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  What I did today  (Read 3625547 times)
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Offline lcass
« Reply #1770 - Posted 2015-02-21 13:40:38 »

Finished the coding for Minigame , finally got most of the documentation done god is that painful.
Offline pitbuller
« Reply #1771 - Posted 2015-02-21 18:52:10 »

I found some nice optimizations for bounds testing in shaders. Basically my motion blur was blurring over the edge of the screen, resulting in either black color if I used texelFetch() which gave a dark aura around the screen when in motion, or being clamped to the edge pixel if I used texture() which inflated the weights of the edge pixels. Neither of these looked very good, so I decided to simply remove the samples that fell outside the screen. However, detecting these scenarios was expensive.
...

Another idea. If my memory serves me right valid samples have alpha channel of 1.0 even if the texture does not have alpha channel but invalid texelFetch() results just zero to all channels. At least this is what you get with dx. https://msdn.microsoft.com/en-us/library/windows/desktop/bb509694%28v=vs.85%29.aspx

Another way to get this behavior is to use border color.

So with this behavior you can just simplify code as:
1  
samples += texel.a;
Offline princec

« JGO Spiffy Duke »


Medals: 1136
Projects: 3
Exp: 20 years


Eh? Who? What? ... Me?


« Reply #1772 - Posted 2015-02-21 19:01:04 »

Today I finished off the Steam IAP UI etc for Battledroid to let players buy that filthy despicable scourge of modern gaming, in-game gold. This necessitated the creation of a scrollbar widget, viewport widget, scrollpane widget, listbox widget, and a fancy list cell renderer widget, just do do that one thing nicely. Of course all those widgets are going to come in supremely useful all over the rest of the UI.

Cas Smiley

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

« JGO Bitwise Duke »


Medals: 418
Exp: 13 years



« Reply #1773 - Posted 2015-02-21 19:35:29 »

in-game what ?  Shocked
Offline kevglass

« JGO Spiffy Duke »


Medals: 319
Projects: 25
Exp: 22 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #1774 - Posted 2015-02-21 23:54:22 »

This evening I got the quest complete screen in:



Cheers,

Kev

Offline HeroesGraveDev

JGO Kernel


Medals: 383
Projects: 11
Exp: 4 years


┬─┬ノ(ಠ_ಠノ)(╯°□°)╯︵ ┻━┻


« Reply #1775 - Posted 2015-02-21 23:59:12 »

This evening I got the quest complete screen in:



Cheers,

Kev

Looks great!

One minor nitpick though: The broadsword looks like a dagger/knife. It's rather tricky to get right with such limited space, but perhaps make the grip 1 pixel narrower and move the guard one pixel down and to the right?

Offline kingroka123
« Reply #1776 - Posted 2015-02-22 01:17:25 »

I finished all game play elements in my first android game! Woo! (Although they are very simple). Now just some simple sound and some ads and boom! google play store here I come! Pointing I'll post it here when it gets published.

Also, in LibGDX is there any way to call a method in my AndroidLauncher class from my core class?
Offline Phased
« Reply #1777 - Posted 2015-02-22 01:27:02 »

I finished all game play elements in my first android game! Woo! (Although they are very simple). Now just some simple sound and some ads and boom! google play store here I come! Pointing I'll post it here when it gets published.

Also, in LibGDX is there any way to call a method in my AndroidLauncher class from my core class?

Yes, add an interface to the AndroidLauncher (and other Launcher files to, just leave the method code blank).

Then pass the class to your core MyGdxGame class, and you can call the methods, if its android the code will execute, if its desktop or any other, it wont.

EDIT: this link here shows you how to implement what I was talking about, but when I added ad's the wiki page was outdated.
Offline Gibbo3771

JGO Kernel


Medals: 128
Projects: 5
Exp: 1 year


Currently inactive on forums :(


« Reply #1778 - Posted 2015-02-22 10:32:38 »

Added a minimap to our college project.

Worked out quite nicely, however a bit concerned about performance as I am not sure how well it will handle it the way I have done it.

I have basically just given the minimap the same renderer used for the world and have it change the projection before drawing, therefore it is essentially drawing the map twice. Not ideal but will see how it goes!


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

« JGO Spiffy Duke »


Medals: 319
Projects: 25
Exp: 22 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #1779 - Posted 2015-02-22 15:08:53 »

Made the first quest available for early testing in HTML5 mode here:

https://dl.dropboxusercontent.com/u/1668516/games/quests/index.html

Appreciate feedback, played best on Chrome, I'll set up a thread for feedback.

Cheers,

Kev

Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline LiquidNitrogen
« Reply #1780 - Posted 2015-02-23 12:33:44 »

I upgraded my tile graphics again for a more solid feeling. Started documenting plans for the finer details of how the game will work.
And setup an awful website describing the project: http://www.cosmicmenace.com


Click to Play
Offline SHC
« Reply #1781 - Posted 2015-02-23 12:51:50 »

Tried to learn drawing again, but with pixel art this time. It was fairly easy, drew this in just 5 minutes.



But I personally don't like pixelated graphics, so I tried to trace it with InkScape, and here is the result.



This is fine enough for my small games, but I'll really try to improve my drawing skills.

Offline Gibbo3771

JGO Kernel


Medals: 128
Projects: 5
Exp: 1 year


Currently inactive on forums :(


« Reply #1782 - Posted 2015-02-23 14:01:19 »

This is fine enough for my small games, but I'll really try to improve my drawing skills.

I suffer from the same issues. Really need to practice.

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

JGO Kernel


Medals: 518



« Reply #1783 - Posted 2015-02-23 14:11:56 »

That looks like some of the upscaling methods.  hqx,scalex,sai, etc.
Offline basil_

« JGO Bitwise Duke »


Medals: 418
Exp: 13 years



« Reply #1784 - Posted 2015-02-23 18:52:23 »

i bought a digital piano. not too fancy Smiley

https://www.casio.com/products/Digital_Pianos_%26_Keyboards/CELVIANO_Digital_Pianos/AP-260/
Offline lcass
« Reply #1785 - Posted 2015-02-23 18:54:03 »

Ahh what pieces do you play? Personally I enjoy chopin and romatic period music.
Offline basil_

« JGO Bitwise Duke »


Medals: 418
Exp: 13 years



« Reply #1786 - Posted 2015-02-23 18:59:26 »

sweet .. i like classic - but i'm home at the aeolian scale, which is common in film scores. .. also good to make others fall asleep Smiley
Offline Slyth2727
« Reply #1787 - Posted 2015-02-23 19:28:10 »

Tried to learn drawing again, but with pixel art this time. It was fairly easy, drew this in just 5 minutes.

The problem in these pictures is the shading. Think of where the light would be and draw the darker areas accordingly. In your image the left tentacle certainly does not agree with the right tentacle on where the light is. And your specular highlights in the blue head area seem completely random.
Offline EgonOlsen
« Reply #1788 - Posted 2015-02-23 20:25:58 »

The problem in these pictures is the shading. Think of where the light would be and draw the darker areas accordingly. In your image the left tentacle certainly does not agree with the right tentacle on where the light is.
Both are lit from the right side...what's the problem with that?

Offline Slyth2727
« Reply #1789 - Posted 2015-02-24 03:04:28 »

Both are lit from the right side...what's the problem with that?

On the more high def picture, imagine how it should look when light is hitting it directly from the right. The tentacles would be lighter on the right side, maybe a bit of a highlight if the tentacles are slimy. And unless these tentacles have strange and unnatural bulges, the darker areas should conform to the shape of the tentacle's outline.
Here, I've outlined the areas where you could put highlights and shadows. I'm just using my mouse and did it in like 30 seconds so take it with a grain of salt. Little details make a huge difference.

Offline Ashedragon

JGO Coder


Medals: 27
Projects: 1
Exp: 4 years


The best person you could possibly be is yourself.


« Reply #1790 - Posted 2015-02-24 04:19:07 »

Spent some time figuring out just how much I hate optimization. So rewarding but endlessly painful. So much so that even the smallest of mistakes just leads to hours and hours of agonizingly looking over perfectly working code to always gloss over that one line that's breaking everything.

And then after all of that pain to find out the performance boost was... minimal at best. Hooraaaayyy...

boo
Offline BurntPizza

« JGO Bitwise Duke »


Medals: 486
Exp: 7 years



« Reply #1791 - Posted 2015-02-24 04:21:55 »

And then after all of that pain to find out the performance boost was... minimal at best. Hooraaaayyy...

Maybe try guiding your efforts with a profiler? Then at least you know what to target to get the highest gains.
Also always go for algorithmic improvements / data representation first, then everything else.
Offline Slyth2727
« Reply #1792 - Posted 2015-02-24 04:56:58 »

Learning faster ways of solving a Rubiks Cube. Today I got my time consistently under a minute!
Offline theagentd
« Reply #1793 - Posted 2015-02-24 05:12:03 »

Implemented AOIT to compare it to my own OIT algorithm... Too tired for screenshots though. x___x

Myomyomyo.
Offline princec

« JGO Spiffy Duke »


Medals: 1136
Projects: 3
Exp: 20 years


Eh? Who? What? ... Me?


« Reply #1794 - Posted 2015-02-24 08:19:14 »

Started work on the DropdownListBox widget for SPGL2/Battledroid. A surprisingly fiddly widget but when you need one, you need one.

Cas Smiley

Offline Gibbo3771

JGO Kernel


Medals: 128
Projects: 5
Exp: 1 year


Currently inactive on forums :(


« Reply #1795 - Posted 2015-02-24 10:28:45 »

Started work on the DropdownListBox widget for SPGL2/Battledroid. A surprisingly fiddly widget but when you need one, you need one.

Cas Smiley

I feel your pain, I also hate coding dynamic right click menu. So many little finicky variables involved.

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

« JGO Spiffy Duke »


Medals: 1136
Projects: 3
Exp: 20 years


Eh? Who? What? ... Me?


« Reply #1796 - Posted 2015-02-24 10:31:56 »

I think I can get away with a lot of common code for context menus... they are after all basically listboxes without scrollpanes. Might get a bit more hairy if I do sub-menus but maybe I won't bother with sub-menus. Don't think I need them for a game GUI.

Cas Smiley

Offline ziozio
« Reply #1797 - Posted 2015-02-24 12:56:00 »

I learnt that calling

1  
System.currentTimeMillis();


or

1  
System.nanoTime();


or

1  
GLFW.glfwGetTime();


In an FPS calculator all lead to a steady increase in java.nio.DirectByteBuffer objects being created on the heap. Does anyone have any idea on how to stop this happening?
Offline Riven
Administrator

« JGO Overlord »


Medals: 1371
Projects: 4
Exp: 16 years


Hand over your head.


« Reply #1798 - Posted 2015-02-24 13:03:21 »

This may sound blunt: but that's impossible. Your FPS calculator itself is most likely to blame. This is good news, as the problem is in your code, so you can fix it.

Hi, appreciate more people! Σ ♥ = ¾
Learn how to award medals... and work your way up the social rankings!
Offline ziozio
« Reply #1799 - Posted 2015-02-24 13:48:24 »

You are probably right (I hope you are), but just adding this line

1  
currentTime = System.currentTimeMillis();


(currentTime is a private class variable and is a double (doesn't matter if its a long))

To my FPS calculator class increments the loaded class count for DirectByteBuffer

And replacing that line with

1  
currentTime = 1.56;


(ie hard coded)

Stops the loaded class count going up. I'm sure there is something else going on here but it is looking odd at the moment
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