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  What I did today  (Read 3551924 times)
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Offline LostWarrior

Senior Devvie


Medals: 8
Exp: 5 years



« Reply #3690 - Posted 2016-02-10 21:30:33 »

Started a new game. It is a mix of my two favorite games: chess and soccer. It works really good and now I try to create a nice ai.



This looks quite interesting Apo. Could you elaborate a bit more on how you play the game?

Cows aren't sheep, because pigs already are.
Offline Apo
« Reply #3691 - Posted 2016-02-10 22:50:59 »

There are some simple rules. When it's your turn, you can move one figure like the chess rules say and pass/shoot the ball three times (if possible). To pass the ball you have to stand in the near of the ball. As you can see in the Screenshot, a white knight and the queen are near. So now the ball can move like the knight and the Queen. When only a bishop is near,  the ball can move like a bishop. The goal is to score three times. To score make a goal or set your opponent checkmate.
Offline jonjava
« Reply #3692 - Posted 2016-02-11 00:57:11 »

You're a f**king beast, man.

Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline Mac70
« Reply #3693 - Posted 2016-02-11 01:31:15 »

Had some fun with Java 8/JavaFX properties:

Click to Play


The whole code which does that looks exactly like that:

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inputsStage.titleProperty().bind(Bindings.concat("Inputs of ", block.getData().titleProperty()));
Offline Coldstream24

JGO Ninja


Medals: 82
Projects: 1
Exp: 4 years


You can fill that void inside with programming, but you'll never return a value.


« Reply #3694 - Posted 2016-02-11 06:20:58 »

my engine now has scripting support. currently actors can be told to follow paths, speak sentences, enter vehicles, and look around.
<a href="http://www.youtube.com/v/rt6C9ti7n2w?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/rt6C9ti7n2w?version=3&amp;hl=en_US&amp;start=</a>


here's an example of defining paths, and being able to show them on the map you're editing

My website: http://www.onedropgames.com/
My soundcloud: http://www.soundcloud.com/coldstream24
Creator of the Morningside Engine, co-founder of Onedrop Games.
Offline Mac70
« Reply #3695 - Posted 2016-02-12 02:53:36 »

Another day, another GIF... Map generator is taking shape, it is time to finally start adding actual generation on top of this framework which is basically UE4 Blueprint system implemented in Java, with some additional features to make it more friendly for typical user.

Click to Play
Offline elect

JGO Knight


Medals: 72



« Reply #3696 - Posted 2016-02-12 13:32:29 »

Very interesting theagentd..

I have already played around with some oit, such as (dual)depth peeling, weighted sum and average..

This is on my todo list at the moment

what can you tell about a comparison between depth peeling vs stochastic, adaptive and fourier-mapped oit in terms of quality, memory and speed?
Offline Archive
« Reply #3697 - Posted 2016-02-13 00:41:40 »

Added a church to the god in Shard Master, Lazzar, complete with pews, stained glass, and a stone altar.


also started working on necromancer swamp

Offline ShadedVertex
« Reply #3698 - Posted 2016-02-13 02:51:33 »

my engine now has scripting support. currently actors can be told to follow paths, speak sentences, enter vehicles, and look around.
<a href="http://www.youtube.com/v/rt6C9ti7n2w?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/rt6C9ti7n2w?version=3&amp;hl=en_US&amp;start=</a>


here's an example of defining paths, and being able to show them on the map you're editing

I see lots of potential in the engine, especially since there aren't that many Java game engines with visual workflows.
Offline SHC
« Reply #3699 - Posted 2016-02-13 04:25:05 »

Got GWT-AL to play audio in the browser through OpenAL API. Here's a screenshot:



And of course some code here.

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// Create the context and make it current
ALContext context = ALContext.create();
AL.setCurrentContext(context);

// Create the source
int alSource = AL10.alGenSources();

// You need the AudioDecoder to decode audio using the browser's WebAudioAPI
AudioDecoder.decodeAudio
(
    // The 'ArrayBuffer' containing the data (just binary, along with the container and header, not samples)
    data,

    // Upon success, we are returned a OpenAL buffer ID, and the decoded data is uploaded
    alBufferID ->
    {
        // Attach the buffer to the source and play it
        AL10.alSourcei(alSource, AL10.AL_BUFFER, alBufferID);
        AL10.alSourcePlay(alSource);
    },

    // Upon error, you are returned a reason, which is a String explaining what failed.
    reason -> GWT.log("decodeAudio error: " + reason)
);

There is also the original alBufferData function, but it is only usable if you have PCM samples and not a binary file. The example will be hosted online very soon.

Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline avocadojoe
« Reply #3700 - Posted 2016-02-13 16:40:36 »

i started making a game about alien blobs for a java game jam.

^.^
Offline basil_

« JGO Bitwise Duke »


Medals: 418
Exp: 13 years



« Reply #3701 - Posted 2016-02-13 16:51:48 »

installed apache squid git scm-manager nexus-oss and mumble on my new root server \o/
Offline Coldstream24

JGO Ninja


Medals: 82
Projects: 1
Exp: 4 years


You can fill that void inside with programming, but you'll never return a value.


« Reply #3702 - Posted 2016-02-13 21:31:46 »

I see lots of potential in the engine, especially since there aren't that many Java game engines with visual workflows.
Thank you! But yeah, that was a design choice, I'd find it incredibly tedious to have to hand-code every aspect of a game to build on top of it. The goal for this is that the editor should be the completely self-contained authoring tool, but users should be able to override default code with custom implementations - for example, dialogue/sentence renders can be implemented and assigned to the dialogue manager. Game loops have base code to take care of timing and core updates but they can be extended to have custom update and render loops on top of this.

My website: http://www.onedropgames.com/
My soundcloud: http://www.soundcloud.com/coldstream24
Creator of the Morningside Engine, co-founder of Onedrop Games.
Offline chrislo27
« Reply #3703 - Posted 2016-02-13 21:46:41 »

Played around with cabinet projection. It's not actually 3D, it's just three quads rendered like that because I'm scared of touching libgdx's 3D API.



E: Added a little angle animation thingy.
Offline NegativeZero

JGO Kernel


Medals: 347
Exp: 1 month or less


Zero but not.


« Reply #3704 - Posted 2016-02-14 01:29:30 »

Today in the IRC we were discussing the JGO stats and noticed some interesting things.

In the last couple of years:
  • User count has stayed pretty much the same.
  • The number of posts and topics made have dropped off significantly.
  • New account activations have dropped off
  • New account abandonments have dropped off.

From this it seems that it means that we've got fewer new people but more people sticking around, which by an extension of such logic would mean that overall our community is becoming more experienced, which is nice Smiley
It also means that the people who are here are posting less.

A personal observation is that the quality of projects here has risen significantly in the last while, so my theory is that while we are getting fewer posts, we are getting higher quality ones (thanks to the likes of theagentd).

Or maybe I'm totally wrong. I'm sure that Riven will inform me if the latter is correct.

Offline princec

« JGO Spiffy Duke »


Medals: 1128
Projects: 3
Exp: 20 years


Eh? Who? What? ... Me?


« Reply #3705 - Posted 2016-02-14 01:33:11 »

The thrill of user interfaces. What a faff coding them is. Just getting all that windowy stuff working was a royal pain. Nearly finished with this lot now.

<a href="http://www.youtube.com/v/c1NmkwK83R8?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/c1NmkwK83R8?version=3&amp;hl=en_US&amp;start=</a>

Cas Smiley

Offline Archive
« Reply #3706 - Posted 2016-02-14 02:09:00 »





Fog changes with time of day

Offline SHC
« Reply #3707 - Posted 2016-02-14 06:46:17 »

Update to GWT-AL, we can now set the properties AL_POSITION, AL_LOOPING, AL_PITCH, AL_SOURCE_RELATIVE, AL_VELOCITY, and AL_BUFFER. I have updated the example to support all these properties.



Also that the example logs OpenAL errors if any to the console.



I guess this will be completed in a few more weeks. Time to work on the listener. See you soon with more updates.

Offline MinusKelvin

Senior Devvie


Medals: 20
Projects: 1
Exp: 4 years


Quantum WAT


« Reply #3708 - Posted 2016-02-14 11:49:48 »

Been working on a voxel renderer for a while now, and it's been a fun learning experience. Today I added trees, and now my landscape looks much nicer.

If you're interested in how fast it runs, I am standing at about the center of a 1056x1056 block world and have a frame time of about 4-5 milliseconds on a GTX 770.

You can click my images to look at a larger version most of the time.
Offline ShadedVertex
« Reply #3709 - Posted 2016-02-14 12:38:07 »

If you're interested in how fast it runs, I am standing at about the center of a 1056x1056 block world and have a frame time of about 4-5 milliseconds on a GTX 770.

That looks awesome Cheesy Are you going to turn it into a game?
Offline Grunnt

JGO Kernel


Medals: 143
Projects: 8
Exp: 5 years


Complex != complicated


« Reply #3710 - Posted 2016-02-14 13:38:40 »

Added circular bars (by davedes) to the eXo interface, displaying infrastructure development level and ship building progress. That was really easy to integrate!



Also altered the redirect mechanism: ships can now be redirected along multiple stars, making it much easier to maintain a supply chain.

Offline KaiHH

JGO Kernel


Medals: 766



« Reply #3711 - Posted 2016-02-14 15:51:24 »

Found out a long lasting bug in my AABB/ray intersection tests that I was also using in a stackless kd-tree traversal GLSL compute shader. Turned out that the simple "branchless" Ray/Bounds intersection test that is flying around all over the internet (like here: https://tavianator.com/fast-branchless-raybounding-box-intersections/) is complete bogus, because it does not handle corner cases correctly, where the ray direction is negative along one of the three coordinate system's base axes and/or also cuts along one of the AABB's edges/sides.
Switched to using http://people.csail.mit.edu/amy/papers/box-jgt.pdf, which also needed a tiny modification to handle all cases.
Complete working solution for a Ray/AABB intersection method that handles ALL cases except for degenerate rays and degenerate boxes is here: http://pastebin.java-gaming.org/6f9f65b0b4c19
Offline avocadojoe
« Reply #3712 - Posted 2016-02-14 17:05:42 »

added a simple story:
Click to Play

added eye lazer mining to the blob game   Grin

^.^
Offline Slyth2727
« Reply #3713 - Posted 2016-02-14 17:59:03 »

Little demo. Re using a lot of old code, but completely changing a lot too. Planning on adding a background skybox that's just kind of some raycasted fog and some other random somewhat trippy effects (metaballs and the like).

<a href="http://www.youtube.com/v/tXwVG8YRH1A?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/tXwVG8YRH1A?version=3&amp;hl=en_US&amp;start=</a>
Offline theagentd
« Reply #3714 - Posted 2016-02-14 18:38:06 »

Hey, sorry I haven't managed to respond earlier. I've been at a convention over the weekend.

Very interesting theagentd..

I have already played around with some oit, such as (dual)depth peeling, weighted sum and average..

This is on my todo list at the moment

what can you tell about a comparison between depth peeling vs stochastic, adaptive and fourier-mapped oit in terms of quality, memory and speed?
Hmm. Depth peeling isn't too useful in practice since it can only handle a fixed number of layers, plus requiring one (or at least half a) pass per layer of transparency to capture, which scales very badly. Pretty much all recent techniques are based on Weighted Blended Order-Independent Transparency (WBOIT). In essence, you just compute a weighted sum of values, which can be computed in an order-independent manner. The key here is that any transparent shadow map technique can be used as weighting function, since they compute a function of alpha over the depth of a pixel, which can be used as the weighting function.

Depth peeling
 + Constant memory.
 + High quality result identical to sorted blending.
 - Slow in general.
 - Can't handle a big amount of overdraw without big performance impact from lots of layers.
 - Can't handle volumetric effects very well (sudden order switch between two smoke particles).

Stochastic
 + Constant memory.
 + OGL3 compatible, only requires 16-bit float textures.
 + With enough samples identical result to sorted blending.
 + Can modify depths of samples to give volumetric smooth blending between volumetric effects (two particles that change order smoothly fade through each other instead of suddenly switching order).
 + Only 2 passes over the geometry.
 + In general very similar result to adaptive OIT.
 - Very noisy with only 32 samples maximum (8xRGBA16F), especially with HDR effects.
 - 8x 8-byte textures @ 1080p = 126MBs, lots of bandwidth and memory required.

Fourer opacity mapped OIT
 + Constant memory.
 + OGL3 compatible, only requires 16-bit float textures.
 + Smooth blending/fading when two objects change order, looks good for volumetric effects.
 + Only 2 passes over the geometry.
 + Can compute visibility function at low resolution and upscale using hardware bilinear filtering for massive performance and memory gains.
 + Can have very good quality and performance when its limitations are avoided.
 - Blurry result.
 - Self occlusion in the visibility function can cause color bleeding over to background objects.
 - Low res visibility functions only look good with smooth effects like fire or smoke. Edge artifacts on sharp objects.
 - Even sharp transparent objects are smoothly blended together on order changes/intersections.
 - Occlusion quality strongly depends on the depth range of the scene, so with a high far plane distance the result becomes very bad making it impractical to use in many games.

Adaptive
 + The holy grail of OIT.
 + Identical quality to sorted blending with 20 samples or more in essentially all cases.
 + Bandwidth usage (and therefore performance) generally lower than stochastic or FOMOIT.
 - Requires atomic counters, only available in OGL4.2.
 - Using linked list means that you have to allocate a huge fragment buffer.
 - Developed by Intel, but compiling AOIT shaders crashes the Intel entire driver during glLinkProgram().

Myomyomyo.
Offline Riven
Administrator

« JGO Overlord »


Medals: 1370
Projects: 4
Exp: 16 years


Hand over your head.


« Reply #3715 - Posted 2016-02-14 23:12:40 »

Today in the IRC we were discussing the JGO stats and noticed some interesting things.

In the last couple of years:
  • User count has stayed pretty much the same.
  • The number of posts and topics made have dropped off significantly.
  • New account activations have dropped off
  • New account abandonments have dropped off.

From this it seems that it means that we've got fewer new people but more people sticking around, which by an extension of such logic would mean that overall our community is becoming more experienced, which is nice Smiley
It also means that the people who are here are posting less.

A personal observation is that the quality of projects here has risen significantly in the last while, so my theory is that while we are getting fewer posts, we are getting higher quality ones (thanks to the likes of theagentd).

Or maybe I'm totally wrong. I'm sure that Riven will inform me if the latter is correct.

Most of this had to do with JGO registration emails being blocked (or marked as spam) by mail-servers. In the end of december I changed the registration procedure to not require activation. Since then we have quite a significant influx of newbies, which are hopefully going to change the stats significantly over the coming year. So, yeah, anti-spam measures 'distilled' JGO user-base to maturity, which was rather terrifying (well, you saw the stats plummeting)

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

JGO Coder


Medals: 25
Exp: 5 years


I'm always inspiring a good time.


« Reply #3716 - Posted 2016-02-15 05:45:47 »

This is probably my favorite thread I've ever seen. I don't belong here in terms of just saying I finished rendering my tilemap, fixing my sprite and orthogonal matrix issue, and working on fonts now Smiley

You think I haven't been monitoring the chat? http://pastebin.java-gaming.org/c47d35366491fHere is a compilation <3
Offline elect

JGO Knight


Medals: 72



« Reply #3717 - Posted 2016-02-15 10:28:18 »

Hey, sorry I haven't managed to respond earlier. I've been at a convention over the weekend.

Don't worry, it's absolutely fine  Wink

Hmm. Depth peeling isn't too useful in practice since it can only handle a fixed number of layers, plus requiring one (or at least half a) pass per layer of transparency to capture, which scales very badly.

I use it as base comparison since it is the one that generates the exact image at the fragment level.

Anyway, it can absolutely render all the transparent levels there are, although you have to pay (a lot of) time for that... add a query any-sample-passed and you are done

Adaptive
 + The holy grail of OIT.
 + Identical quality to sorted blending with 20 samples or more in essentially all cases.
 + Bandwidth usage (and therefore performance) generally lower than stochastic or FOMOIT.
 - Requires atomic counters, only available in OGL4.2.
 - Using linked list means that you have to allocate a huge fragment buffer.
 - Developed by Intel, but compiling AOIT shaders crashes the Intel entire driver during glLinkProgram().

Interesting, when did you try it last time? Can't you have it run under amd or nv? I found this
Offline theagentd
« Reply #3718 - Posted 2016-02-15 12:35:40 »

Hmm. Depth peeling isn't too useful in practice since it can only handle a fixed number of layers, plus requiring one (or at least half a) pass per layer of transparency to capture, which scales very badly.

I use it as base comparison since it is the one that generates the exact image at the fragment level.

Anyway, it can absolutely render all the transparent levels there are, although you have to pay (a lot of) time for that... add a query any-sample-passed and you are done

Adaptive
 + The holy grail of OIT.
 + Identical quality to sorted blending with 20 samples or more in essentially all cases.
 + Bandwidth usage (and therefore performance) generally lower than stochastic or FOMOIT.
 - Requires atomic counters, only available in OGL4.2.
 - Using linked list means that you have to allocate a huge fragment buffer.
 - Developed by Intel, but compiling AOIT shaders crashes the Intel entire driver during glLinkProgram().

Interesting, when did you try it last time? Can't you have it run under amd or nv? I found this
It is possible to use conditional rendering to avoid the CPU-GPU synchronization when deciding on the number of depth peeling passes, but that kind of synchronization isn't very efficient either. Besides, you may not WANT to do 200 passes of all geometry even if you can. Hmm... Maybe it'd be possible to use the stencil test to disable pixels that didn't get any data the previous frame or something like that to improve performance, but processing the vertices again will probably be the bottleneck anyway.

I have an AOIT render path implemented in WSW. Did an extension check for atomic counters and loaded the AOIT shaders if it was available. Sadly, this made the game not start on Intel since simply loading the linked list traversal shader made the driver not just generate an error but completely crash the entire game. So we released the demo with AOIT completely disabled (FOMOIT is used by default). Even if Intel has fixed it by now, older GPUs and people that haven't updated their drivers will still experience the same problem.

Myomyomyo.
Offline avocadojoe
« Reply #3719 - Posted 2016-02-15 14:35:47 »

i added an inventory/building system that saves.

^.^
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