Fixed the JGO notification-bar… why didn’t anybody tell me it had been down for 2 weeks :emo:

What killed the white dwarfs? (Aside from the giant explosion)
Merger or extra matter? Two papers come to opposite conclusions.
Fixed the JGO notification-bar… why didn’t anybody tell me it had been down for 2 weeks :emo:
I actually noticed, and was surprised to see it working just now. >___> I’ll try to mention it next time…
You know how to reach me, feel free!
Rewrote my COLLADA library, it now reads and writes the files. Now writing a builder class to make using it a lot easier.
Offtopic: best article topic ever
Merger or extra matter? Two papers come to opposite conclusions.
I was drinking from a water bottle, and now it’s up my nose.
(the water, that is)
Fixed the JGO notification-bar… why didn’t anybody tell me it had been down for 2 weeks :emo:
FF is running so crappy on my computer, thought it’s “normal”. :
Fixed the JGO notification-bar… why didn’t anybody tell me it had been down for 2 weeks :emo:
Wait what? I can not recall it being functional in a quite a while…
Also, what basil_ says.
I’ve been thinking about reworking my window system for the sake of multiple windows lately, and I finally went and tried it out today. I create a single invisible main context which is the one that I will be drawing from. The main context is shared to all window contexts. After drawing what I want on the main context, I pass over a texture handle and x, y, width, height of the area of the texture to present to the window’s own thread, which does a glFramebufferBlit() using that texture to copy it to that window. This avoids all the stupid shared context quirks (VAOs, FBOs aren’t shared so I’d have to recreate them all on each context, it’d be a mess). I can draw in a single context and pass the result to whichever context I want to.
It turns out that to accomplish this you need to do two OpenGL context syncs, one to make sure that the main context has finished rendering the texture before the window context starts to blit it, and one afterwards to make sure that the main context doesn’t modify the texture before the window context is done blitting… EXACTLY what’d you’d have to do with semaphores if you were using Vulkan and different queues for rendering and presenting.
EDIT: OK, this was a VERY bad idea it seems. Getting random permanent drops to 30 FPS that won’t go away. Was faster to just swap contexts when presenting on the main thread.
Released an Alpha version of the game I’m working on, do try it out lads :point:
Everything’s available in my gDrive devlog so I thought it was unnecessary to create a WIP topic
My devlog for Alba, mix between a tower defence, an RPG and a puzzle game.
Hey J0, loving the game so far! The art style is wonderful and you need to keep it that way! It took a little bit of time to figure out what to do, I realized it was a tower defense and by the time I started placing things a wave started. A tutorial obviously would be extremely beneficial but would take a lot of time. I like the fact that your towers also can produce resources that you can sell to generate some more money.
Tiny tidbits of things I noticed:
Damage animation would be helpful (even just a red overlay would work) as the health bars don’t appear until you mouse over it and I have no idea if the enemies are being hurt or not.
Logs from the woodcutters seem to stay forever and keep the enemies there until a tower is in range to kill it. Maybe the logs should despawn after a while?
All in all, it’s a really good demo and I’m excited for versions to come :point:
Hey Chrislo27, thanks a lot for taking some time to try my game and for your review!! ;D
A tutorial obviously would be extremely beneficial but would take a lot of time.
I’m definitely going to add one in the final game
Damage animation would be helpful (even just a red overlay would work) as the health bars don’t appear until you mouse over it and I have no idea if the enemies are being hurt or not.
As for that, I’ll absolutely add an animation, thanks a lot!
Logs from the woodcutters seem to stay forever and keep the enemies there until a tower is in range to kill it.
That problem comes from the fact that some enemies can’t destroy logs, I’m thinking of changing that too :point:
Thanks again!!
J0
I want to test your Game too, but I get an error
Exception in thread "main" java.lang.UnsupportedClassVersionError: Alpha : Unsupported major.minor version 52.0
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(ClassLoader.java:800)
at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:142)
at java.net.URLClassLoader.defineClass(URLClassLoader.java:449)
at java.net.URLClassLoader.access$100(URLClassLoader.java:71)
at java.net.URLClassLoader$1.run(URLClassLoader.java:361)
at java.net.URLClassLoader$1.run(URLClassLoader.java:355)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(URLClassLoader.java:354)
at java.lang.ClassLoader.loadClass(ClassLoader.java:425)
at sun.misc.Launcher$AppClassLoader.loadClass(Launcher.java:308)
at java.lang.ClassLoader.loadClass(ClassLoader.java:358)
at sun.launcher.LauncherHelper.checkAndLoadMain(LauncherHelper.java:482)
@J0
The game is pretty nice! A tutorial is really needed though ???
Ingame hints that appear when you hover over the icons would be awesome!
Looks like you have poured in a lot of work, good luck!
@TGStudiosDE
You need a different JRE Version, 1.8.X_XX should work.
Some progress on the rts game im working on
(we all know that is just a lazy excuse for making yet another half-assed engine ;D)
-Made the netcode more solid
-added delta updates
-added 3d text and experimented with adding a 3d cursor
-still hoping that libgdx will one day have ready to use good lookin shadows (pppplllllllssss)
-runs on a 384kbit connection no matter how many units visible (quality decreases gradually)
-tried out packaging the JRE with it
[ img width=400 ] imageUrl [/ img ] :point:
Looks great, @VaTTeRGeR !
One minor thing: Anisotropic filtering will do wonders for your grass texture.
Thanks! It’s far from playable though ;D
@J0
The game is pretty nice! A tutorial is really needed though ???
Ingame hints that appear when you hover over the icons would be awesome!
Looks like you have poured in a lot of work, good luck!
Thanks a lot! I’ll definitely add hints ;D
@J0 Played your Game, I love the Art Style but I agree with the others, this Game needs a Tutorial
@ VaTTeRGeR Where is the Download Link to your Game ?
There is none such thing since its in the phase where I’m cranking out engine code, everything you see is to test the code that is behind the scenes.
I’ll make a topic with a download link once some gameplay is working and content is put in there!
Making (at least) another 10 or 20 vehicle models plus houses,trees and fx-stuff will take some while.
Ah Okay will testing it out when its available