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  What I did today  (Read 3426119 times)
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Offline Icecore
« Reply #3090 - Posted 2015-10-24 15:22:09 »

Making Midi Player like Synthesia Smiley
for learning play piano ^^


need add some Gui + time line etc, but now can load Midi file and play notes =)

Last known State: Reassembled in Cyberspace
End Transmission....
..
.
Journey began Now)
Offline basil_

« JGO Bitwise Duke »


Medals: 418
Exp: 13 years



« Reply #3091 - Posted 2015-10-24 17:05:14 »

found out that openCL has no atomic_char type Sad
Offline SHC
« Reply #3092 - Posted 2015-10-24 17:05:24 »

Did a cartoonize texture shader in WebGL for fun which loads an image into the texture and turns it into a cartoon:



I took the main shader from Geeks3D post, and added a hue shift to it for fun.

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 #3093 - Posted 2015-10-24 18:37:49 »

sweet. i ran into their cross stitched shader back when ... jpg 1, jpg 2
Offline DarkCart

JGO Kernel


Medals: 124
Projects: 9
Exp: 50 years


It's all in the mind, y'know.


« Reply #3094 - Posted 2015-10-24 18:44:47 »

Wrote a Twitter bot. It tweets a random number, 0 to 1000 every 5 minutes. It's offline right now, but you can still look through the ~150 tweets it's already done.

Link

The darkest of carts.
Offline KaiHH

JGO Kernel


Medals: 707



« Reply #3095 - Posted 2015-10-24 19:26:53 »

For about one year I wanted to do that and today afternoon I finally got to implementing "Stackless KD-Tree Traversal" for my OpenGL Compute Shader raytracing demos with LWJGL3.
...took me about 50 GPU resets. Smiley
Offline basil_

« JGO Bitwise Duke »


Medals: 418
Exp: 13 years



« Reply #3096 - Posted 2015-10-24 19:34:41 »

For about one year I wanted to do that and today afternoon I finally got to implementing "Stackless KD-Tree Traversal" for my OpenGL Compute Shader raytracing demos with LWJGL3.
...took me about 50 GPU resets. Smiley
awesome sauce! i'm still stuck with a stack, which works good with openCL but never with compute shaders.
Offline KaiHH

JGO Kernel


Medals: 707



« Reply #3097 - Posted 2015-10-24 19:59:48 »

Thanks!
Care for a cup of tea? Smiley
90,669 vertices render on a mobile Quadro K2000M at around 16 FPS @ 1340x760 pixels (of course, most of the pixels there are discarded fast.)
And this is of course also just for the "first" bounce.
It builds on this excellent kd-tree implementation with surface-area heuristics by the same people that published the stackless kd-tree traversal paper.
I just added the ropes from that paper and of course the whole compute shader implementing the traversal.
Depth image

Some debug image (the lighter the color, the more ropes are being followed and the more children are being descended into)
Offline Roquen

JGO Kernel


Medals: 518



« Reply #3098 - Posted 2015-10-24 21:53:26 »

Neat.  JGT has started a common repo of source code from articles:  https://github.com/erich666/jgt-code
Offline basil_

« JGO Bitwise Duke »


Medals: 418
Exp: 13 years



« Reply #3099 - Posted 2015-10-24 22:10:22 »

oh very! i remember reading these without any colors.
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline Rayvolution

« JGO Spiffy Duke »


Medals: 379
Projects: 2
Exp: 2 years


Resident Crazyman


« Reply #3100 - Posted 2015-10-25 02:05:09 »

So this is happening.






- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Now on Steam!
LIVE-STREAMING DEVELOPMENT: http://www.hitbox.tv/rayvolution
Offline Roquen

JGO Kernel


Medals: 518



« Reply #3101 - Posted 2015-10-25 08:22:48 »

http://timothylottes.blogspot.fr/2015/10/resolution-vs-super-sampling-vs-motion.html
Offline ShadedVertex
« Reply #3102 - Posted 2015-10-25 11:04:15 »

Started learning LWJGL today. I'm having a real blast.
Offline SHC
« Reply #3103 - Posted 2015-10-25 17:32:25 »

SilenceEngine now supports rendering of animated tiles in TileD maps.

Click to Play


Small GIF: 389 KB

Offline bilznatch

JGO Coder


Medals: 11
Projects: 2
Exp: 4 years


I'm bad, I'm bad, I'm really... really bad T_T


« Reply #3104 - Posted 2015-10-26 03:30:15 »

Not today, but in the recent past I've been working on a project that I actually find interesting for once. Going for an expandable economy based game. Starting off with stocks and chat and moving up to gambling, jobs, construction, companies, and services. Where it goes from there I'm not sure, but getting stocks and chat going with a database and everything has gone really smoothly. Networking works, logins work, server keeps track of anything sensitive in terms of gameplay. I thought about moving away from LibGdx to just do all the rendering myself now that I understand OpenGL better, but I decided against it since it's not really a graphically demanding sort of game, and LibGdx has a lot of nice built in features like text rendering already.
Offline elect

JGO Knight


Medals: 69



« Reply #3105 - Posted 2015-10-26 08:24:16 »

What does the adjective "stackless" means actually for a KD-tree?
Offline Roquen

JGO Kernel


Medals: 518



« Reply #3106 - Posted 2015-10-26 08:36:01 »

This is kinda cute: 2D signed distance fields w/ shadows - https://www.shadertoy.com/view/4dfXDn
Offline Kami

Senior Devvie


Medals: 16
Projects: 1


I am not a vampire


« Reply #3107 - Posted 2015-10-26 09:19:37 »

Finally made a game to Google play! I will try to add it later to the showcase and share it with you guys Smiley

"If I can't be the best I sure as hell can be the worst"
Twitter: https://twitter.com/mushkilann
LinkedIn: https://www.linkedin.com/pub/kami-nasri/108/227/436
Offline KaiHH

JGO Kernel


Medals: 707



« Reply #3108 - Posted 2015-10-26 12:22:10 »

What does the adjective "stackless" means actually for a KD-tree?
Read the "Introduction" section of this paper.
In order to traverse any tree structure and be able to conditionally "back up" from one node back to its ancestors and then keep visiting other unvisited children, one needs a stack. Either implicitly using "recursion" provided by the language, or explicitly using some LIFO data structure.
Since early GPUs and OpenGL Compute Shaders do not support recursion in the language, other approaches have been invented. And one was invented way back in the 80's with CPU-based raytracing, by augmenting a kd-tree with "ropes" pointing to spatially adjacent nodes. This also has the effect of accelerating the traversal even compared to stackbased algorithms, since in essence directly visiting adjecent nodes is what one wants to do when following a ray through the structure, without requiring to "backup" to ancestor nodes and then descending down again.
The "Stackless KD-Tree Traversal" paper by the University of Saarland just applies that technique to GPU raytracing.
Offline J0
« Reply #3109 - Posted 2015-10-26 13:17:50 »

Starting learning LWJGL today. I'm having a real blast.
I feel you so much! persecutioncomplex

Offline Herjan
« Reply #3110 - Posted 2015-10-26 14:22:26 »

I have installed Arch Linux this weekend and have been configuring it up til now (and killed my previous Manjaro):





For our oblivious Windows-users or curious geeks out there, these are the main things I used to accomplish this:
Window Manager: Awesome (transparency with compton)
Display Manager: None (I don't like any of them, I use xinitrc to launch the window manager instead)

As you can see all windows have a transparent border except the focussed window. Also, the selected Terminal Emulator (XTerm) is less transparent (85% instead of 70%) when focussed.
Offline Kami

Senior Devvie


Medals: 16
Projects: 1


I am not a vampire


« Reply #3111 - Posted 2015-10-26 15:52:28 »

I personally prefer i3 over anything else.

"If I can't be the best I sure as hell can be the worst"
Twitter: https://twitter.com/mushkilann
LinkedIn: https://www.linkedin.com/pub/kami-nasri/108/227/436
Offline J0
« Reply #3112 - Posted 2015-10-26 18:17:49 »

That looks awesome!
I'd really enjoy to code in a black transparent frame like that! Shocked

Offline ags1

JGO Kernel


Medals: 367
Projects: 7


Make code not war!


« Reply #3113 - Posted 2015-10-26 18:24:41 »

Built a simple levelling up AI (spends skill points as levels go up for non player characters). The AI does not handle career changes yet (e.g. when a Herbalist becomes a Leech, or a Guard grows in prowess and becomes a Warrior).

Offline Herjan
« Reply #3114 - Posted 2015-10-26 20:30:49 »

That looks awesome!
I'd really enjoy to code in a black transparent frame like that! Shocked

Thanks! You bet I am enjoying it, heh Tongue (you could do a dual-boot and actually code in a frame like that if you like, you will learn a lot: installing arch)

Actually, the only thing I need now is a glassy table. Imagine wessles glassy setup with glassy desktop <3

I personally prefer i3 over anything else.

Actually, I am coming from i3, I find that awesome handles multi-monitor setups much better (i3 was a little buggy in my case).
Awesome also supports mouse to drag windows around and the switching between layouts is very flexible. The config file from i3 was very clean and nice, but awesome provides much more customizability.
i3 is certainly not bad, but I guess its all about personal preference.. As long as you're happy Wink
Offline Opiop
« Reply #3115 - Posted 2015-10-26 20:31:30 »

I bent the front axle of my Jeep in my crash, it's a $4000 part... grand total of $8000 for all parts and labor. And what do I have to pay?

$500! Yay for me!

On another note, finally am almost ready to push my projects work out to prod. My SQL scripts need some work before the DB admins will sign off on them, but other than that I'm ready which is very exciting. I'm currently writing up documentation for the new tools I've created so our internal teams understand them, it's a little odd being able to fit an explanation ~5 months of work into just a few sheets of paper. So much has changed since I started here, it's just crazy to think that I'm finally almost done with these projects when just two months ago I saw no end in sight.  
Offline Kami

Senior Devvie


Medals: 16
Projects: 1


I am not a vampire


« Reply #3116 - Posted 2015-10-26 21:42:45 »


I personally prefer i3 over anything else.

Actually, I am coming from i3, I find that awesome handles multi-monitor setups much better (i3 was a little buggy in my case).
Awesome also supports mouse to drag windows around and the switching between layouts is very flexible. The config file from i3 was very clean and nice, but awesome provides much more customizability.
i3 is certainly not bad, but I guess its all about personal preference.. As long as you're happy Wink

Yes. I agree 100%. It's all about personal preference. i3 takes too much time to get used to but when you get the hang of it it'll be one of the most efficient WMs you can get. (I still wished more customization options)

I probably should try awesome just for the fun of it  Roll Eyes

"If I can't be the best I sure as hell can be the worst"
Twitter: https://twitter.com/mushkilann
LinkedIn: https://www.linkedin.com/pub/kami-nasri/108/227/436
Offline KudoDEV

JGO Ninja


Medals: 79
Exp: 6 years


Game Dev Hobbyist


« Reply #3117 - Posted 2015-10-26 21:47:14 »

Finally worked on my particle stuffs:
Click to Play

Offline Slyth2727
« Reply #3118 - Posted 2015-10-27 00:17:38 »

Looks great herjan! I use AwesomeWM as well, it's really nice. If you ever use pianobar, PM me; I wrote some stuff to integrate it into the window manager (shortcuts, display stuff, and the like).

Here's my basic but (highly) functional setup. There's a bunch of small stuff in the background that I've scripted in, but this is the main interface. Used it for almost a year now.

Offline Archive
« Reply #3119 - Posted 2015-10-27 02:26:11 »

I fixed the issue with VSim that prevented some international users to play the game.

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