• What are you working on? January 2012
    3,401 replies, posted
[QUOTE=calzoneman;34277991]Has anyone here ever used Slick for Java game development? I'm looking for an alternative to straight JOGL and this looks like a decent library. Inb4 flood of people hating on Java and to you I say: I'm aware of its limitations, I'm aware of alternative languages, and I have my reasons for needing to use Java.[/QUOTE] [URL="http://lwjgl.org/"]LWJGL[/URL]
[QUOTE=supersnail11;34278847]That's a 3d primitive.[/QUOTE] Doesn't matter, in fact 2d sprites are normally no different - they're just rendered as quads in 3D space. [editline]18th January 2012[/editline] Trying to get GWEN to work with SFML 1.6 :pwn: I've done it before but now I'm having tons of linker problems
[QUOTE=Topgamer7;34279002][URL="http://lwjgl.org/"]LWJGL[/URL][/QUOTE] I'm not going to use any 3D and I'm primarily blitting images and text rather than primitives. Is this still the best way to go? Coming from C++/SFML I'm having trouble finding a library that isn't slow as fuck without learning OpenGL. [editline]18 January 2012[/editline] I'm not trying to shoot down suggestions, I'm new to Graphics in Java and I'm legitimately confused on where to go. Any advice on what's overkill and what's too slow for rendering a decent amount of images is appreciated
Real time ray casting with semi-fps camera: [url]http://glsl.heroku.com/e#1187.40[/url] [thumb]http://i.imgur.com/r6hqG.png[/thumb] Sondre99v is implementing a new algorithm now that will hopefully remove the artifacts.
[QUOTE=Matte;34279980]Real time ray casting with semi-fps camera: [url]http://glsl.heroku.com/e#1187.40[/url] [IMG]http://i.imgur.com/r6hqG.png[/IMG] Sondre99v is implementing a new algorithm now that will hopefully remove the artifacts.[/QUOTE] And speed the shit up like hell! Don't forget that!
[img]http://i.imgur.com/BltjJ.png[/img] Wire sending/receiving works!
[QUOTE=sondre99v;34279999]And speed the shit up like hell! Don't forget that![/QUOTE] Hopefully fixing terrain generation as well? :v: [IMG]http://i42.tinypic.com/2u77kug.png[/IMG] Seriously though, looks awesome!
[QUOTE=ief014;34280101][img]http://i.imgur.com/BltjJ.png[/img] Wire sending/receiving works![/QUOTE] It's hardly anything worth noting, but the inconsistency between functions starting with lower or upper case irks me. Also perhaps renaming InputValue to getInputValue would make the method more transparent.
[QUOTE=Ziks;34280346]It's hardly anything worth noting, but the inconsistency between functions starting with lower or upper case irks me. Also perhaps renaming InputValue to getInputValue would make the method more transparent.[/QUOTE] Events start with "on" Functions start with a capital Maybe I'm just weird
It's probably just me. I tend to use CapitalFirst for public interfacing things (both methods and fields) and lowerCaseStart for local or private stuff.
I usually do lowerCaseThanUpper for every function and then onEventTriggered for events.
I usually do lowerCamelCase or whatever it's called for methods and global functions, ThisStyle for static methods. In relevant languages. [editline]19th January 2012[/editline] Also, onWhatEver is the only proper way to do events
At least we can probably agree that Form1_Clicked() is the worst
[QUOTE=Ziks;34280525]It's probably just me. I tend to use CapitalFirst for public interfacing things (both methods and fields) and lowerCaseStart for local or private stuff.[/QUOTE] Used to do that. Then FxCop complained that functions should start with upper case regardless of their visibility.
I use FunctionName in C/C++, functionName in Java, STATICVARIABLE in all languages and onEventTriggered. (this might be just me, though)
STATICVARIABLE? All-caps is usually taken to mean constant by like, everyone.
[QUOTE=Ziks;34280792]At least we can probably agree that Form1_Clicked() is the worst[/QUOTE] Not sure if this is what you mean but I usually do section_Function() for section specific stuff ( IE menu_Pressed, game_Paused ) and lowerCapital for global functions.
[QUOTE=supersnail11;34280662]I usually do lowerCaseThanUpper for every function and then onEventTriggered for events.[/QUOTE] That's what I do too.
Derail: successful
In C I always use all lowercase and I try to avoid underscores, and I use all caps for #defines and such.
[QUOTE=esalaka;34281164]STATICVARIABLE? All-caps is usually taken to mean constant by like, everyone.[/QUOTE] That might be, but in Java all (or most) public/static variables are in all-caps.
[QUOTE=Octave;34281266]In C I always use all lowercase and I try to avoid underscores, and I use all caps for #defines and such.[/QUOTE] This is what I do, except I use underscores for longer names. Also for prefixes. i.e. [cpp]typedef vec3 { float x, y, z; } vec3_t; void vec3_add(vec3_t *dst, vec3_t *s1, vec3_t *s2); void vec3_sub(vec3_t *dst, vec3_t *s1, vec3_t *s2); void vec3_dot(vec3_t *dst, vec3_t *s1, vec3_t *s2); /* etc. */ [/cpp]
Finally! We made it run smooth and lag- and artifactfree :v: [thumb]http://i39.tinypic.com/29wnuza.png[/thumb] With landscape: [thumb]http://i.imgur.com/hu3jA.png[/thumb]
[QUOTE=calzoneman;34280102]Hopefully fixing terrain generation as well? :v: [IMG]http://i42.tinypic.com/2u77kug.png[/IMG] Seriously though, looks awesome![/QUOTE] That is just cosinus interpolation of some random values, not our landscape generator. Our landscape won't even be generated by the GPU.
[QUOTE=LarsHelo;34281303]That might be, but in Java all (or most) public/static variables are in all-caps.[/QUOTE] public static constants are.
Hierarchical orbits. [img]http://www.tinygif.net/pictures/2286635894f174ec766f80.gif[/img]
And again! [img]http://i.imgur.com/UgyKq.png[/img]
[img]http://img543.imageshack.us/img543/1746/tempgx.png[/img] Working on a program to turn your hard drive into a virtual city. Note, this is my 32Gb Pendrive.
[QUOTE=Loli;34281908][img]http://img543.imageshack.us/img543/1746/tempgx.png[/img] Working on a program to turn your hard drive into a virtual city. Note, this is my 32Gb Pendrive.[/QUOTE] I think the red light district would be quite large in mine.
[QUOTE=sondre99v;34281639]Finally! We made it run smooth and lag- and artifactfree :v: [thumb]http://i39.tinypic.com/29wnuza.png[/thumb] With landscape: [thumb]http://i.imgur.com/hu3jA.png[/thumb][/QUOTE] I don't understand how you're going to base everything on shader rendering. It doesn't sound practical to me, but I don't know diddly shit about what you're doing so I won't say much. I would assume there is a reason why everything just uses standard 3D primitives otherwise we probably would have heard more about this sort of technique outside of your project. This also runs terribly on my system, but it is WebGL, so perhaps that could also play a factor? I'm just spewing thoughts here, maybe they're shit, but I simply don't get how you're going to do everything within a shader. Could someone explain this to my feeble brain?
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