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  What I did today  (Read 3428967 times)
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Offline Slyth2727
« Reply #4200 - Posted 2016-05-01 01:57:02 »

Ok wtf is happening here? I know this is *supposed* to be printing out the position of the var in memory, but some weird stuff happens when I use their reference directly.

edit: Ok so apparently addition of two pointers can't happen in C... I can just cast them to ints then. But that doesn't explain why the subtraction doesn't cause a crash and then produces an incorrect value anyways. wtf gcc

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extern uint32_t kernstart; // &kernstart = 0x100000 (1 MB, beginning of upper memory)
extern uint32_t kernend;  // &kernend = 0x10E824

printf("0x%s\n", itoa_nbuf(&kernend + &kernstart, 16) // this crashes
printf("0x%s\n", itoa_nbuf(&kernend - &kernstart, 16) // this compiles but prints out an incorrect value

uint32_t kernel_start = &kernstart;
uint32_t kernel_end = &kernend;

printf("0x%s\n", itoa_nbuf(kernel_end + kernel_start, 16) // compiles, prints right value (just for testing, no real use)
printf("0x%s\n", itoa_nbuf(kernel_end - kernel_start, 16) // compiles, prints right value (size of kernel)
Offline SHC
« Reply #4201 - Posted 2016-05-01 06:44:11 »

GwtOpenType is almost ready, and working!



It uses opentype.js project to work, but seeing custom fonts is awesome!

Offline chrislo27
« Reply #4202 - Posted 2016-05-02 03:01:17 »

I managed to see the first (commercial) A380 arrive at Vancouver International Airport today! They even got an escort truck to guide it to the water jets to celebrate. You'll see it on the runway and think "oh it's not that big" and then the escort truck comes and it's the size of the engine.

Planes are big.
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline ags1

JGO Kernel


Medals: 367
Projects: 7


Make code not war!


« Reply #4203 - Posted 2016-05-02 07:15:16 »

I've flown in one of those.... very nice!

Offline FabulousFellini
« Reply #4204 - Posted 2016-05-02 18:10:46 »

Finally started the process of building my arcade cabinet to house my games.  First step, sanding the wood, is done.  Next step is the T-molding, then paint.  Here is the housing I bought:

http://www.ebay.com/itm/Table-or-Bartop-Arcade-Cabinet-Machine-Cut-High-Quality-Wood-/281767254716

It's good quality and already cut really well, you just have to sand it down.  I'll keep you updated on the progress and post picutres as they come.

-FabulousFellini
www.fabulousfellini.com
Offline orange451

JGO Kernel


Medals: 535
Projects: 8
Exp: 8 years


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


« Reply #4205 - Posted 2016-05-03 05:34:02 »

Made a cool spark effect for when you shoot metal surfaces Smiley
Click to Play

First Recon. A java made online first person shooter!
Offline VaTTeRGeR
« Reply #4206 - Posted 2016-05-03 07:51:03 »

@orange451 these effects are really nice and sharp, are you adding some particles after the flash later on?
Source engine uses material properties for different hit particles and effects.
Offline orange451

JGO Kernel


Medals: 535
Projects: 8
Exp: 8 years


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


« Reply #4207 - Posted 2016-05-03 15:12:51 »

are you adding some particles after the flash later on?
I will Smiley

First Recon. A java made online first person shooter!
Offline mag
« Reply #4208 - Posted 2016-05-03 15:35:45 »

Nearly finished with my project for school!

<a href="http://www.youtube.com/v/hDAvDo0x654?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/hDAvDo0x654?version=3&amp;hl=en_US&amp;start=</a>
Offline Slyth2727
« Reply #4209 - Posted 2016-05-04 01:52:25 »

Working double buffer + ps/2 mouse driver. Can now render in 1920x1080x32.

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

JGO Coder


Medals: 41
Exp: 3 years


がんばってください!


« Reply #4210 - Posted 2016-05-04 16:36:48 »

Made my first publication in a conference proceedings of my university which will also get archived in the German National Library. Smiley

Offline orange451

JGO Kernel


Medals: 535
Projects: 8
Exp: 8 years


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


« Reply #4211 - Posted 2016-05-05 08:13:56 »

Made a easy way to track 3d points on my animation system. Makes it easy for things like player/gun attachements or muzzle flashes!
Click to Play


Also interesting side note... The gif recording slowed the rendering part of the game...  Huh This really makes no sense, as when I recorded it it was in full speed. You can see the bullet holes popping up much faster than the gun shooting animation.

First Recon. A java made online first person shooter!
Offline ShadedVertex
« Reply #4212 - Posted 2016-05-05 10:38:32 »

Made a easy way to track 3d points on my animation system. Makes it easy for things like player/gun attachements or muzzle flashes!

That looks amazing! But how are you rendering the muzzle flash? I mean, are those particles? Definitely not. Is it a textured quad or something?
Offline Opiop
« Reply #4213 - Posted 2016-05-05 14:25:00 »

Working double buffer + ps/2 mouse driver. Can now render in 1920x1080x32.


That's amazing! I tried getting into OS/kernel development a couple months ago and I just had no idea how to start. I followed some tutorials that showed the very basics of getting a kernel up and running but couldn't for the life of me figure out what the hell to do after. I think I'll buy some linux kernel development books and give it another shot because what you've managed to do is just very, very cool.

On another note, my band's music video and first recorded single are coming out on May 20th!

I'm also toying with the idea of using Ethereum/other crypto currency mining to power services. Idea is that a customer gives you a certain amount of money (whether it be through a subscription or one time payment), they get access to the service and you invest that money into mining and buying new mining hardware. As more and more people buy into your service, you get more mining rigs to mine coins which can then power servers, pay employees or whatever else you need. This could benefit one particular industry I'm involved in and revolutionize the way creators are paid and how consumers can consume more of the product while paying less.
Offline kingroka123
« Reply #4214 - Posted 2016-05-05 17:21:47 »

Not programming, but I just took the AP Calculus Exam. I got a 5 on the practice exam and I felt really good about the real one so I'm hoping for a 4 or 5!  Pointing
Offline orange451

JGO Kernel


Medals: 535
Projects: 8
Exp: 8 years


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


« Reply #4215 - Posted 2016-05-05 17:43:48 »

That looks amazing! But how are you rendering the muzzle flash? I mean, are those particles? Definitely not. Is it a textured quad or something?
It's two intersecting planes, and a little extra bit of geometry at the base
Click to Play

It's drawn with a bunch of emissive so that it gets some nice bloom ^^

First Recon. A java made online first person shooter!
Offline basil_

« JGO Bitwise Duke »


Medals: 418
Exp: 13 years



« Reply #4216 - Posted 2016-05-05 17:44:28 »

finished setting up my new laptop \o/
Offline ags1

JGO Kernel


Medals: 367
Projects: 7


Make code not war!


« Reply #4217 - Posted 2016-05-05 18:52:16 »

Typed up my GM notes for my Dragon Warriors party's journey through the lands of Duke Wann.

Offline Slyth2727
« Reply #4218 - Posted 2016-05-05 20:20:10 »

That's amazing! I tried getting into OS/kernel development a couple months ago and I just had no idea how to start. I followed some tutorials that showed the very basics of getting a kernel up and running but couldn't for the life of me figure out what the hell to do after. I think I'll buy some linux kernel development books and give it another shot because what you've managed to do is just very, very cool.

Thanks Smiley Tbh you don't really need any linux kernel books until you get a lot further on, the heavy theory stuff doesn't help too much until some later topics. I've gotten this far via the wiki and google-fu. And lots and lots and lots of searching through github code. Then more looking through github code. Did I mention github?
Offline FabulousFellini
« Reply #4219 - Posted 2016-05-07 00:14:13 »

I revamped my website to be all out my game.  Check it out:

www.fabulousfellini.com

-FabulousFellini
www.fabulousfellini.com
Offline SuperMario
« Reply #4220 - Posted 2016-05-07 00:32:30 »

It shows a Move Permanently message.
Offline FabulousFellini
« Reply #4221 - Posted 2016-05-07 00:37:29 »

It shows a Move Permanently message.

What the hell?  It was just up, I even checked the link.  I'll try to fix it.

-FabulousFellini
www.fabulousfellini.com
Offline FabulousFellini
« Reply #4222 - Posted 2016-05-07 01:05:19 »

It shows a Move Permanently message.

Not sure what happened there, but it is up and running again:

fabulousfellini.com

-FabulousFellini
www.fabulousfellini.com
Offline Archive
« Reply #4223 - Posted 2016-05-07 06:20:05 »

Finally started learning OpenGL with C++

Offline ShadedVertex
« Reply #4224 - Posted 2016-05-08 10:24:20 »

I was reading up about design patterns and I found this: https://sourcemaking.com/design_patterns

It's a list of design patterns for those who feel like learning how to use them.
Offline SilverTiger

JGO Coder


Medals: 41
Exp: 3 years


がんばってください!


« Reply #4225 - Posted 2016-05-08 10:50:51 »

I was reading up about design patterns and I found this: https://sourcemaking.com/design_patterns

It's a list of design patterns for those who feel like learning how to use them.

There's also a GitHub project with Design Patterns in Java. Smiley

Offline ags1

JGO Kernel


Medals: 367
Projects: 7


Make code not war!


« Reply #4226 - Posted 2016-05-08 11:12:04 »

Added more items and recipes to Vangard.

PS: Writing a hnefatafl AI is hard!

Offline ShadedVertex
« Reply #4227 - Posted 2016-05-09 03:38:25 »


Cool, thanks! That's definitely gonna be useful.
Offline theagentd
« Reply #4228 - Posted 2016-05-09 03:49:36 »

Been working on lots of different things, as well as getting all bogged down by school. Reworked our sound engine completely, fixed multiple OGG streams (a static sample buffer? REALLY?!), etc, etc...

Anyway, I implemented a nice little idea I had while chatting with orange451 regarding skyboxes today. The problem with all the nice-looking skyboxes online is that they're not HDR. They often have a sun or bright stars or whatever on them that just end up looking gray and dull when drawn in a HDR game. For example, both a somewhat bright cloud and the gigantic bloom of the sun are both ~0.95-0.98 brightness, but the HDR difference between them is of course huge (>2 magnitudes). They'll essentially be equally bright, even though the 0.03 brighter sun should 100 brighter and bloom as hell (not just be a picture with bloom added to it). The problem is that photos used for sky boxes are essentially "tone mapped" to LDR by the physical limitations of the camera and then saved in common LDR formats, so information is somewhat lost. However, it's possible to partly kinda reconstruct the HDR colors by......... using an inverse tone mapping function. x___x The idea is to take the inverse of a simple tone-mapping function like (color / (1+color)) and apply that to the read LDR colors. It's actually fairly accurate, but we get very low bit precision at higher colors. We also have a problem with the tone mapping function's output approaching 1.0 when the light approaches infinity, so if the skybox contains perfect white 1.0 we end up calculating an infinite HDR color, so some tweaking needs to be done. Anyway, I tried it out. The left half of the image shows the inverse tone mapped sky box, while the right one shows the usual LDR sky box.




(Please right-click the image and open it in a new tab to get a much higher resolution image!)

We can see that the really bright stars and the blue nebula things are much brighter on the left half of the image, even triggering my HQ bloom filter that can bleed over foreground objects.. The right side stars look duller and... fake, as their bloom is baked into the skybox. They're not as bright as they should be.




Here's a second image of the same sky with a massive amount of HDR-correct motion blur applied. The dull right-hand side stars almost completely disappear as they're smeared out since they're already so dim, but the inverse tone-mapped stars explode into awesome looking streaks thanks to their HDR colors. It looks amazing and really catches your eye in motion.

This is essentially only useful for the night sky in WSW, as the atmospheric scattering during the day is calculated based on physical algorithms and produced in HDR already, but it really adds a kick to the night stars!


EDIT: Bonus picture with HDR applied to the whole screen!


EDIT2: Kinda looks like the FF7 opening movie... =P

Myomyomyo.
Offline SHC
« Reply #4229 - Posted 2016-05-09 15:25:02 »

I did some web development today, and rewrote @ra4king's FancyBot powered IRC log viewer. It is now completely responsive (tested on mobile).





All the logs are fetched from Roi's server with the help of his JSON API, and rendered client side. There is also another feature, we can customize the timezone of the day to be fetched!

Just change
?date=09+May+2016
to
?date=09+May+2016+GMT
for times in GMT, or
?date=09+May+2016+%2b0230
to get the times in GMT +2:30 time zone.

If no time zone is specified, the times are displayed in the client's system timezone. The times in the left bar are always shown in the client's timezone. This will get up online probably tomorrow, after tweaking the mobile layout a bit more (two grid cells is too much there).

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