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  What I did today  (Read 2778407 times)
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Offline Drenius
« Reply #780 - Posted 2014-10-20 18:23:28 »

Other people use Facebook or Instagram or something for this Jev...
Offline kpars
« Reply #781 - Posted 2014-10-20 18:25:15 »

Other people use JGO or Twitter or something for spewing out irrelevant opinions, Drenius...

- Jev
Offline theagentd
« Reply #782 - Posted 2014-10-20 18:38:44 »




- Jev
Daaaaamn, that looks nice! Needs some soy sauce though... Shouyuu ramen was good as hell!

Myomyomyo.
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline kpars
« Reply #783 - Posted 2014-10-20 18:41:48 »

Daaaaamn, that looks nice! Needs some soy sauce though... Shouyuu ramen was good as hell!

I ran out. Sad

- Jev
Offline Grunnt

JGO Kernel


Medals: 143
Projects: 8
Exp: 5 years


Complex != complicated


« Reply #784 - Posted 2014-10-20 19:31:31 »

Heart attack incoming Grin

Drew a dark planet today for a background using this great tutorial for paint.net.

Offline theagentd
« Reply #785 - Posted 2014-10-20 21:10:49 »

Daaaaamn, that looks nice! Needs some soy sauce though... Shouyuu ramen was good as hell!

I ran out. Sad

- Jev

Oh, god, I'm so sorry!!! T___T

Myomyomyo.
Offline ags1

JGO Kernel


Medals: 367
Projects: 7


Make code not war!


« Reply #786 - Posted 2014-10-20 22:16:01 »

carried on playing with terrain generation - I spend far too much time playing with my code and not enough time writing it...  Huh The lightest shade of blue is shallow (wadeable) water while black is ocean. I generated some beach areas, but I will do a second pass to cull beach areas that are too far away from water.

Another item for the second pass: there are some islands of low area (demonic fog) inside the big areas of safe high ground. I've found a simple algorithm to identify these pesky islands so I can raise those areas up and consolidate the safe ground.

The mountain sections look a bit dull and blobby; I will try to add some high frequency noise to high areas only so they look more eroded and interesting.

Now I need to figure out a* so I can add paths between the interesting points on the map. Some paths will lead you to higher ground, others will lead you to monster nests.


Offline kevglass

« JGO Spiffy Duke »


Medals: 319
Projects: 25
Exp: 22 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #787 - Posted 2014-10-21 11:39:53 »

Just got usage tracking and error reporting via email into Legends of Fore.

Cheers,

Kev

Offline basil_

« JGO Bitwise Duke »


Medals: 418
Exp: 13 years



« Reply #788 - Posted 2014-10-21 12:12:43 »

... usage tracking ...
what's that ?  Clueless
Offline kevglass

« JGO Spiffy Duke »


Medals: 319
Projects: 25
Exp: 22 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #789 - Posted 2014-10-21 12:15:02 »

How many people played from what OS.

Kev

Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline Grunnt

JGO Kernel


Medals: 143
Projects: 8
Exp: 5 years


Complex != complicated


« Reply #790 - Posted 2014-10-21 18:49:09 »

Added a nice background to my 2d spaceship designer-shooter. It consists of a number of layers: a static starfield in the back, a nearly static star, a slowly moving planet (which gives a clue to the player's movement when traveling long distances), and some "space dust" in several layers close to the screen which move faster and give a precise indication of how fas the player's ship is moving. Turned out pretty nicely.


Offline basil_

« JGO Bitwise Duke »


Medals: 418
Exp: 13 years



« Reply #791 - Posted 2014-10-21 19:40:07 »

more value-noise clouds in the sky. this time painted on a sphere.





Offline Mike

« JGO Spiffy Duke »


Medals: 149
Projects: 1
Exp: 6 years


Java guru wannabe


« Reply #792 - Posted 2014-10-21 20:26:22 »

Improved on the map generation to make more realistic looking islands while halving the time it takes to generate a height. A container (66x66 tiles) takes about 7 milliseconds to generate. That's about 6 milliseconds too slow but I'm not sure how I'd be able to improve it that much Smiley



Mike

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

« JGO Bitwise Duke »


Medals: 485
Exp: 7 years



« Reply #793 - Posted 2014-10-21 20:29:15 »

Is the code available?
Offline Mike

« JGO Spiffy Duke »


Medals: 149
Projects: 1
Exp: 6 years


Java guru wannabe


« Reply #794 - Posted 2014-10-21 20:39:31 »

Sure, why not Smiley Maybe it will help someone else that is looking into map generation as well.

I've followed the wise words of our overlord and am making it in a standalone app instead of directly in the game. The main code is in the Generate class. I noticed that switching the noise out with the one from Gustavson would improve the performance with about 30% or so, but it wasn't a plug and play kind of thing and I didn't want to rewrite most of it Smiley

I should probably also scale the landscape based on the amount of water and the max height and so instead of discarding seeds that don't pass a few variables, but I'm lazy Smiley

Eclipse project: http://stateoffortune.com/GenerateLand.zip

Mike

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

JGO Kernel


Medals: 367
Projects: 7


Make code not war!


« Reply #795 - Posted 2014-10-21 20:49:51 »

Improved on the map generation to make more realistic looking islands while halving the time it takes to generate a height. A container (66x66 tiles) takes about 7 milliseconds to generate. That's about 6 milliseconds too slow but I'm not sure how I'd be able to improve it that much Smiley

Mike

Mulithread? Terrain generation is embarrasingly parallel.

Offline Mike

« JGO Spiffy Duke »


Medals: 149
Projects: 1
Exp: 6 years


Java guru wannabe


« Reply #796 - Posted 2014-10-21 21:10:38 »

Mulithread? Terrain generation is embarrasingly parallel.

I love you guys Smiley Got it down from 7-7.5ms per container to 1.5-2ms by using a few threads for it.

Mike

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

JGO Kernel


Medals: 367
Projects: 7


Make code not war!


« Reply #797 - Posted 2014-10-21 21:55:57 »

Nice. My terrains are loading in jME now. Now that I can look at them in 3D they are too lumpy. It's mashed potato not rolling hills. I need to tweak the amplitude of the low frequency noise, or apply a blur to the terrain.

Offline Riven
Administrator

« JGO Overlord »


Medals: 1342
Projects: 4
Exp: 16 years


Hand over your head.


« Reply #798 - Posted 2014-10-21 22:31:17 »

Or you might want to calculate normals and apply a simple NdotL, so you can get a sense of the 3d shape, without actually turning it into a 3d model.

Hi, appreciate more people! Σ ♥ = ¾
Learn how to award medals... and work your way up the social rankings!
Offline kevglass

« JGO Spiffy Duke »


Medals: 319
Projects: 25
Exp: 22 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #799 - Posted 2014-10-22 16:25:26 »

Got my first automatic crash log from Legends of Fore! Whee!

Cheers,

Kev

Offline kpars
« Reply #800 - Posted 2014-10-22 16:34:12 »

Made some more art (concepts) for a game I'm working on with Mercury: (Click for full size)


- Jev
Offline SHC
« Reply #801 - Posted 2014-10-22 17:32:38 »

Got Yosemite working on my hackintosh.


Offline Norakomi
« Reply #802 - Posted 2014-10-22 18:49:03 »

Watched this and it's actually damn good:

<a href="http://www.youtube.com/v/S8XHtvHZn4A?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/S8XHtvHZn4A?version=3&amp;hl=en_US&amp;start=</a>

Offline ags1

JGO Kernel


Medals: 367
Projects: 7


Make code not war!


« Reply #803 - Posted 2014-10-22 19:39:53 »

Got my first automatic crash log from Legends of Fore! Whee!

Cheers,

Kev

Headline Benchmark does crash reports too but they are not fully automatic as the user has to opt in to sending the crash data to me per report.

Offline pitbuller
« Reply #804 - Posted 2014-10-23 19:36:08 »

Released Harldland early access to Steam. http://store.steampowered.com/app/321980/
Offline matheus23

JGO Kernel


Medals: 138
Projects: 3


You think about my Avatar right now!


« Reply #805 - Posted 2014-10-23 19:52:55 »

Released Harldland early access to Steam. http://store.steampowered.com/app/321980/

That is... IMPRESSIVE!

WOW. So much gonna check that out. Awesome.

(Health-, Stamina-, etc. bars would be nice, numbers are hard to parse quickly Wink )

EDIT: Just saw it's singleplayer.
Mutiplayer is kind of a must-have nowadays. That'd make the game much more awesome, though Cheesy

See my:
    My development Blog:     | Or look at my RPG | Or simply my coding
http://matheusdev.tumblr.comRuins of Revenge  |      On Github
Offline pitbuller
« Reply #806 - Posted 2014-10-23 19:56:14 »

Released Harldland early access to Steam. http://store.steampowered.com/app/321980/

That is... IMPRESSIVE!

WOW. So much gonna check that out. Awesome.

(Health-, Stamina-, etc. bars would be nice, numbers are hard to parse quickly Wink )

EDIT: Just saw it's singleplayer.
Mutiplayer is kind of a must-have nowadays. That'd make the game much more awesome, though Cheesy

Multiplayer for small team(7ppl) is huge reach. Maybe one day.
Offline actual

JGO Coder


Medals: 25



« Reply #807 - Posted 2014-10-24 00:16:40 »

Released Harldland early access to Steam. http://store.steampowered.com/app/321980/

Awesome job, the game has a really cool look about it. Just don't threaten to kill Gabe and I'm sure you'll do fine.
Offline Ecumene

JGO Kernel


Medals: 197
Projects: 4
Exp: 8 years


I did not hit her! I did not!


« Reply #808 - Posted 2014-10-24 01:33:21 »

Just finished writing a 34 page power-point about Programming through Code, Object Oriented Programming concepts, and Java.
I'm presenting it tomorrow to my high-school computer-tech class.

Offline theagentd
« Reply #809 - Posted 2014-10-24 02:02:32 »

yea. cheesy isn't it Smiley

.. i mean, it's suffering from mipmap issues : not working properly with all resolutions, "kernel size" is bound to mip level and not easy to control. for a subtle effect it's good enough tho' Smiley (even linear filtered)

http://advances.realtimerendering.com/s2014/index.html

"NEXT GENERATION POST PROCESSING IN CALL OF DUTY: ADVANCED WARFARE"
This presentation have nice solution to bloom based aliasing.
Thanks for this link. I've been keeping it around for after my exams, but curiosity got the best of me today. I ended up spending the day implementing their motion blur improvements into We Shall Wake.

Comparison (mouse over to see the new version): http://screenshotcomparison.com/comparison/97125

Notice how sharp edge in the horizon disappears as the blur weights have been balanced to provide a smoother gradient. Also note the improved gradients from using an ordered dither instead of random jittering. This dithering is a lot harder for the eye to pick up during motion than the flickering noise caused by the random jitter. Even more ridiculous, the performance of the motion blur more than doubled, and I'm not even done implementing all their optimizations yet. I'm gonna do the simple color blur fast path for tiles that have coherent motion vectors and possibly the data packing to reduce the number of texture fetches for each sample from 3 to 2, but the shader seems pretty ALU bound at the moment so I'm not sure the packing overhead is worth it. I also intend to try to implement an idea of my own: motion blur anti-aliasing, as the current motion blur has a tendency to reintroduce aliasing.

I also managed to make 8xTSRAA a whooping 132% faster to resolve thanks to some simple optimizations like getting rid of all branches in the code. Branching in loops is a big no-no. 4xTSRAA saw a more modest 10% performance increase.

Myomyomyo.
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