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  What I did today  (Read 2645543 times)
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Offline SkyAphid
« Reply #5160 - Posted 2017-01-21 14:11:33 »



EDIT:
Also, here's this:

<a href="http://www.youtube.com/v/wxG1qz0mRV0?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/wxG1qz0mRV0?version=3&amp;hl=en_US&amp;start=</a>

it just werks
Offline 65K
« Reply #5161 - Posted 2017-01-23 18:25:27 »

Uploaded an example done by shader expert Cypherdare showing how color grading can be done in Libgdx:color grading

Lethal Running - a RPG about a deadly game show held in a futuristic dystopian society.
Offline J0
« Reply #5162 - Posted 2017-01-24 18:56:12 »

Spent some time making a few shaders for my next game:


(EDIT: if you can't see the image please refer to my next post, or go directly to imgur: here)

The blur one is a little cheap so if anyone could point me to helpful resources that would be awesome! Or if you have any other ideas of cool looking effects for a 2D strategy game please share Pointing

Btw the ninja sprites are from gameart2d

J0 Smiley

Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline Archive
« Reply #5163 - Posted 2017-01-24 19:13:44 »



Image is broken for me

Offline philfrei
« Reply #5164 - Posted 2017-01-24 19:44:01 »

Spent some time making a few shaders for my next game:



The blur one is a little cheap so if anyone could point me to helpful resources that would be awesome! Or if you have any other ideas of cool looking effects for a 2D strategy game please share Pointing

Btw the ninja sprites are from gameart2d

J0 Smiley

I'd like to do a "ripple-fade" of some sort. I think there is a JavaFX tool that lets you create a 2D map of translation values, the name is escaping me at the moment. I have yet to investigate how to animate a series of such translation values so that a "rippling" occurs. The fading part is easy, handled via an opacity property. I worry that creating a large array every animation cycle will be too costly--but probably that will be just fine and will be the way to go. Saving a cycle of several dozen might work also. I probably worry too much about using up memory.

music and music apps: http://adonax.com
Offline J0
« Reply #5165 - Posted 2017-01-24 21:55:27 »

Image is broken for me
Is this working better? Imgur instead of gDrive:
Click to Play

I just realised that for some reason my gif was appearing without JGO's gif player... persecutioncomplex

@philfrei isn't it our fate, as programmers, to worry about memory all the time? Smiley

Offline orange451

JGO Kernel


Medals: 381
Projects: 6
Exp: 7 years


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


« Reply #5166 - Posted 2017-01-25 04:34:56 »

Worked on my SSR a little bit more today.
Found some nice high-res textures to test it with Smiley



Decided to rewrite most of my engine for lwjgl3. It's almost there now.

First Recon. A java made online first person shooter!
Offline SkyAphid
« Reply #5167 - Posted 2017-01-25 17:51:10 »

Our Robot Farm trailer is finally out!!

it just werks
Offline FabulousFellini
« Reply #5168 - Posted 2017-01-25 23:17:28 »

Don't have pictures yet, but I got a plexi glass screen for my arcade cabinet and cut it, as well installed a metal screen thing to hold the marquee/hide the speakers. 

-FabulousFellini
www.fabulousfellini.com
Offline kevglass

« JGO Spiffy Duke »


Medals: 319
Projects: 25
Exp: 22 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #5169 - Posted 2017-01-26 09:15:53 »

Bit more progress from me over the last couple of days:



And a you tube run through:

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

Cheers,

Kev

Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline orange451

JGO Kernel


Medals: 381
Projects: 6
Exp: 7 years


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


« Reply #5170 - Posted 2017-01-27 01:36:11 »

Nearly done with the rendering functionality for my lwjgl3 engine Smiley


First Recon. A java made online first person shooter!
Offline ShadedVertex
« Reply #5171 - Posted 2017-01-27 13:16:58 »

Nearly done with the rendering functionality for my lwjgl3 engine Smiley

Looks great Smiley

Is your anti-aliasing on, though? And is it just me, or is there a really small white halo around your objects?
Offline orange451

JGO Kernel


Medals: 381
Projects: 6
Exp: 7 years


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


« Reply #5172 - Posted 2017-01-27 14:24:03 »

Havent written an AA shader yet. It's on the list Smiley

The white halo is just a little bit of rim lighting.

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

« JGO Bitwise Duke »


Medals: 418
Exp: 13 years



« Reply #5173 - Posted 2017-01-28 19:13:28 »

thats 2.5D ? .. was actually about to ask how much code that cube took.
Offline theagentd
« Reply #5174 - Posted 2017-01-28 19:15:10 »

I present to you a cube made with Vulkan.



( made with Unity 5.6 beta  Roll Eyes )
Cheating! Here I am still trying to get a solid swapchain system working...

Myomyomyo.
Offline J0
« Reply #5175 - Posted 2017-01-28 19:26:53 »

What's the point of Vulkan if it really is that hard to get anything out of it?

My Games Programming tutor mentioned some 4th year students were making their project using Vulkan

Offline SHC
« Reply #5176 - Posted 2017-01-28 19:44:41 »

Just got an idea to generate a polygon from an image, and started to code it out. There are a few imperfections, but it is looking out nice!

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Polygon polygon = new Polygon();

List<Vector2> vertices = new ArrayList<>();
Color pixelOut = Color.REUSABLE_STACK.pop();

// Start scanning the image from left to right, and then from top to bottom
for (int y = 0; y < image.getHeight(); y++)
{
    boolean found = false;

    for (int x = 0; x < image.getWidth(); x++)
    {
        image.getPixel(x, y, pixelOut);

        // Add the first non-transparent pixel
        if (!found && pixelOut.a != 0)
        {
            vertices.add(new Vector2(x, y));
            found = true;
        }
        // Add the last non-transparent pixel
        else if (found && pixelOut.a == 0)
        {
            vertices.add(new Vector2(x - 1, y));
            found = false;
        }
    }
}

// We got the vertices that surround the image, but they are in scanned order.
// Sort them into clock-wise order
Vector2 imgCenter = Vector2.REUSABLE_STACK.pop().set(image.getWidth() / 2f, image.getHeight() / 2f);
Collections.sort(vertices, (v1, v2) -> (int) (v1.angle(imgCenter)) - (int) (v2.angle(imgCenter)));

And it looks like this in action!



Looking cool! This is very inefficient however, generated 880 vertices for this simple tree image. I'm now going to try creating a convex hull over this concave polygon.

Offline theagentd
« Reply #5177 - Posted 2017-01-28 20:46:17 »

What's the point of Vulkan if it really is that hard to get anything out of it?

My Games Programming tutor mentioned some 4th year students were making their project using Vulkan
It's not hard to get "anything" out of it. I already have gotten *something* out of it. The reason I'm stuck is because I'm trying to design a swapchain manager that works with a dedicated GLFW thread and dedicated Vulkan thread. The swapchain feature of Vulkan is actually really powerful. In OpenGL you just have the default framebuffer (FBO 0) which you can bind to render to the main screen. This framebuffer is in turn backed by (usually) 2-3 different images to achieve standard double/triple buffering, but these images are hidden and can only be rendered to.

In Vulkan, you create a swapchain which in turn creates the images for you, but the key here is that you actually get access to the actual images. You can use them as compute shader write-only textures, write to them from the CPU (nice for software rendering/emulation!), copy to and from them, even use them as textures if you're feeling nuts. If you want to render to them, you need to bind them to a framebuffer manually. The cool thing about this is that we can even gain a bit of extra performance here by being able to exactly control what happens with the images.

Some hardware requires images to be converted to specific layouts for different usages. They may use different layouts for render targets, for textures and for presenting to the screen. In OpenGL, the driver has to guess what you're trying to do and do these layout transitions implicitly. In Vulkan, you just tell it exactly what to do, which means that you can save a lot of work there. For example, after presenting an image you can skip the layout transition if you know you'll always clear/overwrite the old contents. Also, with the fancy render pass system in Vulkan, this means that you can include the copy to the screen as a subpass, which can help improve performance, especially on mobile/tiled GPUs.

Myomyomyo.
Offline basil_

« JGO Bitwise Duke »


Medals: 418
Exp: 13 years



« Reply #5178 - Posted 2017-01-28 22:01:37 »

mysterious fbo zero. like texture zero, what the hell?
Offline Ecumene

JGO Kernel


Medals: 197
Projects: 4
Exp: 8 years


I did not hit her! I did not!


« Reply #5179 - Posted 2017-01-30 20:50:36 »



Some progress on my multiplayer game!

4 Clients connected via kryonet
- Each client has physics object in the server's Jbullet world (and its own)
- All clients have their own dynamics worlds
- All physics objects are instanced by the server to the client using UUIDs generates server side
- If the client finds a new UUID in the batch, it constructs a new container for that info which acts as an address to update it later
- Player input is sent to the server using 2 bytes for keyboard input (right, left..) rotation is sent in a quaternion of 4 shorts (tracking it server side wouldn't make sense Grin)
- Teacup is constructed using an OBJ model, and its physics model is made using triangles (Its pretty slow to construct but ok when its ran)

I tested this over the internet with a friend of mine and it works very well too

Offline ags1

JGO Kernel


Medals: 367
Projects: 7


Make code not war!


« Reply #5180 - Posted 2017-01-30 22:18:34 »

Registered my new website: beyondproxima.com.

Offline Aalhex
« Reply #5181 - Posted 2017-01-31 20:07:10 »

Signed up to JGO... again. I lost all of my credentials as pretty usual. This time I’ve actually taken the time to write everything down nicely on a good old post-it!

I’ve been here before. It feels good to recognize almost everybody here with the exception of nobody recognizing me! Appreciation given to anyone who can figure out who I really am. Cool

It’s probably not too easy of a task considering I never got to be one of the cool kids. Sad But things are bound to change—you shall all obey! ... some day

Oh—and I’ve listened to Cat Stevens a whole lot whilst game devv... (am I missing a v?) ...vving!

It is I, Alexander from the Junivörs.
Offline J0
« Reply #5182 - Posted 2017-01-31 21:49:25 »

Are you Alexander from the Junivörs.

Offline FabulousFellini
« Reply #5183 - Posted 2017-01-31 21:53:08 »

Are you Alexander from the Junivörs.

I'll bet on that.

-FabulousFellini
www.fabulousfellini.com
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 #5184 - Posted 2017-02-01 05:03:01 »

I took a break from developing my game engine and I finished a song I've been working on for a while Smiley
https://soundcloud.com/coldstream24/dreams-of-empty-skies

Do any of you produce music?

My website: http://www.onedropgames.com/
My soundcloud: http://www.soundcloud.com/coldstream24
Creator of the Morningside Engine, co-founder of Onedrop Games.
Offline Archive
« Reply #5185 - Posted 2017-02-01 06:35:17 »

I took a break from developing my game engine and I finished a song I've been working on for a while Smiley
https://soundcloud.com/coldstream24/dreams-of-empty-skies

Do any of you produce music?
Yeah I do but I don't put them on the internet

Offline philfrei
« Reply #5186 - Posted 2017-02-01 08:10:56 »

I’ve been here before. It feels good to recognize almost everybody here with the exception of nobody recognizing me! Appreciation given to anyone who can figure out who I really am. Cool

My guesses are as follows:
97% confidence: Icecore (clues: Swedish connection, lots of emoticons, Icecore has not posted since Nov or so)
2% confidence: Huh
1% confidence: Notch impersonating Icecore.

Quote
Do any of you produce music?
Yes. But lately I've gotten more interested in using Java to generate music.
Nice cue, btw.

music and music apps: http://adonax.com
Offline cylab

JGO Kernel


Medals: 180



« Reply #5187 - Posted 2017-02-01 08:35:37 »

I took a break from developing my game engine and I finished a song I've been working on for a while Smiley
https://soundcloud.com/coldstream24/dreams-of-empty-skies

Do any of you produce music?
Yes, was doing some Renoise stuff (Tracker) in the past, but nothing public. Then bought a Novation Circuit to jam with my friends (https://youtu.be/5MhOYv-ymYU) and recently bought myself a present in form of an Ableton Push 2.

Mathias - I Know What [you] Did Last Summer!
Offline Aalhex
« Reply #5188 - Posted 2017-02-01 15:58:32 »

Quote from: philfrei
2% confidence: Huh

That right there’s definitely me! Pointing

It is I, Alexander from the Junivörs.
Offline basil_

« JGO Bitwise Duke »


Medals: 418
Exp: 13 years



« Reply #5189 - Posted 2017-02-01 18:24:35 »

i had a twist on PBR + rendering to cubemaps to keep the background in sync.

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