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  What I did today  (Read 2904535 times)
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Offline death_angel
« Reply #1410 - Posted 2015-01-11 21:59:56 »

New Texture

I am just a guy
Offline huchevsky

Junior Devvie


Medals: 3



« Reply #1411 - Posted 2015-01-11 22:46:10 »

New Texture

Ahahaha, man. You are so funny.

Haven't coded in a while, because of exams.
Offline Mike

« JGO Spiffy Duke »


Medals: 149
Projects: 1
Exp: 6 years


Java guru wannabe


« Reply #1412 - Posted 2015-01-11 23:36:53 »

Today I created a nice look by smoothing out the landscape. It works wonders on rolling hills and beaches, not only graphically but running over the landscape is also a better "experience". Here is a before and after:

Before:


After:


I'm satisfied with the results, but I'm biased Smiley

Mike

My current game, Minecraft meets Farmville and goes online Smiley
State of Fortune | Discussion thread @ JGO
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline ra4king

JGO Kernel


Medals: 508
Projects: 3
Exp: 5 years


I'm the King!


« Reply #1413 - Posted 2015-01-12 01:31:00 »

I was wondering when you were going to smooth out that water line! Very nice job Mike!
How did you do it?

Offline Mike

« JGO Spiffy Duke »


Medals: 149
Projects: 1
Exp: 6 years


Java guru wannabe


« Reply #1414 - Posted 2015-01-12 09:14:01 »

I was wondering when you were going to smooth out that water line! Very nice job Mike!
How did you do it?

It was actually a lot easier than I first imagined. I always thought that I had to add more vertices to create the effect, which I didn't want to do due to performance reasons. I was messing with it for about an hour yesterday and came up with the above results.

What I did was to change "getHeight(x, y)" to return an average height of the tile and the 8 tiles around it when the camera is within 300 units/meters (which is plenty enough, any more than that and the landscape is LOD'ed anyway). The function then makes sure that a single corner doesn't change more than 0.125 units/meters in either direction, to still give you feedback when altering the landscape. A tile is normally raised/lowered 0.25 units/meters with each mouse click.

Considering the amount of medals I would say that it was a success Smiley

Mike

My current game, Minecraft meets Farmville and goes online Smiley
State of Fortune | Discussion thread @ JGO
Offline Gibbo3771

JGO Kernel


Medals: 128
Projects: 5
Exp: 1 year


Currently inactive on forums :(


« Reply #1415 - Posted 2015-01-12 09:33:54 »

Considering the amount of medals I would say that it was a success Smiley

It looks sexy man, good job!

"This code works flawlessly first time and exactly how I wanted it"
Said no programmer ever
Offline CopyableCougar4
« Reply #1416 - Posted 2015-01-12 20:11:29 »

I thought I should post some stuff I have been doing lately Tongue

  • Basic networked encryption and salting/hashing a password for checking login
  • Client-server connection with keep-alive packets and login/registration/logout and secret unique id's to recognize each client
  • GLEngine object that handles all font rendering, transformations, vertex buffer objects, and textures so that no resource is lost and everything is rendered with minimal memory use

CopyableCougar4

Either wandering the forum or programming. Most likely the latter Smiley

Github: http://github.com/CopyableCougar4
Offline NegativeZero

JGO Kernel


Medals: 333
Exp: 1 month or less


Zero but not.


« Reply #1417 - Posted 2015-01-12 20:53:28 »



Looks much better than before!
Although there is one thing I would suggest, simply using linear interpolation to transition from grass to sand looks kinda... boring? When you look at an actual image of a beach the has grass edges, it really doesn't just kinda fade but nor is there a sharp border. It kinda ends, then you see patches of grass inwards to the shore a little bit. For example:



A dev of Titan Quest created a blog post detailing how to make this really nice here

Offline lcass
« Reply #1418 - Posted 2015-01-12 22:02:57 »

I have been working on implementing multiple ships and their relative handlers , I have also being implementing sub tiles which are like corner tiles or airlocks , they can reside on top of other specific tiles.
I must say I am proud of my tile selection code , it scans the 2d map of tiles for tiles with >0 values , if none are found then it generates a spawn and sets that tile value as curr_ship which is = 1 , from this it then "infects" other horizontal and vertical tiles until it hits space at that point the infection is stopped , by doing this all tiles nearby are "infected" and it also stops multiple check calls and instead only checks those tiles of which need checking. After this is then checks the map again seeing if any tiles are still 0 value , if so it checks the tiles and adds them , if one is modified it scans again to see if any are left if they are then it iterates again. If at this point none are modified then a new ship is generated and it iterates over those tiles.
Offline KudoDEV

JGO Ninja


Medals: 79
Exp: 6 years


Game Dev Hobbyist


« Reply #1419 - Posted 2015-01-12 22:30:51 »

Started working on some models for my game!

Waiting on my Wacom pad to start painting. A have a background in art. However, it will take awhile for me to get used to it. Since I'm going for a cartoony style when my style is realistic portaits.




Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline LiquidNitrogen
« Reply #1420 - Posted 2015-01-13 08:09:36 »

Well, after 4 ridiculous weeks of being unwell enough to stay in bed 20 hours a day and not be able to use the computer without getting dizzy, I finally seem to be improving! I managed to spend the day making a new logo for my game which is a great achievement. I will eventually make some different resolution versions for various uses and possibly a vector version.

Offline Roquen

JGO Kernel


Medals: 518



« Reply #1421 - Posted 2015-01-13 09:40:44 »

Still reading research papers:  http://cg.tuwien.ac.at/~zsolnai/gfx/separable-subsurface-scattering-with-activision-blizzard/

<a href="http://www.youtube.com/v/P0Tkr4HaIVk?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/P0Tkr4HaIVk?version=3&amp;hl=en_US&amp;start=</a>
Offline Gibbo3771

JGO Kernel


Medals: 128
Projects: 5
Exp: 1 year


Currently inactive on forums :(


« Reply #1422 - Posted 2015-01-13 10:44:59 »

Well, after 4 ridiculous weeks of being unwell enough to stay in bed 20 hours a day and not be able to use the computer without getting dizzy, I finally seem to be improving! I managed to spend the day making a new logo for my game which is a great achievement. I will eventually make some different resolution versions for various uses and possibly a vector version.



This looks good, glad to hear your are better man.

"This code works flawlessly first time and exactly how I wanted it"
Said no programmer ever
Offline Mike

« JGO Spiffy Duke »


Medals: 149
Projects: 1
Exp: 6 years


Java guru wannabe


« Reply #1423 - Posted 2015-01-13 11:10:19 »

Looks much better than before!
Although there is one thing I would suggest, simply using linear interpolation to transition from grass to sand looks kinda... boring? When you look at an actual image of a beach the has grass edges, it really doesn't just kinda fade but nor is there a sharp border. It kinda ends, then you see patches of grass inwards to the shore a little bit. For example:

Thanks for the input! Something like this?


I made the beach bigger as well, I love going to the beach so why should it be so small? Smiley The transition to stone and snow also uses the new formula.

Mike

My current game, Minecraft meets Farmville and goes online Smiley
State of Fortune | Discussion thread @ JGO
Offline Opiop
« Reply #1424 - Posted 2015-01-13 15:55:48 »

I made this technically last night since I fell asleep at my keyboard (don't have much time to code, so I have to take advantage of every second!), but I would still like to share it!



It's my new "version control" system (for a lack of a better term) that interfaces with Dropbox to update my change log with a single click! The "Additions/Bug Fixes" box is for any new changes/bug fixes I made, and the "Subtractions" box is for any features I removed since the last version released. The "Version" box is the version number I am releasing this change log and update as. The "View" button actually takes the text from the three text boxes, and converts it to HTML so I can have a quick look at what it will look like when it is pushed to my game's launcher:



The "Publish" button is where all the meat is really at: it downloads my "update.html" file (which is displayed in my game's launcher), appends the new changes to the file, then pushes it back to Dropbox and updates the old "update.html" file.

Later on I plan to include the ability to upload new versions of my game files, and to pull down old change logs and edit them just in case I make a mistake. What I've done can basically be described as a deployment system, I think. Whatever it is, I'm actually very happy I no longer have to manually pull files, edit them, and then push them back to my Dropbox account! +1 for being a lazy developer Smiley
Offline MatthewNicholls
« Reply #1425 - Posted 2015-01-14 10:33:40 »

Added zbrush polypaint colour loading to my *.obj loader. don't ask why, its just because i can Grin

my blog My YouTube

"...Muahahhah... pull the lever Egor!" ..."Yesh mashter"..click... click...click..buzzzzz".......Its Alive!
Offline death_angel
« Reply #1426 - Posted 2015-01-14 17:42:27 »

Today is my birthday Cheesy

I am just a guy
Offline basil_

« JGO Bitwise Duke »


Medals: 418
Exp: 13 years



« Reply #1427 - Posted 2015-01-14 18:12:38 »

happy birthday! Smiley
Offline Olo

JGO Coder


Medals: 15
Projects: 3
Exp: 5 years


Metaphysical solipsism AFFIRMS your existence


« Reply #1428 - Posted 2015-01-14 18:41:34 »

Today is my birthday Cheesy
Happy bd! I wish you a nice finished project that you can be proud of Smiley

-Can you fix it?
-No, I can't. But I can bypass it with one of these.
Offline kingroka123
« Reply #1429 - Posted 2015-01-15 00:19:00 »

Happy Birthday death_angel! Grin

Today I created a github repository for all of my shared code. You can download the code and demo for my DNA simulation tool.

Link to GitHub Smiley
Offline matanui159

JGO Coder


Medals: 11
Projects: 1
Exp: 10-12 months


Aww... So cute...


« Reply #1430 - Posted 2015-01-15 00:30:56 »

Today is my birthday Cheesy

Happy 7-hour-later-from-when-you-said-it Birthday!

Is it sad that I still get a fright when the computer beeps at me...
Offline Jervac
« Reply #1431 - Posted 2015-01-15 01:54:19 »

Bought a breadboard and a 16 pin Integrated Circuit.

EDIT: After some research, I found out It's just an IC Socket. It holds the actual IC.
Offline kpars
« Reply #1432 - Posted 2015-01-15 02:45:57 »




- Jev
Offline Ecumene

JGO Kernel


Medals: 197
Projects: 4
Exp: 8 years


I did not hit her! I did not!


« Reply #1433 - Posted 2015-01-15 02:47:11 »

...

- Jev

Wha- What is it?

Offline theagentd
« Reply #1434 - Posted 2015-01-15 04:36:03 »

I think he didn't plug in his DVI cable all the way in. At least that's the closest thing I can think of that's happened to me...

Myomyomyo.
Offline Slyth2727
« Reply #1435 - Posted 2015-01-15 05:11:47 »

Got yaw, pitch, and roll AABB ESP working in my Battlefield 4 'hack'. This is getting fun.

Offline ra4king

JGO Kernel


Medals: 508
Projects: 3
Exp: 5 years


I'm the King!


« Reply #1436 - Posted 2015-01-15 05:15:14 »

.... holy crap, I don't even know where to begin doing this kind of thing! How did you do this? That looks incredibly cool!

Offline Slyth2727
« Reply #1437 - Posted 2015-01-15 05:21:34 »

Reverse engineering the game to get the offsets to variables using IDA and a dump of the game. For example, ClientGameContext has a static pointer at 0x142471d58. The PlayerManager offset from that is 0x60 so if you read in memory the pointer 0x142471d58 you get the address of ClientGameContext in the game. readInt64(pointerGameContext + 0x60) gets you the PlayerManager offset. There's an array pointer at pointerPlayerMan + 0x548 which you can loop through for all ClientPlayers. So on and so forth.

Of course there are a few tricks and alignment things sometimes and externally I can't call virtual methods but that's basically it. If I inject a DLL and hook into one of the game's functions I can build an SDK to fit the data structures of the game and then I'm able to do things easier, including calling virtual funcs.

Thanks Smiley
Offline KudoDEV

JGO Ninja


Medals: 79
Exp: 6 years


Game Dev Hobbyist


« Reply #1438 - Posted 2015-01-15 15:50:51 »

Why! Don't release anything. I play BF4 and I would hate to see it filled with hackers.

Offline luisoft

JGO Coder


Projects: 6
Exp: 10 years


Java games rock!


« Reply #1439 - Posted 2015-01-15 16:43:26 »

Started learning HTML5/Javascript stuff. Will port my old 4K Competition entries. I think Java is dying...
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