Java-Gaming.org Hi !
Featured games (90)
games approved by the League of Dukes
Games in Showcase (798)
Games in Android Showcase (234)
games submitted by our members
Games in WIP (865)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
    Home     Help   Search   Login   Register   
Pages: 1 ... 138 139 [140] 141 142 ... 214
  ignore  |  Print  
  What I did today  (Read 3430944 times)
0 Members and 1 Guest are viewing this topic.
Offline orange451

JGO Kernel


Medals: 535
Projects: 8
Exp: 8 years


Your face? Your ass? What's the difference?


« Reply #4170 - Posted 2016-04-24 06:39:18 »

Spent the day integrating bullet physics into my game engine! ^^
It is much faster than my own collision code, and it allows for much more complex scenes to collide with.

However, bullet's "player" collision class is retardedly bad. So I wrote a pretty nifty one! Smiley It creates a capsule for the player to "interact" with other rigid bodies in the world. However, I use about 100 rays (casted straight down from the players feet) to find the floor, and I hover the capsule off the ground by a few pixels. This allows me to have my own player movement/friction, but still get the added bonus of interacting with physics. This also easily lets me check for things like stairs; For example, if the player is 16 units tall, and his "stair height" is 4 units, I begin the ray 4 units above the players feet (cast them straight down). After I cast all the rays, I subtract 4 from from each ray. Any ray with a distance < 0 is a stair, anything greater than 0 is a floor I'm falling on!

There were a few gotcha's that I had to code though; I have to manually check for moving rigid bodies underneath the player, and move him with them. This isn't too hard, since the ray callback class can return a specific rigid body. I also have to code my own slope movement, but this is for the better, since using bullet to simulate "sliding" down a slope looks quit choppy.

All in all, this was definately the right move ^^

First Recon. A java made online first person shooter!
Offline CptSpike
« Reply #4171 - Posted 2016-04-24 06:51:00 »

Last night finally finished and published my first game. Feels good to complete something end to end. Made a post in the Android showcase:http://www.java-gaming.org/topics/iconified/37365/view.html
Offline J0
« Reply #4172 - Posted 2016-04-25 17:23:13 »

Do you remember my post from about ten days ago, in which I had a gif showing a poorly animated character?

Some of you advised me to use a software such as Spine or Spriter to make the bone animation.

However, none of these fitted what I wanted — too little flexibility, not the portability I was looking for, and of course really too damn complicated for me to get the hang of and use for such a simple thing as to animate a walking/running character.

So today I decided to create my own skeletal animating engine Smiley I wouldn't talk about a software because it has very little GUI; plus I've made it for the sole purpose of animating my character (using my custom OpenGL rendering methods) — but I believe it's good enough for what I want.

Tomorrow I'll try and animate my character walking/running in one direction (probably East cos I already have the textures), and if that works I'll send a nice gif here Smiley
(Note that I said I'd do that tomorrow, mainly because I haven't supported a save format so once I validate my animation script I can't go back to editting it, so I'll only begin animating when I have enough time to finish animating as well Roll Eyes)

J0 Smiley

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

Junior Devvie


Medals: 5
Exp: 6 years



« Reply #4173 - Posted 2016-04-26 12:02:10 »

Finally got a working prototype of my game editor. It's based of Unity but for LWJGL & Java2D and will have hooks into LWJGL game engines soon. It also allows you to dynamically drag in assets into the game such as models, trigger zones, etc Cheesy (screenshots will be up soon)
Offline J0
« Reply #4174 - Posted 2016-04-26 18:51:30 »

Hi lads! Smiley

So today I spent about four hours trying to get the hang of my skeletal animation engine (please refer to my last post above), then I finally managed to make a decent running animation (towards East); after that it was quite simple to make the West animation (I just flipped the resource pictures, some X coords and played a bit with other coords then it was it).

I'm actually really happy with these animations, I quickly implemented them in my game and I think it really fits the watercolour graphics Smiley

The East animation (gif should be pretty light):
Click to Play

(for some reason this gif looks slightly slowed down, either blame the upload site or the recording software)

I'm not taking extra space here to show the West animation 'cos it's basically the same. However, I'll be happy to upload a gif showing all eight directions when I'll be finished (hopefully in about three or four days).

J0 Smiley

Offline SHC
« Reply #4175 - Posted 2016-04-26 19:07:48 »

Wrote a basic 3D sound system for my engine. It allows me to create a source (speaker) and play multiple sounds through it. If I update the speaker, all the sounds playing in the speaker will also update (position, velocity, direction, looping).

1  
2  
3  
4  
5  
6  
AudioSource source = new AudioSource();
source.position.set(10, 0, 0);
source.update();

SilenceEngine.audio.scene.play(mySound1, source);
SilenceEngine.audio.scene.play(mySound2, source);


And this simply works. If I now change the source position and update them, immediately the sounds too change their position (since they are playing from the same source).

Offline theagentd
« Reply #4176 - Posted 2016-04-27 01:58:11 »

It took me a few months, but I finally decided to sit down and try my luck at R-trees again. I managed to get basic insertion/split logic working at last.


There's currently a lot of overlap (I think I'm using quadratic splitting right now? o_O), so I'm gonna try my luck at implementing R*-insertion and possibly try my luck on some refining tomorrow.


Myomyomyo.
Offline cylab

JGO Kernel


Medals: 195



« Reply #4177 - Posted 2016-04-27 07:55:12 »

I'm actually really happy with these animations, I quickly implemented them in my game and I think it really fits the watercolour graphics Smiley

Great effort Smiley

Two glitches I noticed:
- The character looks squeezed during the animation - add a little bit more of head movement in the y-direction
- The joints get disconnected (torso to arm, hip to leg, knee) during the animation. So check if your skeleton is really connected.

Also see (but you probably already have):
https://www.google.com/search?q=run+cycle+animation&tbm=isch
https://www.google.com/search?q=skeletal+animation+principle&tbm=isch

for visual reference

Keep up the good work!

Mathias - I Know What [you] Did Last Summer!
Offline J0
« Reply #4178 - Posted 2016-04-27 08:36:21 »

Hey Cylab, thanks!

- The character looks squeezed during the animation - add a little bit more of head movement in the y-direction
Whoops, you're right, I'll correct that this afternoon!

- The joints get disconnected (torso to arm, hip to leg, knee) during the animation. So check if your skeleton is really connected.
The thing is, I used a custom skeletal animating engine because bored Roll Eyes So it gets glitchy somehow and disconnects bones by a few pixels Grin But trust me on that, it's a LOT less noticeable when the animation is at normal speed (as I said, the gif I posted was in slo-mo for some reason), and when the character is actually inserted onto a moving background Pointing

J0 Smiley

Offline matt_p
« Reply #4179 - Posted 2016-04-27 11:59:22 »

Refactoring refactoring refactoring
But I'm happy with it because I almost reached a state that I'm really happy again with my code! (To be mentioned: some of the code was untouched for at least 4 years)  Smiley

In my great ToDo list are still hundreds and hundreds of entries but the short "to be done before first official public showcase" shrank down to just 3.5 points  Grin
Also, I re-read all of my ToDo and Idea files again and this highly motivated me since I had some pretty neat ideas back then too  Cool
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline orange451

JGO Kernel


Medals: 535
Projects: 8
Exp: 8 years


Your face? Your ass? What's the difference?


« Reply #4180 - Posted 2016-04-27 17:31:19 »

Played around with outlines in my engine today Tongue

First Recon. A java made online first person shooter!
Offline Slyth2727
« Reply #4181 - Posted 2016-04-28 03:12:27 »

I suggest you guys try out the browser Vivaldi, it's pretty neat. I'm enjoying it so far.

Today I started implementing an ext2 driver for my OS.
Offline BurntPizza

« JGO Bitwise Duke »


Medals: 486
Exp: 7 years



« Reply #4182 - Posted 2016-04-29 01:23:07 »

Not java or (directly) gaming related, but I'm feeling good about it so I'll post:

Some may remember the tiny little stack-based language I wrote a while back: https://github.com/BurntPizza/ghost

I'm finally making good progress on a more serious language I've been kicking around in my head for a while: https://github.com/BurntPizza/aleph

It's a lisp, with a (hopefully, as it's not implemented yet) static type system.
Today I got my first macro implemented: the `let` form:

1  
2  
3  
4  
5  
6  
7  
// "let a = 4, b = 6, and c = 8 in a + b + c"
(let (a 4
      b 6
      c 8)
  (+ a b c))

// will return 18


It's implemented (currently) by expanding into an anonymous function which is immediately called:
(anonymous functions are currently the only way to assign labels in a new scope, just like lambda calculus)

1  
2  
3  
4  
5  
((fn (a b c)
  (+ a b c))
 4 6 8)

// will return 18


This in turn compiles to the following program:

1  
2  
3  
4  
5  
6  
7  
8  
9  
10  
11  
12  
13  
14  
15  
16  
17  
18  
19  
20  
21  
22  
23  
24  
25  
26  
27  
28  
29  
30  
31  
32  
33  
---- interpreter::test::let_form stdout ----
SymbolTable:
| id | ident |   kind   |
|----|-------|----------|
| 12 |   def |  special |
| 13 |    fn |  special |
| 14 |    do |  special |
| 15 |     + |  special |
| 16 |     a |      var |
| 17 |     b |      var |
| 18 |     c |      var |
| 21 |  fn$0 |       fn |

Constant table:
[0] 4
[1] 6
[2] 8

Bytecode:
0:     ldc    4
3:     ldc    6
6:     ldc    8
9:     call   fn$0
14:    exit  
  fn$0:
15:    save   %2  // I don't have an optimization pass for
17:    save   %1  // pointless stack-shuffling like this yet
19:    save   %0  // or inlining for that matter
21:    load   %0
23:    load   %1
25:    load   %2
27:    add    3
29:    ret    


I can prove it works because the following test passed:  Wink
https://github.com/BurntPizza/aleph/blob/9dada89e537820da85ca5ab40c79b8ac96364e45/src/interpreter.rs#L303-L308

Now just to figure out how to do namespaces well...
Offline SHC
« Reply #4183 - Posted 2016-04-29 11:28:37 »

This is not Java, but I'm thinking of posting this as an update to my workshop instructor.. Any recommendations on how to improve on the next update?

<a href="http://www.youtube.com/v/QfY2QZFhWN0?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/QfY2QZFhWN0?version=3&amp;hl=en_US&amp;start=</a>

Offline Roquen

JGO Kernel


Medals: 518



« Reply #4184 - Posted 2016-04-29 12:26:00 »

Now just to figure out how to do namespaces well...

If you want to play with designing a language, Racket people have some freely available books.  Racket's solution is: https://docs.racket-lang.org/reference/Namespaces.html
Offline BurntPizza

« JGO Bitwise Duke »


Medals: 486
Exp: 7 years



« Reply #4185 - Posted 2016-04-29 12:37:41 »

Indeed. I'm also aware of (a possible, I forget if they're using it yet) racket's macro expansion solution, which I will be taking a thorough look at: https://www.cs.utah.edu/plt/publications/popl16-f.pdf

Aleph is definitely inspired by Clojure, but one thing I want to make sure I don't wind up with is anything resembling Clojure's terrible namespaces: mutable (!) collections of Vars at runtime. Given the language's advocacy of REPL-driven development and immutability, the fact that it is very easy to accidentally mutate your namespace into an erroneous state is ridiculous. The namespaces almost feel like they came from a poor fork of the language, even though they're core component.
Offline SHC
« Reply #4186 - Posted 2016-04-29 19:38:05 »

Started a new project called as GwtOpenType which is a binding of the awesome opentype.js project. With this, I'm pretty sure I can enable the TTF support for my GWT backend of SilenceEngine.

My target is to release a snapshot in two days.

Offline DarkCart

JGO Kernel


Medals: 124
Projects: 9
Exp: 50 years


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


« Reply #4187 - Posted 2016-04-29 22:29:30 »

Ok, that didn't work.

Click to Play

The darkest of carts.
Offline Slyth2727
« Reply #4188 - Posted 2016-04-30 01:28:26 »

gotta love qemu's half broken BIOS memory map... my physical memory manager is working now, on to virtual memory manager and creation of malloc and free! yay finally real mem management with
userspace->kernel interaction.



edit:
As a proof of concept I tried to overwrite the actual assembly code section (where the kernel starts in memory, or at . = 0x00100000) and it actually worked haha.. wherever I put this code, as soon as it executes, nothing else happens because I literally overwrote the actual code in memory. In reality, the processor is trying to execute '0x80' over and over and over again. I love coding.

1  
2  
3  
4  
5  
   uint32_t* memtest = &kernstart;
   for(int i = 0; i < (&kernend - &kernstart); i++)
   {
      memtest[i] = 0x80;
   }


edit: Some more cool stuff, if I instead overwrite with "31C0" which is
1  
 xor eax, eax 
it doesn't stop incrementing 'i', and overwrites into video memory in that short time it has, which results in some goofy stuff. At least I think this is what's happening. AFAIK EDX is used for loops in standard compilers, but EAX obviously has something to do with it since it's overwriting vmem. Memory protection is important!
Offline chrislo27
« Reply #4189 - Posted 2016-04-30 06:41:26 »

I re-created an old lighting engine of mine, this time optimizing the recursion with a stack. It was so much faster that I accidentally had it running every frame without any noticeable performance decline. Of course, the real (human) performance decline was when I originally used a queue and wondered why there were so many objects waiting...

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 #4190 - Posted 2016-04-30 10:11:04 »

I've tried my hand at isometric projection (and a little bit of pseudo-shading) in Java2D:

I'm as of yet unsure how I'd store textures to render on top.

My website: http://www.onedropgames.com/
My soundcloud: http://www.soundcloud.com/coldstream24
Creator of the Morningside Engine, co-founder of Onedrop Games.
Offline Roquen

JGO Kernel


Medals: 518



« Reply #4191 - Posted 2016-04-30 10:19:06 »

Cubes make the depth hard to "see" (the alignment of top with bottom of adj).  Try changing the height.
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 #4192 - Posted 2016-04-30 10:24:34 »

@Roquen: I do agree, I also think that it's got to do with the fact that I'm really only drawing a grid until I make some textures to draw on top. I'm gonna do a bit of experimenting.

My website: http://www.onedropgames.com/
My soundcloud: http://www.soundcloud.com/coldstream24
Creator of the Morningside Engine, co-founder of Onedrop Games.
Offline J0
« Reply #4193 - Posted 2016-04-30 10:44:01 »

@Coldstream
Try changing the height.
I reckon you should try halving the height. I've already seen that in games (can't think of any right now unfortunately) and it usually works pretty damn good. Pointing

Offline blobloblob

Senior Newbie


Medals: 1
Exp: 3 years



« Reply #4194 - Posted 2016-04-30 11:28:23 »

Sorting the isometric sprites the "correct" way is a hell, if you go for perfection you'll end up with a O(n^2) algorithm in the worst case or O(n * log n) algorithm eating up your mem in the best case.
Offline Roquen

JGO Kernel


Medals: 518



« Reply #4195 - Posted 2016-04-30 11:51:14 »

http://en.wikipedia.org/wiki/Axonometric_projection#Three_types

Offline DarkCart

JGO Kernel


Medals: 124
Projects: 9
Exp: 50 years


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


« Reply #4196 - Posted 2016-04-30 13:47:21 »

I open-sourced one of my unreleased games.

The darkest of carts.
Offline J0
« Reply #4197 - Posted 2016-04-30 13:59:35 »


How about height = (0.25~0.3)*width?

Offline Roquen

JGO Kernel


Medals: 518



« Reply #4198 - Posted 2016-04-30 15:29:35 »

That picture is for 2 cubes (equal size in each dimension)  isometric on left, dimetric on right.  Different scales for "up" are possible for dimetric.  Choose one you like to model a unit cube and see how it plays out for other objects.

It could be kinda cool to have a generalized axonometric playground.  (Not me!)
Offline delt0r

JGO Wizard


Medals: 145
Exp: 18 years


Computers can do that?


« Reply #4199 - Posted 2016-04-30 23:12:23 »

Sorting the isometric sprites the "correct" way is a hell, if you go for perfection you'll end up with a O(n^2) algorithm in the worst case or O(n * log n) algorithm eating up your mem in the best case.
I really don't follow, esp n^2. I did a isometric engine way back and had no such problems. Also n log n is fast enough even on old hardware for pretty big lists. If its mostly sorted, many sorts tend to O(n).

Anything that has a consistent ordering should always be sortable in n log n worst case. (broken quick sorts not withstanding)

I have no special talents. I am only passionately curious.--Albert Einstein
Pages: 1 ... 138 139 [140] 141 142 ... 214
  ignore  |  Print  
 
 

 
Riven (35 views)
2019-09-04 15:33:17

hadezbladez (3999 views)
2018-11-16 13:46:03

hadezbladez (1448 views)
2018-11-16 13:41:33

hadezbladez (4011 views)
2018-11-16 13:35:35

hadezbladez (772 views)
2018-11-16 13:32:03

EgonOlsen (4088 views)
2018-06-10 19:43:48

EgonOlsen (4666 views)
2018-06-10 19:43:44

EgonOlsen (2756 views)
2018-06-10 19:43:20

DesertCoockie (3648 views)
2018-05-13 18:23:11

nelsongames (3852 views)
2018-04-24 18:15:36
Java Gaming Resources
by philfrei
2019-05-14 16:15:13

Deployment and Packaging
by philfrei
2019-05-08 15:15:36

Deployment and Packaging
by philfrei
2019-05-08 15:13:34

Deployment and Packaging
by philfrei
2019-02-17 20:25:53

Deployment and Packaging
by mudlee
2018-08-22 18:09:50

Java Gaming Resources
by gouessej
2018-08-22 08:19:41

Deployment and Packaging
by gouessej
2018-08-22 08:04:08

Deployment and Packaging
by gouessej
2018-08-22 08:03:45
java-gaming.org is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑gaming.org
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!