What I did today

Where to download source or relice?

Completed syntax highlighting for Clear:

And there’s also a lot of customization for it, so you can make nifty debug tools like this:

And as usual, the setup is easy:

Small update to road building, placing roads now sets neighbouring tiles, sometimes these neighbour tiles are in other chunks.
Quick debug test to ensure the tiles in other chunks are found correctly to ensure pathfinding will work between chunks.

Draws an “i” to show a neighbour with out a road and draws a box to show neighbour is a road.

Hi qwer555, i cant send you a private message. Captcha image and sound is broken. ::slight_smile:
Yout can contact me through twitter: https://twitter.com/BitBotzGames

I made some free time yesterday and started work on a Whitted ray tracer in pure Java. I plan to try out path tracing in the future, but first I want to at least add soft shadows, area lights, polygonal mesh rendering (with acceleration structures), and maybe a more realistic lighting model.

It currently supports spheres/planes, phong shading, reflection/refraction, and MSAA.

GitHub

(The refraction seems like it may be a little messed up, but I need to test it more).

I put together a small multilayer panning/zooming thing yesterday: https://longor.net/experiments/node-test/

  • Camera is controlled with the middle mouse-button/the wheel.
    • Hold the MMB to pan the camera around.
    • Scroll to zoom in/out, relative to cursor.
  • Only for Chrome/Firefox/Edge, not IE.
  • Doesn’t really work on mobile.
  • Just a demo, expect nothing.

Whew! I was locked out of JGO for a few days because of a weird DNS-type error. Glad to be back.

I managed to finish all of the core features for Clear and started rebuilding JDialogue (now renamed more appropriately to ClearDialogue). The program performs better and I was able to rebuild 70% of the UI within three hours due to the quality of Clear. I’m very happy with my progress. I should be able to finally finish the program for real soon and be able to add any features down the line I want. If there’s a bug, I can just squash it myself.

I’ll make a new project page for ClearDialogue when it’s done since it has so many new features already. I’ll also finally make a page for Clear as well.

And there you have it folks. ClearDialogue.

Here’s a short list of improvements this version has just by merely existing:

  • Uses the Clear backend: making the general architecture of the program much more mechanically sound than it was by using JavaFX
  • The text editing tools were made 100% by me, so it’s not only stable, but future-proof. Bugs can be fixed, new features can be added, and it’s not a pain in the ass to use. I also tried to keep performance in mind as I made it to prevent any resource leaks that are common with these things
  • The code for the pannable canvas and pannable nodes are much more clean and all use one coordinate system (versus JavaFX shoehorning in like 3)
  • The layout system has both systems for making quick grid-based layouts, but also lets you place them 100% manually if you wish. Both can be used simultaneously with no bullshit
  • All of this is open source and heavily documented for anyone to use

I’ll be making a project page for the following:

  • ClearDialogue - a lightweight API that allows for easy to manage branching game dialogue
  • ClearDialogueIDE - a user interface that lets you make branching dialogues for ClearDialogue
  • ClearVG - a graphics wrapper for NanoVG that makes it easy to make UIs for your programs. Includes a functioning TextArea with syntax highlighting, line numbers, special character support, and much more
    [li]ClearWindows - a LWJGL3 windowing wrapper using tech from NNGINE (though with some features stripped down to keep it simple). This can be used independently for quickly setting up an LWJGL3 context for any project.

This ballooned way out of control considering I just wanted to add some basic features to JDialogue originally, but here we are. This should keep me from ever having the issues that lead me here to begin with again. And maybe these tools will help some of you guys too.

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Very nice, thank you for your great contribution to the ever growing pool of well-made free open source software. :slight_smile:

Finally found some time to work on my game again over the last few days. Fixed some bugs, created a tutorial level, mainly animated and polished some enemies with Blender. After that I rendered them out as pixel art. This workflow works quite well for me, after a bit of initial setup (a blend file with the necessary camera and compositor setup to have 1bit alpha). … except for some difficulties with Blender that I’ve yet to sort out :P. Hope I’ll be able to finish it soon.

Also had a closer look at the Godot engine. It’s basically on the way to become the Blender of game engines. Very feature packed, rapid development, good community, a quite flexible concept of building games… really neat. Though it has nothing to do with Java at all :smiley:

Cheers

Implemented TAA /w Jitter. Motion vectors are used but need to be implemented as a GBuffer texture instead of calculating them in the TAA pass.

https://puu.sh/D8P1l/619931d7f6.png

Implemented a skybox object in my IDE:

(Note most of these materials are marked as highly glossy [clearcoat], most materials realistically wont be quite this… shiny).

The purpose of the brightness/power sliders are to correct for skybox textures like this:

And turn them into…

It works much like Strength/Power works in a SSAO implementation.

Sorry to double post :persecutioncomplex:

Pretty happy with the progress I made today. I threw together a simple physics application using my engine:

It’s becoming more and more usable every day!
In IDE:

Wrote a JAVA world generator tool for 7 Days to Die, as a replacement for the buildin RWG world generator. (32kb for the jar)
It offers customization options for the maps and building placement, and uses a different aproach on generating the random terrain.
(7DtD uses layered noise functions, I use prepared terrain stamps, wich are combined in a random matter by a define ruleset.).

NitroGen World Generator

Ingame it looks pretty good. Shows that alternatives to noisefunctions work well for random generated world.
There is more artistic control over the output then.

@Damocles What game is this? How do I test the map I generated :wink:
Those screenshots look really cool.

7 Days to Die.
Is available on Steam.

This tool serves as a replacement for the included world generator.

7 days to die rules. I love that game.

Today I got the last of most game mechanics (lol we shall see) to work in this pirate game I’m making, and I’m going to make a WIP thread for it tomorrow. I think its good enough, as I have the game world, a couple missions to do, weapons, good smooth movement thanks to @SkyAphid I’ll try to make a video showing everything tomorrow, and make a list of what I’ve done, and what still needs to be done. Is “The Golden Age” a good name? (I’m referring to the the golden age of pirates).

I’ve added tons of features to ClearDialogue that I wanted in JDialogue but couldn’t add because JavaFX is a massive shitfest. Check out all of the features on the git page:

I’ve also been working on adding multi-windowed program support to Clear so that I can add a input box window to ClearDialogue because TinyFileDialog’s is a total broken mess. I managed to get two windows up and running just now, I’ll do the rest tomorrow. There’s still some kinks I need to work out.

EDIT: There ya have it:

Switched over from using JBullet to using LibGDX’s Bullet (wrapper?). It’s much nicer, provides much more stable physics, and doesn’t crash with GImpact objects!

Did you try the bullet binding from lwjgl?