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  What I did today  (Read 3548743 times)
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Offline theagentd
« Reply #4380 - Posted 2016-06-23 11:16:12 »

There is a way to get perfectly sorted transparency pretty easily. Use per-pixel linked lists and sort them at the end!

Myomyomyo.
Offline princec

« JGO Spiffy Duke »


Medals: 1127
Projects: 3
Exp: 20 years


Eh? Who? What? ... Me?


« Reply #4381 - Posted 2016-06-23 12:12:15 »

Musing... what's the average length of such a linked list in a typical scene? And the longest?

Cas Smiley

Offline theagentd
« Reply #4382 - Posted 2016-06-23 12:14:31 »

Well, depends on the scene and what you're drawing. If you have a smoke cloud of particles, you can easily get pretty big lists, but for just solid geometry it's usually not that high. If your geometry has a high opacity, you may only need to find the first few closest values instead of correctly sorting and blending all of them.

Myomyomyo.
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Online NegativeZero

JGO Kernel


Medals: 346
Exp: 1 month or less


Zero but not.


« Reply #4383 - Posted 2016-06-23 12:24:10 »

Some people might remember that in October, I posted a game called CIRCLE7 that I no longer intended to further develop. It looked something like this:



Well, in an effort to actually release something for a change I've continued development on this, and today I made a fancy title screen in/out transition.

Gfycat.

I would appreciate feedback please Smiley

Offline J0
« Reply #4384 - Posted 2016-06-23 14:51:24 »

@NegativeZero Is it just "Circle7" or can you pass any string as argument and get it rendered on the go? Anyway it's pretty dope Smiley

Offline ags1

JGO Kernel


Medals: 367
Projects: 7


Make code not war!


« Reply #4385 - Posted 2016-06-23 15:22:10 »

Been way from Vangard for a bit, but looks like I got the TreeML validating parser working finally:

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Exception in thread "main" java.lang.RuntimeException: 
    Node does not match. Expected: [id, name, description, icon, size, toughness,
    adult, dead, rotting, armor, experience, status, reputation, alignment,
    easyToKill, inventorySize, attributes, parts, produces,
    skills, behaviors, attacks],
    got: nerple at line 521

Online NegativeZero

JGO Kernel


Medals: 346
Exp: 1 month or less


Zero but not.


« Reply #4386 - Posted 2016-06-23 21:29:40 »

Shocked fancy!~

looks sick

Thanks!

@NegativeZero Is it just "Circle7" or can you pass any string as argument and get it rendered on the go? Anyway it's pretty dope Smiley

Haha, no. You can enter any string that contains the alphanumeric characters 'C', 'I', 'R', 'L', 'E', or '7'.

Offline Mac70
« Reply #4387 - Posted 2016-06-23 22:49:47 »

Found these... Things, playing with them at the moment:

Basically feature-complete JVM together with compiler and some other stuff built in browser (first link) and library built on top of it which allows you to use Java code just like JavaScript in HTML (second link). Both look and work surprisingly well, but their startup time is terrible so not very useful for usual tasks.

http://doppiojvm.org
https://www.javapoly.com
Offline Archive
« Reply #4388 - Posted 2016-06-23 22:53:38 »

Well, depends on the scene and what you're drawing. If you have a smoke cloud of particles, you can easily get pretty big lists, but for just solid geometry it's usually not that high. If your geometry has a high opacity, you may only need to find the first few closest values instead of correctly sorting and blending all of them.
That sounds like it would be too expensive to implement in a software renderer

EDIT: loaded some counterstrike 1.6 models into the renderer :p i cant believe im software rendering these models at interactive speeds lol


Offline philfrei
« Reply #4389 - Posted 2016-06-24 06:43:24 »

Been working on a few different ideas this last week or so. I already mentioned the forever non-repeating campfire SF/X.

1) got a "cluster-synth" abstract synth working with two synths based on it. I'm calling a cluster synth one where a collection of pitches are played as a single cluster, sharing their envelope and other components. The play command sends in a pitch array rather than a single pitch. Part of the benefit is that there is an efficiency in eliminating duplicate envelopes and other components for each contributing tone. It is for certain types of sounds that seem to work better as clusters than as single tones. One of the two is simply a collection of sine waves, the other a sort of deep whoosh, kind of hard to describe. When I get a chance I'll make a little demo gui with a way to make and save wav assets.

2) in the process of building this abstract synth, I was able to improve the abstract version of my more normal synths, and went back and revised a couple dozen existing synths.

3) got a "flibberillator" (flibberator?, flibbulator? -- my friend Ian had a term for the effect, I need to settle on its name) working. This takes some sounds and intermixes them instead of mixing them. We are talking about going back and forth between multiple sound sources in rapid succession. I don't know if this is a valid term, but I think of this sort of sound as a manifestation of a "glitch" aesthetic. Ian had remarked that the effect (when applied to multiple clusters of his sine waves), that it sounded like a computer thinking. (Ian Allen used a few examples on some of the cues he left on his account on SoundCloud: "Ian Allen") I hope to get this effect available to hear/generate via a simple gui too. The algo isn't generalized yet for any sound source; it is only working (first pass) via the abstract cluster synth.

4) back to trying to get a simple playback of the "Maggot Brain" (George Clinton) accompaniment going via my event system. There were a couple curious things to fix, as the "Event System" I wrote is still a bit complicated and I'm continuing to work out the kinks. This is a step towards being able to score a piece for real-time playback and towards making branching scores.

This next few weeks though, looking to spend some time on projects for a couple other members! Collaborating, once again. It has been a long time.

music and music apps: http://adonax.com
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline Icecore
« Reply #4390 - Posted 2016-06-24 10:52:39 »

@philfrei
https://www.youtube.com/watch?v=4R29am7Lmkc ^^

Last known State: Reassembled in Cyberspace
End Transmission....
..
.
Journey began Now)
Offline FabulousFellini
« Reply #4391 - Posted 2016-06-24 22:23:35 »

Started priming and painting the arcade cabinet.  Sorry the pic is kind of hard to see, but these are the two sides:


-FabulousFellini
www.fabulousfellini.com
Offline kingroka123
« Reply #4392 - Posted 2016-06-24 23:06:23 »

Faux 3D rotation in 2D isometric game
<a href="http://www.youtube.com/v/YWBZLy9yNt0?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/YWBZLy9yNt0?version=3&amp;hl=en_US&amp;start=</a>

I couldn't find this anywhere else on the internet but if anyone knows of something similar, I would like to know.

EDIT:
Speeding up the rotation fixes most of those ugly artifacts to something that is pretty usable.

Edit 2:
Also, I dont know if it is super clear but this is a completely 2d game.
Offline TritonDreyja
« Reply #4393 - Posted 2016-06-25 20:40:46 »

Added more mobs to TF and made background tiles flip randomly so they don't look so repetitive.

Offline FabulousFellini
« Reply #4394 - Posted 2016-06-25 22:46:06 »

Finally got confirmation that I will be doing an internship (which will most likely lead to a job) at my company's web dev department.  This is great news because I've been applying for coding jobs for a while, but not having a CS degree makes it hard to get your foot in the door.  I've been learning PHP and JavaScript, and next, gotta brush up on SQL.   I've been doing these classes through CodeAcademy, and the PHP course covered up through making classes and OOP, which I'm not sure that's enough to actually run a big retail website...  The lead dev said the last two people they hired were interns who had no coding or CS experience, which I find weird, but I'm already a step above them.   I'm excited to say the least.

EDIT:  Correct me if I'm wrong, but from my PHP studies so far, except for declaring variables differently (i.e. with $), it seems like its just java embedded into HTML.  Is that correct for the most part?

-FabulousFellini
www.fabulousfellini.com
Offline ags1

JGO Kernel


Medals: 367
Projects: 7


Make code not war!


« Reply #4395 - Posted 2016-06-25 23:32:44 »

You could say that, but remember that Java is Good and PHP is Evil.

Smiley

Offline FabulousFellini
« Reply #4396 - Posted 2016-06-25 23:36:55 »

Ha why!?  That is just what they told me to learn, and when I started learning it, I was just thinking, "this is basically java (at least syntax wise)."

-FabulousFellini
www.fabulousfellini.com
Offline ags1

JGO Kernel


Medals: 367
Projects: 7


Make code not war!


« Reply #4397 - Posted 2016-06-26 00:15:21 »

PHP is evil because it was fashioned by Sauron in the black depths of Sammath Naur. It caries his evil with him and corrupts all it touches.

Java on the other hand was made by Celebrimbor the peerless Elf in Eregion, and no shadow lies on it, except perhaps for those damned closures.

Offline FabulousFellini
« Reply #4398 - Posted 2016-06-26 00:39:01 »

Yeah well Sauron's hair sucks (its too straight) and he's not as cool as Ian (the dude who plays the other guy that I share a name with) so I can see why PHP sucks as well.  But for real, is it evil?  Thanks @ags1

-FabulousFellini
www.fabulousfellini.com
Offline ags1

JGO Kernel


Medals: 367
Projects: 7


Make code not war!


« Reply #4399 - Posted 2016-06-26 01:21:13 »

I completed code to ensure referential integrity in my Vangard data files.

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...
Line 646 : L0003: Node name not in source: chickenMeat
Line 680 : L0003: Node name not in source: manFlesh
Line 681 : L0003: Node name not in source: humanBlood
Line 682 : L0003: Node name not in source: humanSkin
Found 31 errors.

Offline philfrei
« Reply #4400 - Posted 2016-06-26 02:38:38 »

There was a time when PHP had a reputation for hackability. Maybe its been addressed since and is fine now. I really don't know. But when I was looking into it, about 7 or 8 years  ago, it seemed like an awful lot of the code you had to write was explicitly protective measures such as counteracting code injection. Did that ever get fixed?

music and music apps: http://adonax.com
Offline SHC
« Reply #4401 - Posted 2016-06-26 05:30:20 »

I'm pretty much happy with PHP 7 right now as we are using it for college project. I don't know much about security as I'm a newbie in PHP. The point is that I'm happy enough with it.

Offline delt0r

JGO Wizard


Medals: 145
Exp: 18 years


Computers can do that?


« Reply #4402 - Posted 2016-06-26 23:29:21 »

In the weekend i got Droid Assault from puppy games. It is AWESOME and also rather close to what i am making. Easily their best game. And good to know it really is as much fun as i suspected. I may have lost a bit of time playing it... And always trying to capture that other droid... I got the emp one once. That didn't end well.

But sigh.. i work and work and get further and further behind! It is like a real job.

I have no special talents. I am only passionately curious.--Albert Einstein
Offline theagentd
« Reply #4403 - Posted 2016-06-27 02:30:28 »

So I finally got time to sit down and play with my GLSL preprocessor. Got quite a bit on the way, but I realized halfway through that I'll need to restructure the whole thing quite a bit. Regardless, it's gotten fairly useful already.

Set/struct definition file:
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$struct MyStruct{
   vec4 structVec;
   vec4 structVec2;
}

$struct My_Struct2{
   MyStruct struct;
   vec4 structVec;
   vec4[3] blargh;
}
/*
   Random star comment.
*/


$set MySet{
   $uniform uniformBuffer std140 {
      MyStruct myStruct;
      vec4
       testVec4;
   }
   //Comment.
   $sampler2D randomTexture;
   $subpassInput2D subpassInput;
}


Shader definition file:
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//Random comment!
$importstruct MyStruct

$importset
//Another comment in the middle of a $ command (and this comment also has a special character in it!)
/*And a star comment as well!
*/

      MySet

/**/
out vec4 fragColor;

//It really gets rid of all comments. >___>
/*
It can handle star comments now!


asdasdasd
*/


void main(){
   fragColor = uniformBuffer.myStruct.structVec + uniformBuffer.testVec4 + texture(randomTexture, vec2(0)) + subpassLoad(subpassInput);
}



This input produced the following GLSL code:
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#version 330

#define subpassLoad(x) texelFetch(x, ivec2(gl_FragCoord.xy), 0)

struct MyStruct{
    vec4 structVec;
    vec4 structVec2;
};

layout(std140) uniform uniformBuffer{
    MyStruct myStruct;
    vec4 testVec4;
} uniformBuffer;
uniform sampler2D randomTexture;
uniform sampler2D subpassInput;
 


out vec4 fragColor;



void main(){
   fragColor = uniformBuffer.myStruct.structVec + uniformBuffer.testVec4 + texture(randomTexture, vec2(0)) + subpassLoad(subpassInput);
}

It compiles! This is meant for OpenGL, emulating certain features. Descriptor sets are broken up to "free" uniform samplers and uniform buffers, subpass inputs are changed to normal textures with texelFetch() to read from them. It'll be easy to implement OpenGL ES and Vulkan support for the output writer, but I'll need to restructure the system a bit. I forgot I need to output extra info about descriptor sets and other things as well (and that Vulkan will output SPIR-V instead of GLSL). xd

EDIT: Added support for star comments (/* */)

Myomyomyo.
Offline Ecumene

JGO Kernel


Medals: 200
Projects: 4
Exp: 8 years


I did not hit her! I did not!


« Reply #4404 - Posted 2016-06-27 02:48:37 »

So I finally got time to sit down and play with my GLSL preprocessor.

When you're done, PM me a github link and I can port it to some standard text preprocessor for you, then put it in the shared code! This looks really useful, Ive always needed a better way of doing shader/client interoperability like checking for primitives and all.

Offline theagentd
« Reply #4405 - Posted 2016-06-27 04:01:38 »

So I finally got time to sit down and play with my GLSL preprocessor.

When you're done, PM me a github link and I can port it to some standard text preprocessor for you, then put it in the shared code! This looks really useful, Ive always needed a better way of doing shader/client interoperability like checking for primitives and all.
Sure, that'd be lovely! I plan on integrating the whole thing with a couple of tools to write a binary shader file (char[] of GLSL source code + info about the shader for GL, byte[] SPIR-V code + descriptor set layouts for VK), so your port probably has to be written in Java. xd

Myomyomyo.
Offline princec

« JGO Spiffy Duke »


Medals: 1127
Projects: 3
Exp: 20 years


Eh? Who? What? ... Me?


« Reply #4406 - Posted 2016-06-27 08:21:10 »

If you were shrewd you'd basically implement Unity's shader language... thereby having access to thousands of free and awesome shaders and a huge amount of amassed expertise...

Cas Smiley

Offline SHC
« Reply #4407 - Posted 2016-06-27 08:48:31 »

@theagentd You should definitely consider emitting the #line directives which allow you to get correct line numbers while debugging shaders.

Offline theagentd
« Reply #4408 - Posted 2016-06-27 12:46:48 »

If you were shrewd you'd basically implement Unity's shader language... thereby having access to thousands of free and awesome shaders and a huge amount of amassed expertise...

Cas Smiley
Well, that's why I started that discussion thread about this BEFORE I started coding it... That being said, I'm not entirely sure it'd work considering I'm aiming for emulating Vulkan's descriptor sets in OpenGL.

@theagentd You should definitely consider emitting the #line directives which allow you to get correct line numbers while debugging shaders.
That's a good idea. Hmm, it's a bit difficult though considering that $importset could be multiple lines in a different FILE... Hmm, actually the set-file structs and uniform buffers are verified completely when they're parsed into memory before compiling shaders, so the chance that there's a problem in there which passes into a shader when imported is fairly low. It might just be good enough to have it show the $importset line as the problem in those rare cases.

Myomyomyo.
Offline delt0r

JGO Wizard


Medals: 145
Exp: 18 years


Computers can do that?


« Reply #4409 - Posted 2016-06-27 23:57:05 »

I have translated some of the unity shaders in the past. It is not hard to move them over to pure opengl ones, at least these ones weren't. Often the hard part of a shader is the technique. Once you understand it, they are not such complicated pieces of code really.

I have no special talents. I am only passionately curious.--Albert Einstein
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