I realise that it's possible but extremely difficult to get right without ruining the FPS.

Mike

My current game, Minecraft meets Farmville and goes online Smiley
State of Fortune | Discussion thread @ JGO
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Offline Riven
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« Reply #333 - Posted 2014-07-29 19:19:51 »

The idea is that when accounting for the error per chunk, per lod, your renderer will *not* render a flat area, as it will not pick the low LOD for that chunk.

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Offline Evil-Devil

Senior Devvie


Medals: 3


Fir Tree Master


« Reply #334 - Posted 2014-08-01 09:06:28 »

Sounds promising. Looking forward for the update. Will you do a hard-reset or will we keep our accounts and gold? ^^
Offline Mike

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« Reply #335 - Posted 2014-08-26 19:06:18 »

Sounds promising. Looking forward for the update. Will you do a hard-reset or will we keep our accounts and gold? ^^

You'll keep your accounts, but I'll most likely reset the gold.

I gave up on digging for the foreseeable future as I need to limit the scope somewhat or I'd never be done with the update Smiley

Here's a screenshot of the "Very far" render distance (6km) with one of the new trees in the foreground, the new fog in the distance and the new water reflections (a screenshot doesn't do them justice though).


Mike

My current game, Minecraft meets Farmville and goes online Smiley
State of Fortune | Discussion thread @ JGO
Offline ags1

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Make code not war!


« Reply #336 - Posted 2014-08-26 21:08:47 »

Very pretty!

Offline joaogl

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« Reply #337 - Posted 2014-09-05 13:14:06 »

Mike, I've found a nother bug...

Wow.... As I write this I'm trying to replicate the bug... and its seens soooooooo wierd...

The bug is: the same lady (saller) has multiple inventories...

I just found two inventories.... if u aim to the feet and open her invetory u get one, if u aim to the head u have another one... its this normal?

Offline joaogl

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« Reply #338 - Posted 2014-09-05 13:49:16 »

Thresher's have this bug too as well as Flour mill's, also if I put the itens on the upper part of the machine there is no animation and on the lower part it has.

PS: Also Ive just tested and the machines can run twice the load they should with this bug...
Offline Evil-Devil

Senior Devvie


Medals: 3


Fir Tree Master


« Reply #339 - Posted 2014-09-05 13:51:58 »

Here's a screenshot of the "Very far" render distance (6km) with one of the new trees in the foreground
Once again the tree are way to big Wink

Although the scenery looks nice
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Offline Mike

« JGO Spiffy Duke »


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« Reply #340 - Posted 2014-09-05 15:16:04 »

I'll see how they look if I shrink them a bit. Trees are huge though in real life! (At least in Sweden... Smiley)

I just finished changing the code for normal maps so they don't change anymore when you rotate the camera and I am currently busy with improving the SSAO as I never really liked it. The SSAO is starting to look really nice, I'll see if I can get it screenshottable in the weekend.

Mike

My current game, Minecraft meets Farmville and goes online Smiley
State of Fortune | Discussion thread @ JGO
Offline Mike

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« Reply #341 - Posted 2014-09-06 23:23:35 »

I gave up on the new ssao for now. I didn't get it to look like I wanted without a lot more work than I had thought. I was calculating the normals from the depth texture and I never got it perfectly stable when moving the camera around. Due to that the ssao got some very weird artifacts when moving the camera. The best way to solve it would be to create a normal texture and pass it to the ssao shader, but looking at the difference from the current shader it wasn't worth the work.

I settled on smoothing out the existing ssao instead. Here is a pic with the smoother ssao, the improved aa on distant objects and the new normal calculation Smiley


Mike

My current game, Minecraft meets Farmville and goes online Smiley
State of Fortune | Discussion thread @ JGO
Offline Mike

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« Reply #342 - Posted 2014-09-09 20:37:26 »

I ended up getting a nicer SSAO up and running anyway as well as using edge detected FXAA, I didn't want to let the normals defeat me Smiley

Here's a screenie of a remote lake that the new landscape formula generated, as well as a look of the new stone texture and a better look of the new water. There's still something missing that I can't really put my finger on (except for clouds as I scrapped them for now, I didn't like the look of the old ones), but sooner or later it'll be a great looking game Smiley


Mike

My current game, Minecraft meets Farmville and goes online Smiley
State of Fortune | Discussion thread @ JGO
Offline Mike

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« Reply #343 - Posted 2014-12-22 17:41:16 »

Just posting a new pic to show that there is still progress going on behind the scenes! I'm done with all the things I had planned for Alpha 1.0 and am currently adding some extras until I'm tired of working without feedback Smiley I'm planning to put it online on the 3rd of January or so.
The change/fix list currently contains more than 70 items. The latest additions are ladders, stones (as buildable texture and shape as well as spread out over the landscape) and improvements to fog.

Screenie:


Mike

My current game, Minecraft meets Farmville and goes online Smiley
State of Fortune | Discussion thread @ JGO
Offline joaogl

Junior Devvie


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« Reply #344 - Posted 2014-12-22 18:46:14 »

That looks great... As usual.... I'm looking forward for that new version....

Keep up the good work!



Thanks,
João Lourenço.
Offline Mike

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« Reply #345 - Posted 2014-12-28 11:37:02 »

I made a 50 second video of how the game will look like when I put it online (except that the sun moves 100 times as quick Smiley). Sorry about the low resolution/choppyness, I created it on my laptop instead of the gaming computer.

<a href="http://www.youtube.com/v/86KruWt_pyU?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/86KruWt_pyU?version=3&amp;hl=en_US&amp;start=</a>

Mike

My current game, Minecraft meets Farmville and goes online Smiley
State of Fortune | Discussion thread @ JGO
Offline JJengineering
« Reply #346 - Posted 2014-12-28 11:39:33 »

Looks really good, love it when coders just work their way up from scratch :P
Keep the good work going and props to you :)
Offline nerb
« Reply #347 - Posted 2014-12-28 12:37:00 »

I made a 50 second video of how the game will look

Beautiful.
Offline joaogl

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« Reply #348 - Posted 2014-12-28 12:44:03 »

Yup, once more... I CAN'T WAIT FOR THE UPDATE!
Offline Mike

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« Reply #349 - Posted 2014-12-28 14:30:49 »

Yup, once more... I CAN'T WAIT FOR THE UPDATE!

Thanks Smiley I might push it a bit into January. The missus really wanted me to add some new content too before putting it online.

Mike

My current game, Minecraft meets Farmville and goes online Smiley
State of Fortune | Discussion thread @ JGO
Offline joaogl

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« Reply #350 - Posted 2014-12-28 14:52:35 »

some new content.... nah! just put it online! we already got soo many new things... map included....
Offline Mike

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« Reply #351 - Posted 2015-01-03 01:27:39 »

some new content.... nah! just put it online! we already got soo many new things... map included....

Good enough, I finished the last "must" today so unless I run into something bad I'll put it online on Sunday.

Today I improved on the (fake) atmospheric scattering on the landscape, it gives a nice dramatic effect during sunsets:








Mike

My current game, Minecraft meets Farmville and goes online Smiley
State of Fortune | Discussion thread @ JGO
Offline matheus23

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« Reply #352 - Posted 2015-01-03 16:32:36 »

That render distance... How did you do that?

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Offline lcass
« Reply #353 - Posted 2015-01-03 16:35:27 »

Have you got god rays implemented because in the video you posted it look like you did , if you have they are very nice.
Offline Mike

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« Reply #354 - Posted 2015-01-03 21:58:54 »

That render distance... How did you do that?

Blood, sweat and tears! Smiley

The draw distance is about 6km (4 miles) with the lowest resolution being one vertex per 4356m2 (46887 sq ft). The closest 1km has details like trees and buildings as received from the server, and after that it's client generated based on the same noise formula as the server generates the land with. As people can't create/remove mountains (at least not large ones) it gives a good approximation without pulling a lot of data from the server.

Have you got god rays implemented because in the video you posted it look like you did , if you have they are very nice.

I do indeed, thank you for the kind words! You can see a subtle but very nice effect of them on the second screenshot in the previous post (on the underside of the sun) as well as in the first post of this thread.

Mike

EDIT: 100 medals, yay!

My current game, Minecraft meets Farmville and goes online Smiley
State of Fortune | Discussion thread @ JGO
Offline Mike

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« Reply #355 - Posted 2015-01-04 23:59:32 »

Alpha version 1.0 is now online! Smiley

For some reason Kryonet dislikes the client and server using different versions of Java so until I (read Nate) figures that out the game only works with Java 8. Sorry about that.
There is something going on with the light scattering on AMD graphics cards but I'll look into that next, I didn't think it was a blocking issue.
Also, watch out with turning on Antialiasing and high/very high quality trees as it takes a lot of your computer.

Two screenshots of the version that currently is live (click for large versions):



Here is a list of more or less all of the changes:
  • The world has been reset to be allowed to make some major changes to the foundation of the game
  • Due to several changes behind the scenes the game now requires OpenGL 2.0 support
  • There is a new map generation that generates islands
  • You can now set the render distance to "Very far" to see more than 6.000 tiles of landscape in each direction (no objects will be shown after 1.200 tiles). If the landscape far away is flickering turn on Post Processing in the menu and/or update your graphics card driver
  • Improved the client <-> server communication to allow for more simultaneous users
  • Improved the tree models, added a lower quality model and added more variations
  • Due to the increased computation needed to render the more detailed trees there are more steps possible when choosing the quality, very high is not recommended unless you have a great computer
  • Shadows are now cast onto trees
  • Added forests and grouped trees with matching bark and leaves instead of randomly spreading out trees
  • Improved the texture of snow, sand and stone
  • Toggling the minimap between on, off and hide plots is now done using 'n'
  • Press 'm' to see the world map
  • On the world map either use the scroll wheel or click the zoom in/out button to focus on the area around you
  • When zoomed in on the world map click new selection to select a plot of land to buy, the selection can be moved and resized
  • When finished choosing where the new plot is to be placed, click "Buy" to buy the plot, there needs to be at least 3 squares between the plot and any other plot
  • When zoomed in on the world map click on one of your plots to resize it
  • When zoomed in on the world map click on someone else's plot to see who owns it
  • On the zoomed out world map click on a point to set the compass to point to that location
  • On the zoomed out map you can see where the compass is pointing to
  • Added random splashes of sand on the grass when using high quality ground
  • There are no more bright lines all over the mountains when playing with high quality ground
  • Improved the look of water reflections
  • Water reflections now mirror the correct color of far away objects
  • The game should no longer crash if you turn on an option that requires a newer version of OpenGL than what you have
  • Made anti-aliasing compatible with post processing, it is still very heavy on the computer though so it is only recommended if you have a great computer
  • Improved the post processing SSAO quality
  • When using post processing effects - landscape far away fades away instead of getting blurry
  • Clouds have a smoother transition at the horizon and look less like they are going into the ground
  • Clouds are now compatible with short and medium render distance
  • The sun now goes up in the east and down in the west
  • Improved the look of the sun when using light scattering
  • Increased the size of the moon
  • Added window and taskbar icons
  • Added bushes, they are scattered around the landscape and you can plant them from the build window
  • Improved the look of grain
  • Added a small wooden gate
  • Added a hedge texture
  • Added two stone textures
  • Added climbable ladders
  • Added several stone shapes which also can be used for, for example, pillows! Build several on top of each other to get bigger stones.
  • Added random stones spread out over the landscape
  • The normals on doors are now always correct
  • The short sides and top of the doors no longer flicker when playing with high quality
  • Improved the look of all normal maps
  • Normal maps no longer change when rotating the camera
  • Selling land now gives you 90% of the land value back instead of 100% (you still get all the money for built blocks)
  • Changed the background color of the shape selection to fit with the rest of the interface
  • Removed the aliasing on the shape selection icons
  • Improved the icons for plot deed, trees and raise/lower land
  • You can now raise/lower land to twice the "steepness" compared to before
  • Slider options can no longer go outside of the minimum/maximum values and are more stable when doing quick movements and clicks
  • You can now change between full screen and windowed mode in game by pressing F11
  • Automatic slopes can now create short corners
  • You can now switch between short and long corners when building stairs and slopes
  • You can now build upside down slopes and stairs
  • The market square in game mode now has corner slopes
  • The slopes are now always light when pointing to the sun/moon and dark when pointing away from the sun/moon
  • Land now loads in quicker and prioritizes the landscape over trees/items
  • You can now remove several trees/bushes at once by dragging an area
  • When the game cannot connect to the server it now closes after a few seconds
  • You can now close the game while it is loading
  • Your location is now stored when logging out
  • When you log out and then in you will keep effects like eating wheat bread
  • When the mouse isn't grabbed, there are now buttons for menu, inventory, chat, map and build with hover texts with their shortcuts
  • If you use an empty action bar 0 (where the blocks appear) the build window will open
  • Optimized a lot of CPU heavy code
  • Fixed an issue where sold land couldn't be bought again
  • Fixed an issue where the plot highlight would disappear when changing settings
  • Fixed an issue where the plot highlight wouldn't be connected to the ground everywhere
  • Fixed an issue where you could get kicked out because someone else logged in
  • Fixed several issues that could cause a part of the land to not display
  • Fixed a memory leak that would cause the game to crash when running very far
  • Fixed an issue where you could build blocks inside trees
  • Fixed an issue where walking over a slope/stair corner wasn't smooth
  • Fixed an issue where teleporting far away could stop the land from generating
  • Fixed an issue where the incorrect number of blocks were built when dragging an area over the ground
  • Fixed an issue where changing options could cause the game to crash or cause artifacts on the screen
  • Fixed an issue that would cause the objects in the world to shake when you got far away from the spawn point
  • Fixed an issue where the minimap was black in playground
  • Fixed several minor issues

Mike

My current game, Minecraft meets Farmville and goes online Smiley
State of Fortune | Discussion thread @ JGO
Online NegativeZero
« Reply #356 - Posted 2015-01-05 00:27:47 »

I see what you mean about AMD GPUs, I have an R9 280X Toxic Edition and Light Scattering does not work.
However, with max settings minus Light Scattering on I get 40 fps, and without AA I get a solid 60.
Great work, its looking absolutely beautiful.
Offline Mike

« JGO Spiffy Duke »


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« Reply #357 - Posted 2015-01-05 06:53:54 »

I see what you mean about AMD GPUs, I have an R9 280X Toxic Edition and Light Scattering does not work.
However, with max settings minus Light Scattering on I get 40 fps, and without AA I get a solid 60.
Great work, its looking absolutely beautiful.

Thanks for testing!

I'll have a look at the AMD issue today. I'm always fighting with AMD shaders Smiley

I'll have to pick someone's brain on how to do good looking AA without scaling the image (currently the game is rendering at 4x the resolution and scaling it down). I tried FXAA but I really disliked the blurring of the textures so I went the easy but extremely expensive route for now.

Mike

My current game, Minecraft meets Farmville and goes online Smiley
State of Fortune | Discussion thread @ JGO
Online NegativeZero
« Reply #358 - Posted 2015-01-05 07:06:08 »



Very, very cool.

EDIT: More screenies of this beautiful sunset:



EDIT 2: Hey, 200th post!
Offline KudoDEV

JGO Coder


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« Reply #359 - Posted 2015-01-06 05:25:18 »


I'll have a look at the AMD issue today. I'm always fighting with AMD shaders Smiley


Haha. I'm always fighting with Nvidia xD
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