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my java slick2d based game framework new youtube tutorials

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    • By Alexander Winter
      Jumpaï is a game about creating platformer levels and playing them online with everyone. Will you become the most popular level maker or will you be a speedrunner holding world records on everyone's levels? More into casual play? No problem! You can happily play through the giant level database or chill at people's hub. Meet new people, make new friends, learn to master the game by asking pros or ask for people's favorite tricks on level making. Download here: https://jumpai.itch.io/jumpai Discord: https://discord.gg/dwRTNCG   Trailer:      (The following screenshots are older but still a bit representative)  





      Unlike other games of its genre, Jumpaï is about playing levels with everyone in real time. You have the fun to see how other people are playing and get to realize you are not the only one failing that jump!

      The game is currently into development and still have lots to do. I am looking for people willing to help how they can. Developer? Graphist? Play tester? Sound designer? Game designer? I'm welcoming any talent. The project is so big I have a lot of work to do in all areas. Server backend, UI/UX, Game networking, Gameplay and even the website some day. As you can see from the default buttons, the game has been made with LibGDX. This project is a perfect opportunity for you to get better in various fields as well as showing off your skills.

      If you plan to take an important role into the development of the game, we will discuss how you will get paid once the game generates money. Note that I'm not working on the game full-time. I'm studying full-time and working on it is a hobby. The project has started in november 2016 and experiences heavy progress.

      So, are you interested? If so join me on my discord https://discord.gg/dwRTNCG and I'll answer all your questions.

      Additionnal screenshots:
       



       
    • By Coa
      Hello! I’m a programmer from Denmark currently putting together a team of amateurs to help develop my current project. It is a war simulation game, HOWEVER, it is not like anything else currently on the market. If you would like to hear more about my project, message me on discord, or if you would like to join,  do the same.
      You do not need to be a professional, as this is solely a learning experience for everyone involved.
      The positions I am seeking go as follows:
      - 3D Modeler
      - 2D Artist
      - Musical Composer
      - Game Designer
      - Level Designer
       
      Discord: Coa#0698
    • By Psychopathetica
      Not long ago, I create a nice OBJ loader that loads 3D Studio Max files. Only problem is, is that although it works and works great, I wasn't using Vertex Buffers. Now that I applied Vertex Buffers, it seems to only use the first color of the texture and spread it all across the poiygon. I examined my code over and over again, and the Vertex Buffer code is correct. But when I comment out all of my vertex buffer code, it works as intended. I practically given up on fixing it on my own, so hopefully you guys will be able to figure out what is wrong.
      public static final int BYTES_PER_FLOAT = 4; public static final int POSITION_COMPONENT_COUNT_3D = 4; public static final int COLOR_COMPONENT_COUNT = 4; public static final int TEXTURE_COORDINATES_COMPONENT_COUNT = 2; public static final int NORMAL_COMPONENT_COUNT = 3; public static final int POSITION_COMPONENT_STRIDE_2D = POSITION_COMPONENT_COUNT_2D * BYTES_PER_FLOAT; public static final int POSITION_COMPONENT_STRIDE_3D = POSITION_COMPONENT_COUNT_3D * BYTES_PER_FLOAT; public static final int COLOR_COMPONENT_STRIDE = COLOR_COMPONENT_COUNT * BYTES_PER_FLOAT; public static final int TEXTURE_COORDINATE_COMPONENT_STRIDE = TEXTURE_COORDINATES_COMPONENT_COUNT * BYTES_PER_FLOAT; public static final int NORMAL_COMPONENT_STRIDE = NORMAL_COMPONENT_COUNT * BYTES_PER_FLOAT; int loadFile() { ArrayList<Vertex3D> tempVertexArrayList = new ArrayList<Vertex3D>(); ArrayList<TextureCoord2D> tempTextureCoordArrayList = new ArrayList<TextureCoord2D>(); ArrayList<Vector3D> tempNormalArrayList = new ArrayList<Vector3D>(); ArrayList<Face3D> tempFaceArrayList = new ArrayList<Face3D>(); StringBuilder body = new StringBuilder(); try { InputStream inputStream = context.getResources().openRawResource(resourceID); InputStreamReader inputStreamReader = new InputStreamReader(inputStream); BufferedReader bufferedReader = new BufferedReader(inputStreamReader); String nextLine; String subString; String[] stringArray; String[] stringArray2; int[] indexNumberList = new int[3]; int[] textureCoordNumberList = new int[3]; int[] normalNumberList = new int[3]; int i = 0; int j = 0; int k = 0; try { while ((nextLine = bufferedReader.readLine()) != null) { if (nextLine.startsWith("v ")) { subString = nextLine.substring(1).trim(); stringArray = subString.split(" "); try { tempVertexArrayList.add(new Vertex3D(Float.parseFloat(stringArray[0]), Float.parseFloat(stringArray[1]), Float.parseFloat(stringArray[2]), 1f)); } catch(NumberFormatException e){ Log.d(TAG, "Error: Invalid number format in loading vertex list"); return 0; } String x = String.valueOf(tempVertexArrayList.get(i).x); String y = String.valueOf(tempVertexArrayList.get(i).y); String z = String.valueOf(tempVertexArrayList.get(i).z); //Log.d(TAG, "vertex " + String.valueOf(i) + ": " + x + ", " + y + ", " + z); i++; } if (nextLine.startsWith("vn ")) { subString = nextLine.substring(2).trim(); stringArray = subString.split(" "); try { if(reverseNormals){ tempNormalArrayList.add(new Vector3D(-Float.parseFloat(stringArray[0]), -Float.parseFloat(stringArray[1]), -Float.parseFloat(stringArray[2]))); } else{ tempNormalArrayList.add(new Vector3D(Float.parseFloat(stringArray[0]), Float.parseFloat(stringArray[1]), Float.parseFloat(stringArray[2]))); } } catch(NumberFormatException e){ Log.d(TAG, "Error: Invalid number format in loading normal list"); return 0; } String nx = String.valueOf(tempNormalArrayList.get(j).x); String ny = String.valueOf(tempNormalArrayList.get(j).y); String nz = String.valueOf(tempNormalArrayList.get(j).z); //Log.d(TAG, "normal " + String.valueOf(j) + ": " + nx + ", " + ny + ", " + nz); j++; } if (nextLine.startsWith("vt ")) { subString = nextLine.substring(2).trim(); stringArray = subString.split(" "); try { tempTextureCoordArrayList.add(new TextureCoord2D(Float.parseFloat(stringArray[0]), Float.parseFloat(stringArray[1]))); } catch(NumberFormatException e){ Log.d(TAG, "Error: Invalid number format in loading texture coordinate list"); return 0; } String tu = String.valueOf(tempTextureCoordArrayList.get(k).tu); String tv = String.valueOf(tempTextureCoordArrayList.get(k).tv); //Log.d(TAG, "texture coord " + String.valueOf(k) + ": " + tu + ", " + tv); k++; } if (nextLine.startsWith("f ")) { subString = nextLine.substring(1).trim(); stringArray = subString.split(" "); for (int index = 0; index <= 2; index++) { stringArray2 = stringArray[index].split("/"); try { indexNumberList[index] = Integer.parseInt(stringArray2[0]) - 1; if(indexNumberList[index] < 0){ Log.d(TAG, "Error: indexNumberList[] is less than zero"); return 0; } } catch(NumberFormatException e){ Log.d(TAG, "Error: Invalid number format in loading indexNumberList[]"); return 0; } try{ textureCoordNumberList[index] = Integer.parseInt(stringArray2[1]) - 1; if(textureCoordNumberList[index] < 0){ Log.d(TAG, "Error: textureCoordNumberList[] is less than zero"); return 0; } } catch(NumberFormatException e){ Log.d(TAG, "Error: Invalid number format in loading textureCoordNumberList[]"); return 0; } try{ normalNumberList[index] = Integer.parseInt(stringArray2[2]) - 1; if(normalNumberList[index] < 0){ Log.d(TAG, "Error: normalNumberList[] is less than zero"); return 0; } } catch(NumberFormatException e){ Log.d(TAG, "Error: Invalid number format in loading normalNumberList[]"); return 0; } } tempFaceArrayList.add(new Face3D(indexNumberList[0], textureCoordNumberList[0], normalNumberList[0], indexNumberList[1], textureCoordNumberList[1], normalNumberList[1], indexNumberList[2], textureCoordNumberList[2], normalNumberList[2])); } body.append(nextLine); body.append('\n'); } //Now that everything has successfully loaded, you can now populate the public variables. if(tempVertexArrayList != null && tempVertexArrayList.size() != 0) vertexArrayList.addAll(tempVertexArrayList); if(tempTextureCoordArrayList != null && tempTextureCoordArrayList.size() != 0) textureCoordArrayList.addAll(tempTextureCoordArrayList); if(tempNormalArrayList != null && tempNormalArrayList.size() != 0) normalArrayList.addAll(tempNormalArrayList); if(tempFaceArrayList != null && tempFaceArrayList.size() != 0) faceArrayList.addAll(tempFaceArrayList); vertexList = new float[faceArrayList.size() * POSITION_COMPONENT_COUNT_3D * NUMBER_OF_SIDES_PER_FACE]; indexList = new short[faceArrayList.size() * NUMBER_OF_SIDES_PER_FACE]; colorList = new float[faceArrayList.size() * COLOR_COMPONENT_COUNT * NUMBER_OF_SIDES_PER_FACE]; textureCoordList = new float[faceArrayList.size() * TEXTURE_COORDINATES_COMPONENT_COUNT * NUMBER_OF_SIDES_PER_FACE]; normalList = new float[faceArrayList.size() * NORMAL_COMPONENT_COUNT * NUMBER_OF_SIDES_PER_FACE]; int nextFace = 0; int step = POSITION_COMPONENT_COUNT_3D * NUMBER_OF_SIDES_PER_FACE; for (int currentVertex = 0; currentVertex < vertexList.length; currentVertex += step){ vertexList[currentVertex + 0] = vertexArrayList.get(faceArrayList.get(nextFace).indexNumberList.get(0)).x; vertexList[currentVertex + 1] = vertexArrayList.get(faceArrayList.get(nextFace).indexNumberList.get(0)).y; vertexList[currentVertex + 2] = vertexArrayList.get(faceArrayList.get(nextFace).indexNumberList.get(0)).z; vertexList[currentVertex + 3] = vertexArrayList.get(faceArrayList.get(nextFace).indexNumberList.get(0)).w; vertexList[currentVertex + 4] = vertexArrayList.get(faceArrayList.get(nextFace).indexNumberList.get(1)).x; vertexList[currentVertex + 5] = vertexArrayList.get(faceArrayList.get(nextFace).indexNumberList.get(1)).y; vertexList[currentVertex + 6] = vertexArrayList.get(faceArrayList.get(nextFace).indexNumberList.get(1)).z; vertexList[currentVertex + 7] = vertexArrayList.get(faceArrayList.get(nextFace).indexNumberList.get(1)).w; vertexList[currentVertex + 8] = vertexArrayList.get(faceArrayList.get(nextFace).indexNumberList.get(2)).x; vertexList[currentVertex + 9] = vertexArrayList.get(faceArrayList.get(nextFace).indexNumberList.get(2)).y; vertexList[currentVertex + 10] = vertexArrayList.get(faceArrayList.get(nextFace).indexNumberList.get(2)).z; vertexList[currentVertex + 11] = vertexArrayList.get(faceArrayList.get(nextFace).indexNumberList.get(2)).w; nextFace++; } numberOfVertices = vertexList.length / POSITION_COMPONENT_COUNT_3D; nextFace = 0; for (int currentIndex = 0; currentIndex < indexList.length; currentIndex += NUMBER_OF_SIDES_PER_FACE){ indexList[currentIndex + 0] = faceArrayList.get(nextFace).indexNumberList.get(0).shortValue(); indexList[currentIndex + 1] = faceArrayList.get(nextFace).indexNumberList.get(1).shortValue(); indexList[currentIndex + 2] = faceArrayList.get(nextFace).indexNumberList.get(2).shortValue(); } step = COLOR_COMPONENT_COUNT * NUMBER_OF_SIDES_PER_FACE; for (int currentVertex = 0; currentVertex < colorList.length; currentVertex += step){ colorList[currentVertex + 0] = red; colorList[currentVertex + 1] = green; colorList[currentVertex + 2] = blue; colorList[currentVertex + 3] = alpha; colorList[currentVertex + 4] = red; colorList[currentVertex + 5] = green; colorList[currentVertex + 6] = blue; colorList[currentVertex + 7] = alpha; colorList[currentVertex + 8] = red; colorList[currentVertex + 9] = green; colorList[currentVertex + 10] = blue; colorList[currentVertex + 11] = alpha; } nextFace = 0; step = TEXTURE_COORDINATES_COMPONENT_COUNT * NUMBER_OF_SIDES_PER_FACE; for (int currentVertex = 0; currentVertex < textureCoordList.length; currentVertex += step){ textureCoordList[currentVertex + 0] = textureCoordArrayList.get(faceArrayList.get(nextFace).textureCoordNumberList.get(0)).tu * mult; textureCoordList[currentVertex + 1] = textureCoordArrayList.get(faceArrayList.get(nextFace).textureCoordNumberList.get(0)).tv * mult; textureCoordList[currentVertex + 2] = textureCoordArrayList.get(faceArrayList.get(nextFace).textureCoordNumberList.get(1)).tu * mult; textureCoordList[currentVertex + 3] = textureCoordArrayList.get(faceArrayList.get(nextFace).textureCoordNumberList.get(1)).tv * mult; textureCoordList[currentVertex + 4] = textureCoordArrayList.get(faceArrayList.get(nextFace).textureCoordNumberList.get(2)).tu * mult; textureCoordList[currentVertex + 5] = textureCoordArrayList.get(faceArrayList.get(nextFace).textureCoordNumberList.get(2)).tv * mult; nextFace++; } nextFace = 0; step = NORMAL_COMPONENT_COUNT * NUMBER_OF_SIDES_PER_FACE; for (int currentVertex = 0; currentVertex < normalList.length; currentVertex += step){ normalList[currentVertex + 0] = normalArrayList.get(faceArrayList.get(nextFace).normalNumberList.get(0)).x; normalList[currentVertex + 1] = normalArrayList.get(faceArrayList.get(nextFace).normalNumberList.get(0)).y; normalList[currentVertex + 2] = normalArrayList.get(faceArrayList.get(nextFace).normalNumberList.get(0)).z; normalList[currentVertex + 3] = normalArrayList.get(faceArrayList.get(nextFace).normalNumberList.get(1)).x; normalList[currentVertex + 4] = normalArrayList.get(faceArrayList.get(nextFace).normalNumberList.get(1)).y; normalList[currentVertex + 5] = normalArrayList.get(faceArrayList.get(nextFace).normalNumberList.get(1)).z; normalList[currentVertex + 6] = normalArrayList.get(faceArrayList.get(nextFace).normalNumberList.get(2)).x; normalList[currentVertex + 7] = normalArrayList.get(faceArrayList.get(nextFace).normalNumberList.get(2)).y; normalList[currentVertex + 8] = normalArrayList.get(faceArrayList.get(nextFace).normalNumberList.get(2)).z; nextFace++; } vertexBuffer = ByteBuffer.allocateDirect(vertexList.length * BYTES_PER_FLOAT).order(ByteOrder.nativeOrder()).asFloatBuffer(); indexBuffer = ByteBuffer.allocateDirect(indexList.length * BYTES_PER_FLOAT).order(ByteOrder.nativeOrder()).asShortBuffer(); colorBuffer = ByteBuffer.allocateDirect(colorList.length * BYTES_PER_FLOAT).order(ByteOrder.nativeOrder()).asFloatBuffer(); textureCoordBuffer = ByteBuffer.allocateDirect(textureCoordList.length * BYTES_PER_FLOAT).order(ByteOrder.nativeOrder()).asFloatBuffer(); normalBuffer = ByteBuffer.allocateDirect(normalList.length * BYTES_PER_FLOAT).order(ByteOrder.nativeOrder()).asFloatBuffer(); vertexBuffer.put(vertexList).position(0); indexBuffer.put(indexList).position(0); colorBuffer.put(colorList).position(0); textureCoordBuffer.put(textureCoordList).position(0); normalBuffer.put(normalList).position(0); createVertexBuffer(); uMVPMatrixHandle = glGetUniformLocation(program, U_MVPMATRIX); uMVMatrixHandle = glGetUniformLocation(program, U_MVMATRIX); uTextureUnitHandle = glGetUniformLocation(program, U_TEXTURE_UNIT); aPositionHandle = glGetAttribLocation(program, A_POSITION); aColorHandle = glGetAttribLocation(program, A_COLOR); aTextureCoordinateHandle = glGetAttribLocation(program, A_TEXTURE_COORDINATES); aNormalHandle = glGetAttribLocation(program, A_NORMAL); glEnableVertexAttribArray(aPositionHandle); glEnableVertexAttribArray(aColorHandle); glEnableVertexAttribArray(aTextureCoordinateHandle); glEnableVertexAttribArray(aNormalHandle); glActiveTexture(GL_TEXTURE0); glUniform1i(uTextureUnitHandle, 0); } catch(IOException e){ } } catch (Resources.NotFoundException nfe){ throw new RuntimeException("Resource not found: " + resourceID, nfe); } return 1; } public void draw(){ glEnable(GL_DEPTH_TEST); bindData(); glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObject[0]); glDrawArrays(GL_TRIANGLES, 0, faceArrayList.size() * NUMBER_OF_SIDES_PER_FACE); glBindBuffer(GL_ARRAY_BUFFER, 0); } public void bindData(){ int offset = 0; glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObject[0]); glVertexAttribPointer(aPositionHandle, POSITION_COMPONENT_COUNT_3D, GL_FLOAT, false, POSITION_COMPONENT_STRIDE_3D, offset); offset += POSITION_COMPONENT_COUNT_3D; glVertexAttribPointer(aColorHandle, COLOR_COMPONENT_COUNT, GL_FLOAT, false, COLOR_COMPONENT_STRIDE, numberOfVertices * offset * BYTES_PER_FLOAT); offset += COLOR_COMPONENT_COUNT; glVertexAttribPointer(aTextureCoordinateHandle, TEXTURE_COORDINATES_COMPONENT_COUNT, GL_FLOAT, false, TEXTURE_COORDINATE_COMPONENT_STRIDE, numberOfVertices * offset * BYTES_PER_FLOAT); offset += TEXTURE_COORDINATES_COMPONENT_COUNT; glVertexAttribPointer(aNormalHandle, NORMAL_COMPONENT_COUNT, GL_FLOAT, false, NORMAL_COMPONENT_STRIDE, numberOfVertices * offset * BYTES_PER_FLOAT); glBindBuffer(GL_ARRAY_BUFFER, 0); ///////////////////////////////////////////////////// /* vertexBuffer.position(0); glVertexAttribPointer(aPositionHandle, POSITION_COMPONENT_COUNT_3D, GL_FLOAT, false, POSITION_COMPONENT_STRIDE_3D, vertexBuffer); colorBuffer.position(0); glVertexAttribPointer(aColorHandle, COLOR_COMPONENT_COUNT, GL_FLOAT, false, COLOR_COMPONENT_STRIDE, colorBuffer); textureCoordBuffer.position(0); glVertexAttribPointer(aTextureCoordinateHandle, TEXTURE_COORDINATES_COMPONENT_COUNT, GL_FLOAT, false, TEXTURE_COORDINATE_COMPONENT_STRIDE, textureCoordBuffer); normalBuffer.position(0); glVertexAttribPointer(aNormalHandle, NORMAL_COMPONENT_COUNT, GL_FLOAT, false, NORMAL_COMPONENT_STRIDE, normalBuffer); */ } public void createVertexBuffer(){ glGenBuffers(1, vertexBufferObject, 0); glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObject[0]); glBufferData(GL_ARRAY_BUFFER,numberOfVertices * (POSITION_COMPONENT_COUNT_3D + COLOR_COMPONENT_COUNT + TEXTURE_COORDINATES_COMPONENT_COUNT + NORMAL_COMPONENT_COUNT) * BYTES_PER_FLOAT, null, GL_STATIC_DRAW); int offset = 0; glBufferSubData(GL_ARRAY_BUFFER, offset, numberOfVertices * POSITION_COMPONENT_COUNT_3D * BYTES_PER_FLOAT, vertexBuffer); offset += POSITION_COMPONENT_COUNT_3D; glBufferSubData(GL_ARRAY_BUFFER, numberOfVertices * offset * BYTES_PER_FLOAT, numberOfVertices * COLOR_COMPONENT_COUNT * BYTES_PER_FLOAT, colorBuffer); offset += COLOR_COMPONENT_COUNT; glBufferSubData(GL_ARRAY_BUFFER, numberOfVertices * offset * BYTES_PER_FLOAT, numberOfVertices * TEXTURE_COORDINATES_COMPONENT_COUNT * BYTES_PER_FLOAT, textureCoordBuffer); offset += TEXTURE_COORDINATES_COMPONENT_COUNT; glBufferSubData(GL_ARRAY_BUFFER, numberOfVertices * offset * BYTES_PER_FLOAT, numberOfVertices * NORMAL_COMPONENT_COUNT * BYTES_PER_FLOAT, normalBuffer); glBindBuffer(GL_ARRAY_BUFFER, 0); }  
    • By StepperDox
      I've been digging around online and can't seem to find any formulas for 3D mesh simplification. I'm not sure where to start but I generally want to know how I could make a function that takes in an array of vertices, indices, and a float/double for the decimation rate. And could I preserve the general shape of the object too?
      Thanks for the help!
      P.S. I was hoping to do something with Quadric Error / Quadric Edge Collapse if that's possible.
    • By Simla
      I'm programing a game with mario in Java. When I run the code, it does not give an error, but the character does not move. I checked every bit but I could not find the error. I left the codes down.  What should I do? 
       
       
      Oyun.class
      OyunEkrani.class
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