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  What I did today  (Read 3548324 times)
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Offline Slyth2727
« Reply #4530 - Posted 2016-07-26 03:37:29 »

QFT, at the NZ kiwi jam we just had that argument with a few of the people there. They still think C/C++ is a good idea. I am sure there is some case somewhere where is could be. But not for games IMO. Really not for games. The performance thing doesn't even hold water with just how bloody fast even our phones are now.

What language do you suggest then? Practically every modern engine is written in C++ and while I'm not 'devoted' to the language, I respect it.
Offline delt0r

JGO Wizard


Medals: 145
Exp: 18 years


Computers can do that?


« Reply #4531 - Posted 2016-07-26 04:34:25 »


What language do you suggest then? Practically every modern engine is written in C++ and while I'm not 'devoted' to the language, I respect it.
C#, java, Lua (sort of). anything with managed memory, the myrid range of scripting langs. Yep even java script before C++. C++ is even worse than not managed, it is a very hard language to write fast code in. And even harder to write multi threaded code in. I have done it, and can be done. But at huge upfront dev cost. But i will say nothing more as this will just descend into another religious language flame war. You use whatever you want. Just don't forget all those C++ games that have horrendous performance problems.... Just because everyone does it. Doesn't make it a good idea.

I have no special talents. I am only passionately curious.--Albert Einstein
Offline Slyth2727
« Reply #4532 - Posted 2016-07-26 04:57:23 »

C#, java, Lua (sort of). anything with managed memory, the myrid range of scripting langs. Yep even java script before C++. C++ is even worse than not managed, it is a very hard language to write fast code in. And even harder to write multi threaded code in. I have done it, and can be done. But at huge upfront dev cost. But i will say nothing more as this will just descend into another religious language flame war. You use whatever you want. Just don't forget all those C++ games that have horrendous performance problems.... Just because everyone does it. Doesn't make it a good idea.

Ah I get where you're coming from. And I'd hope we're mature enough here to not descend to that level. Good points! However I think it's a bit much to say all the games have horrendous performance issues. I think no matter what language a game is written in it has the potential to have terrible performance; it's more reflective of the programmer rather than the language. However you obviously have much more experience than I do, so I'll take your word for it. But you're right, let's not get into this. I'm sure the two of us could have a perfectly civil conversation, but we're on a public board.
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline Archive
« Reply #4533 - Posted 2016-07-26 06:35:09 »

Added sphere mapping

(looks better without the terrible frame rate of gifs)
Click to Play


ALSO added BSP tree collision and I made it so that you slide across planes rather than 'sticking' to them

Offline Longor1996

JGO Wizard


Medals: 116
Projects: 2
Exp: 8 years


The cake is probably a lie.


« Reply #4534 - Posted 2016-07-26 11:52:18 »

-snip-

Awesome; question:
Will you open source your renderer someday in the future?

The cake is probably a lie... but it's a delicious lie!
Offline Archive
« Reply #4535 - Posted 2016-07-26 15:08:14 »

Yes. Someday

Offline TritonDreyja
« Reply #4536 - Posted 2016-07-26 19:28:43 »

Got back from my trip yesterday and rested up.

Now that I'm back though, work on TF continues and one of the first
things that needed to be done was make the people wear varied pants, so I did that today.



Pretty damn satisfied with these results.
Offline Kefwar
« Reply #4537 - Posted 2016-07-26 20:51:40 »

This is not a "What I did today", but more like a "What has more information released today". Since some people seemed interested in the Ambilight LED strip I showed some time ago, I'll just drop this here:
LedController project
If you were not interested, just ignore the post persecutioncomplex

Offline Slyth2727
« Reply #4538 - Posted 2016-07-27 00:18:01 »

Finally got my 3rd 8 second solve. Heading out to the US cubing nationals in a couple days! I'll be competing in 3x3, 3x3 one hand, 2x2, and 5x5. Should be a blast. Also about to start my senior year of high school. It's been a long time coming.
Offline ags1

JGO Kernel


Medals: 367
Projects: 7


Make code not war!


« Reply #4539 - Posted 2016-07-27 23:10:25 »

There are a few bugs, but I have been successfully using my new GUI to cause the player entity (currently a smith) to make picks, shovels and axes. So that's another step in the long process of the gamification of Vangard.

Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline matt_p
« Reply #4540 - Posted 2016-07-28 12:26:59 »

I had the idea to replace all reading and writing to the filesystm in my codebase to use a generic, abstract DataProvider instead. It was quite interesting to do and it also works as intended now Smiley

Now everything is loaded via this selfmade abstract DataProvider which already has 3 implementations:
- MemoryDataProvider (read and write directly into RAM; you can bulk import files from filesystem, load a ZipFile or just instanciate it empty; generally used for tests)
- FileDataProvider (so normal File IO behavior here)
- ZipDataProvider (as the name says, reading from ZipFiles; writing is not supported)
- I'm planning to make a DataProvider that uses my REST client to load the data from a REST service in the near future

This whole concept is like java.nio.FileSystems' little brother - but since it has to work on Android too I had to do this myself.
Since I use TinySound on PC side I had to change a bit of its source to be able to load from InputStream data instead of an URL...
Offline TritonDreyja
« Reply #4541 - Posted 2016-07-29 03:35:35 »

After about 9 hours of headaches these past 2 days, shaders are useable in this game and I have began to experiment with them.



This specific water shader is a bit buggy as you will see in the bottom left, but I am happy that I finally got around to learning basic GLSL because I have been wanting to use this in projects I've had way back before TF but just couldn't learn how to do it at all.

Offline Kailoss
« Reply #4542 - Posted 2016-07-29 04:37:23 »

What I did today... Passed that crazy anti-bot quiz with the Albert Einstein question, thought I was a goner for sure when I saw the second question... Not going to spoil the answer though.

Had a look through some of the old posts in this thread, saw GXSCC, and installed it. 8-Bit version of Dust in the Wind is amazing.

Also created my very first glfw window today! My first day playing with java so even just an empty window is pretty exciting!  Grin

I know enough to know that I don't know enough, but I'm learning.
Offline Hydroque

JGO Coder


Medals: 25
Exp: 5 years


I'm always inspiring a good time.


« Reply #4543 - Posted 2016-07-29 05:42:38 »

Happy 1m views btw

You think I haven't been monitoring the chat? http://pastebin.java-gaming.org/c47d35366491fHere is a compilation <3
Offline ShadedVertex
« Reply #4544 - Posted 2016-07-29 08:07:37 »

Happy 1m views btw

Thanks, on behalf of BurntPizza Smiley I just noticed that. Happy 1m views, WIDT!
Offline ags1

JGO Kernel


Medals: 367
Projects: 7


Make code not war!


« Reply #4545 - Posted 2016-07-29 13:16:42 »

Discovered that SkyBox Studios have re-released Age of Mythology on Steam with new DLC.

This changes everything.

Offline h.pernpeintner

JGO Ninja


Medals: 107



« Reply #4546 - Posted 2016-07-29 19:28:56 »

Finally integrated instanced rendering properly in my engine Smiley 8000 sponza plant tubs randomly jittered, everyone's daily usecase in rendering, i guess.

Offline Kailoss
« Reply #4547 - Posted 2016-07-29 22:46:19 »

Today I almost sent a private message here on JGO, but my evil plot was foiled by a broken captcha. Received some help on the IRC and now I'm back here, in what is quickly becoming my favourite thread. Smiley



Listening to the letters doesn't work either.

I know enough to know that I don't know enough, but I'm learning.
Offline Archive
« Reply #4548 - Posted 2016-07-30 04:19:56 »

Today I found out that the BSP tree I implemented does not actually speed up my rendering since I had already eliminated pixel overdraw before I implemented the tree.

On a happier note, I made the lightmaps support attenuation Smiley (shadows coming soon)


Offline Spasi
« Reply #4549 - Posted 2016-07-30 16:33:37 »

Finished packing for JCrete 2016. Super-excited, been a Java developer for 16 years and this is my first Java (un)conference. Actually, first work-related conference of any kind.

If there's interest, I'll try to do a session on LWJGL (and maybe Kotlin). Will post again if a live stream is available.
Offline SHC
« Reply #4550 - Posted 2016-07-30 18:06:11 »

Finished packing for JCrete 2016. Super-excited, been a Java developer for 16 years and this is my first Java (un)conference. Actually, first work-related conference of any kind.

If there's interest, I'll try to do a session on LWJGL (and maybe Kotlin). Will post again if a live stream is available.

I hope for a session on LWJGL. Congratulations spasi, hope you enjoy the trip.

Offline CoDi^R
« Reply #4551 - Posted 2016-07-31 00:01:48 »

For the last few nights I'm trying to get familiar with the Vulkan API, which means I'm working through https://vulkan-tutorial.com/, using lwjgl3-demos as an example and reference.

I'm close to 1.000 lines of Java code and still nothing shown on the screen. They really mean business!

On the bright side, working with the LWJGL3 Vulkan bindings is nice. And a big thanks to Spasi & friends for MemoryStack. It really helps keeping the code both clean and free of off-heap leaks. Pointing

Robotality - steamworks4j - @code_disaster - codi^r @ #java-gaming
Offline Archive
« Reply #4552 - Posted 2016-07-31 00:03:51 »

After a nasty rendering pipeline rewrite, I've added double texturing so you can put a second texture on top of another texture and make it either add to the original pixel's value or multiply to it (modulate / decal in opengl)

This car is using a sphere env map along with its original texture to create a stunning (imo) render of a shiny car in real time

Offline Slyth2727
« Reply #4553 - Posted 2016-07-31 00:14:20 »

Ok so I bombed my 3x3 one handed and 2x2 events.. not even gonna post the averages, they're that embarrassing. However I did do decent in 5x5 and I'm not disappointed with 3x3. Got a 13 second average (compared to my regular 10-11 at home) so it's not horrible. Probably not going to round 2. US Nationals was fun though! Got to meet a lot of really interesting people.

I'm also about half way finished porting my 8080 emulator to C. I'm doing this because I have to be able to use unsigned types and Java doesn't really support that. I mean I can do a (a_var & 0xFF) mask but that's a pain in the ass to keep track of. Plus coding it in C is a bit more of a challenge.
Offline Archive
« Reply #4554 - Posted 2016-08-01 00:50:13 »

What!?? Phong shading in a real time software renderer??!


Offline SHC
« Reply #4555 - Posted 2016-08-01 13:51:13 »

I learned to animate using skeleton in blender, now time to learn how to properly apply the weights.

Click to Play


This is really easy, more easy than I thought. Now also time to learn the formats and playing it in OpenGL. Anyone have an idea to import without knowing the maximum number of bones in shader?

Offline ags1

JGO Kernel


Medals: 367
Projects: 7


Make code not war!


« Reply #4556 - Posted 2016-08-01 14:07:24 »

What!?? Phong shading in a real time software renderer??!

How much CPU is this thing using?

Offline Archive
« Reply #4557 - Posted 2016-08-01 15:35:19 »

What!?? Phong shading in a real time software renderer??!

How much CPU is this thing using?
Plenty Wink (honestly I dont know)

EDIT: August 2, 2016
Does anyone find this scene familiar? Wink
(added bilinear texture filtering and fixed up a bug in texture mapping)

Offline ags1

JGO Kernel


Medals: 367
Projects: 7


Make code not war!


« Reply #4558 - Posted 2016-08-02 21:43:51 »

You have a very pretty renderer there.

I completely changed the way I handled items and inventories in Vangard, and after a week of work the game compiled and ran without crashing yesterday. Since then I have been on a bug hunt, only a few more nasties to go.

Offline ra4king

JGO Kernel


Medals: 508
Projects: 3
Exp: 5 years


I'm the King!


« Reply #4559 - Posted 2016-08-03 09:27:06 »

I did very well on my interviews for full time conversion with Google today! I hope I get a full time offer!

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