What I did today

I created an extension to TWL for LWJGL3:

I had to pull out the LWJGL2 code into its own library as well.

How incredible that this book is freely available. I notice that it doesn’t have a listed author, strange. Open source is incredible.
I’d like to ask the author about their experiences using GitBook.
If Wikipedia were not invented yet and someone thought of making it, I wonder if they would use Git rather than develop its current system again from scratch.
In my limited experience, Git appears very efficient, fully undo-able and fine for even small updates on very large projects.

Well I started by simply looking up freelance programming forums, there are lots of forums that provide spaces for you to either apply for a one time job or list yourself and your skills as available. I can’t say I use any particular one, honestly just look up freelance programming on google and you’ll find plenty of sites, subreddits, and forums for it. It also depends on your skillset and what you want to do.

Not strictly relevant to the forum, but I made this in Unity yesterday.

https://puu.sh/rw4uK/c6fea685e3.jpg

EDIT: Added sparkles

Fixed a bug in my animation system today. Makes transitions between animations much smoother.

The author is Antonio HernĆ”ndez Bejarano. That detail hard to find from the front page but it is there. There’s also a discussions link on the front page which you could presumably contact the author through. That link is on this page: https://www.gitbook.com/book/lwjglgamedev/3d-game-development-with-lwjgl/details

I agree about the book being incredible - Antonio has written a LOT of stuff, patiently building on basic ideas and always having something that renders at each step. Coming from an OGL v1-2 level, I’ve found it very easy to follow. I assume it would be good a complete newb also as it’s very incremental - no big leaps. AND the code is all available on Git also.

Sweet! Is that software or GPU skinning?

GPU. It’s part of my game engine. You can play it in the WIP section :slight_smile:

Was messing around with my rendering code and ended up doing THIS to my game! Do you guys like it?? Should I keep it?? ;D

http://www.questica.net/Images/DevLogs/full3d.gif

WOW! I’m speachless!

And what did I do? Yeah… made it possible to have locked equipment (e.g. a spell disallows you to unequip your gear)… :clue:

No, throw it away.

Jokes aside it’s AWESOME omg

That’s very nice.

Cas :slight_smile:

No - trow it away )
Even Diablo 3 don’t have rotate )
Its looks cool, but hard to use by players + create Motion sickness
(in top down - isometric style game)

but its ok for cinematics =)
+you can try keep it for gameplay - like nice looking fresh idea)

While Icecore’s comment could perhaps come off in a less than constructive manner, it is very much worth noting that just because you have found an awesome effect (and you, for sure, have) that you shouldn’t just toss it in the game. Something that has that much ā€œpopā€ and/or ā€œwow factorā€ is best used rarely, in certain moments that will elevate the player’s experience with your game. If you give the player control of it, it will ā€œnormaliseā€ the effect to the point that the player no longer finds it satisfying, whereas if you tie it with some form of already satisfying mechanic, it will enrich both the effect and the mechanic.

Good Luck :slight_smile:

What does it look like if you rotate it to always face the player’s back (like a third-person 3D but in 2D)? Come to think of it, I don’t think I ever came across a 2D game working like that…

Thanks for the crazy response guys ;D

What I think we’ve decided is to limit it to the 4 cardinal viewing angles, with a quick camera swish when switching between them. We might also throw in the 4 isometric angles if people like viewing the game like that. We are going to try and keep it generally 2d to keep with the style we’ve had.

I do also really want to add in a ā€œcinematic modeā€ where the camera will slowly rotate while following a group of people for awesome trailers and so players can make small movies (like in the good old days of machinima)! 8)

(and to address J0’s concern, the angle of animation a creature draws will be based on the direction the character is walking in respect to the camera, so it should all look like a normal 2d adventure game from any angle)

Finally finished a tutorial video on jni it has taken all week to make even though it is only about 20 mins long. It seems video making is an iterative process as much as programming.

Today I came back to visit the forum that got me started with game development and programming in general, all that time ago in 2014! ;D

This forum helped me get my first developer job, just over a year ago now! If I can do it, you can do it! Keep coding :point:

Been writing a blender exporter to support my games model format.

I hope to never come back to python once I’m done with this.

Yeah, I don’t really like Python either :stuck_out_tongue: Especially how the Python for loops are actually for-each loops.

Also, is this as far as you’re gonna go in your game engine, graphics-wise? I mean, it looks stunning as it is, but I’d love to see a Java game engine with graphical capabilities that rival that of Unreal and CryEngine :stuck_out_tongue: