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  What I did today  (Read 3426089 times)
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Offline kingroka123
« Reply #1020 - Posted 2014-12-01 04:59:16 »

greatly increased voxel capacity  + did some lighting:
Offline Ecumene

JGO Kernel


Medals: 200
Projects: 4
Exp: 8 years


I did not hit her! I did not!


« Reply #1021 - Posted 2014-12-01 05:13:30 »

Fixed all texturing problems, created a (very rough) house texture, and a (again, very rough) person model.



Also got ray casting selection and player movement working. Next up is person -> environment interaction!

Looks great!
Try scaling the textures on the house down, they look too big for it. Also, if you're making the model yourself, try adding a bit more depth to it. Maybe a window embedded in the house?

Offline Longarmx
« Reply #1022 - Posted 2014-12-01 05:34:50 »

Haha, of course I will in a more permanent model. The actual house model took about 5 minutes, and the texture was just copying and pasting images from the internet.  Smiley

Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline LiquidNitrogen
« Reply #1023 - Posted 2014-12-01 11:58:10 »

It's been slow progress this week, but I've tidied up some code to make tile transitions work, and to allow multiple terrain types. Added shadowing to the ladders and pipes. Tidied up the fog of war. The game will be a single player colony building/management game similar to Dwarf Fortress, though I have only played that for 2 hours so it wont actually be much of an influence. Each game will be set on a different planet with differing properties and a specific mission for that world. Some planets will have no atmosphere, some will be very hot, bombarded by meteors, or home to dangerous aliens. Missions will range from civilian based activities to scientific to military.


https://dl.dropboxusercontent.com/s/qeglzgle2giegpt/screenshot_45.png
Offline Chequered

Senior Newbie


Medals: 1
Exp: 2 years


I could use a cup of Java.


« Reply #1024 - Posted 2014-12-01 14:49:34 »

Ah man I really like the fibe from this. Art looks great and the world is generated really well.
Will all those pipes & wires have a use, Like you could make some sort of factory / computer system, Or are they just props.
Either way, looks great!
Offline kevglass

« JGO Spiffy Duke »


Medals: 319
Projects: 25
Exp: 22 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #1025 - Posted 2014-12-01 14:51:30 »

It really does look epic, when can we play!

Kev

Offline Grunnt

JGO Kernel


Medals: 143
Projects: 8
Exp: 5 years


Complex != complicated


« Reply #1026 - Posted 2014-12-01 16:28:41 »

Yeah it sure is great looking Grin

Offline theagentd
« Reply #1027 - Posted 2014-12-01 16:43:12 »

I'd play that.

Myomyomyo.
Offline matheus23

JGO Kernel


Medals: 138
Projects: 3


You think about my Avatar right now!


« Reply #1028 - Posted 2014-12-01 16:45:15 »

I'd play that.
Same

See my:
    My development Blog:     | Or look at my RPG | Or simply my coding
http://matheusdev.tumblr.comRuins of Revenge  |      On Github
Offline LiquidNitrogen
« Reply #1029 - Posted 2014-12-01 20:29:07 »

The pipes and wires are for transporting power, gasses and liquids. The main idea behind that is for creating life support systems to produce breathable air and clean water but they will also have uses in connecting factory components together, supplying liquid fuel to vehicles/rockets, filling swimming pools, etc. Obviously this is going to take me a lot of work and I only started 2 weeks ago, so early playable by March lol?
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline EgonOlsen
« Reply #1030 - Posted 2014-12-01 21:04:59 »

Added levers to open/close doors in the dungeons.


Offline Mike

« JGO Spiffy Duke »


Medals: 149
Projects: 1
Exp: 6 years


Java guru wannabe


« Reply #1031 - Posted 2014-12-01 21:23:48 »

Added levers to open/close doors in the dungeons.

I get the feeling that the normal mapping on the stones is inverted or so, or isn't the normal mapping supposed to use the torch?

Mike

My current game, Minecraft meets Farmville and goes online Smiley
State of Fortune | Discussion thread @ JGO
Offline EgonOlsen
« Reply #1032 - Posted 2014-12-01 21:27:15 »

I get the feeling that the normal mapping on the stones is inverted or so, or isn't the normal mapping supposed to use the torch?
The torches on the walls use normal vertex lighting. The normal mapping (actually parallax) is based on the player as a light source.

Offline BurntPizza

« JGO Bitwise Duke »


Medals: 486
Exp: 7 years



« Reply #1033 - Posted 2014-12-02 01:22:32 »

Experimenting with faster alternatives to Poisson-distributed points, a random-jittered hex grid actually looks pretty good:

Click to Play


It's quite fast, despite what it looks like in the low-framerate gif.
Offline MatthewNicholls
« Reply #1034 - Posted 2014-12-02 09:33:09 »

Doing a total rewrite of a 'complete' collada importer! Grin

my blog My YouTube

"...Muahahhah... pull the lever Egor!" ..."Yesh mashter"..click... click...click..buzzzzz".......Its Alive!
Offline Roquen

JGO Kernel


Medals: 518



« Reply #1035 - Posted 2014-12-02 10:45:25 »

Experimenting with faster alternatives to Poisson-distributed points, a random-jittered hex grid actually looks pretty good:
Check out sobel sequences: https://github.com/roquendm/JGO-Grabbag/tree/master/src/roquen/math/lds

two flavors per dimension...number of point known and unknown in advance.
Offline Ecumene

JGO Kernel


Medals: 200
Projects: 4
Exp: 8 years


I did not hit her! I did not!


« Reply #1036 - Posted 2014-12-02 22:38:08 »



Started on some user interface, bitmap fonts for now.
Working on a new demo video. Wink

Offline JayManHall
« Reply #1037 - Posted 2014-12-03 00:33:15 »

Learned a ton about electronics and Java/programming. I added to the GUI of my game an worked on file i/o. I've also been finishing up The DaVinci Code.

With great code comes even greater disorganization.
Offline Ecumene

JGO Kernel


Medals: 200
Projects: 4
Exp: 8 years


I did not hit her! I did not!


« Reply #1038 - Posted 2014-12-03 00:57:59 »

New cross demo!

<a href="http://www.youtube.com/v/maSPhuHl_j8?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/maSPhuHl_j8?version=3&amp;hl=en_US&amp;start=</a>

Offline kingroka123
« Reply #1039 - Posted 2014-12-04 04:10:25 »

Did some text adventure test in my console program.
Click to Play

Edit: Also ordered new Graphics Card
Offline Catharsis

JGO Ninja


Medals: 76
Projects: 1
Exp: 21 years


TyphonRT rocks!


« Reply #1040 - Posted 2014-12-04 10:53:07 »

I happened via serendipity (longer story!) to run into Robert Scoble (https://www.facebook.com/RobertScoble) today. He quickly whipped out his iPhone and....

https://www.facebook.com/video.php?v=10152876836024655&set=vb.501319654&type=2&theater

"This Android app makes me jealous. Video effects. Feels like a new age in video." -- Robert Scoble...   

I need all the help I can get to tip the crowd funding campaign... Even with Scoble posting to his FB that just got 5 backers 30 to 35.... Not going to make it very likely, but anyone on JGO who does a crowd funding campaign has my $5; RPC being my latest funding... Tomb of Tyrants before that and of course Spine....  So yeah... I can use all the help I can get at this point w/ 10 days left. Still haven't got into the press per se...

http://kck.st/1xA3R61

<a href="http://www.youtube.com/v/gJ0kYC4sFo8?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/gJ0kYC4sFo8?version=3&amp;hl=en_US&amp;start=</a>

 Grin

Check out the TyphonRT Video Suite:
http://www.typhonvideo.com/

Founder & Principal Architect; TyphonRT, Inc.
http://www.typhonrt.org/
http://www.egrsoftware.com/
https://plus.google.com/u/0/+MichaelLeahy/
Offline princec

« JGO Spiffy Duke »


Medals: 1103
Projects: 3
Exp: 20 years


Eh? Who? What? ... Me?


« Reply #1041 - Posted 2014-12-04 11:01:30 »

Well, I've chucked a few bucks your way Smiley Does look kinda fun, although I can't quite honestly see the application beyond monkeying about!

Cas Smiley

Offline kingroka123
« Reply #1042 - Posted 2014-12-04 11:36:01 »

Did some text adventure test in my console program.

Awesome! Love the animation!
What are you using for the graphics? A blur & old CRT scan lines could add some polish and stand out.
Thank you! Unfortunately, I'm using Java Graphics2d in order to draw so I don't know how I would replicate crt without shaders
Offline Catharsis

JGO Ninja


Medals: 76
Projects: 1
Exp: 21 years


TyphonRT rocks!


« Reply #1043 - Posted 2014-12-04 16:44:48 »

Well, I've chucked a few bucks your way Smiley Does look kinda fun, although I can't quite honestly see the application beyond monkeying about!

Thanks Cas, you know I got your back on your next one!  Grin  Yeah.. When doing an impromptu demo with Scoble (he literally pulled out his phone and hit record within 30 seconds of engaging him which even caught me off guard a little) and the last one with Android Central what mainly is shown is scrolling between presets and most of the ones I have loaded up are rather gratuitous in style as to be obvious what is happening. There are plenty of opportunities for subtle image enhancement. One fun one is adding a slight bloom around edges (seen in the sizzle reel video with quick shot of the silhouetted girl & the drapes). What really can't be shown though easily at least in a quick demo is the preset editor where one can spend minutes or hours experimenting with different combinations to tweak out things to come up with original effects composition. For many folks this will be their first time ever doing something like that. I plan to offer a tutorial series describing basic to advanced effects composition and also discuss the GLSL code that makes it happen. I definitely want to enable sharing of effects presets between users.

For game devs it's certainly possible to prototype an effects composition chain and understand what it'll look like before implementing it in ones own game / engine.

I think the biggest professional use case is adding lower thirds in the field and immediately uploading completed content to media sites without further handling from offline editors.

Check out the TyphonRT Video Suite:
http://www.typhonvideo.com/

Founder & Principal Architect; TyphonRT, Inc.
http://www.typhonrt.org/
http://www.egrsoftware.com/
https://plus.google.com/u/0/+MichaelLeahy/
Offline Slyth2727
« Reply #1044 - Posted 2014-12-05 00:45:52 »

Started learning a bit about ray marching. Sorry, no attenuation. Doing it now actually so it could be on by the time someone clicks on it.
Edit: It was easy. Looking into shadows and bloom now.
Edit: Soft shadows working. Looked at this page: http://iquilezles.org/www/articles/rmshadows/rmshadows.htm
It looks super messy and the code is absolutely disgusting but it works and you can kind of get the idea. Later I'll clean the scene up, put some other primitives in, get reflections working, add bloom and AO, plus other stuff. I like raymarching!

https://www.shadertoy.com/view/Mlf3Rn
Offline kingroka123
« Reply #1045 - Posted 2014-12-05 03:28:19 »

worked on a battle system:
Offline Ecumene

JGO Kernel


Medals: 200
Projects: 4
Exp: 8 years


I did not hit her! I did not!


« Reply #1046 - Posted 2014-12-05 04:47:08 »

Pretty much sums up my day of slaving over a hot, broken bucket of shaders,



I've finally implemented a lighting system so that you can still loop lights in the shader, but still have multi-pass infinite-lighting support. With allot of black magic array lists of finite arrays, it works!



95 balls @ 60fps on my GTX 650ti with the hybrid lighting system.
The older method was about 45fps for 12 balls. :/

Offline SHC
« Reply #1047 - Posted 2014-12-05 04:50:05 »

Composed some audio. http://goharsha.com/sounds/song.wav (7.8 MB). Is fast paced, but I can have a slow version of the music too.

Offline LiquidNitrogen
« Reply #1048 - Posted 2014-12-05 10:52:24 »

Having trouble staying focused and knowing where to start from this week. But I managed to refactor the code into more manageable sections today, and did some more frivolous background work to help set the scene.

Play date on Venus


Mission to the Moon
Offline kevglass

« JGO Spiffy Duke »


Medals: 319
Projects: 25
Exp: 22 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #1049 - Posted 2014-12-05 11:03:27 »

Having trouble staying focused and knowing where to start from this week. But I managed to refactor the code into more manageable sections today, and did some more frivolous background work to help set the scene.

WANT! NOW! Please!

Kev

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