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CryoGenesis

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  1. Started making a game a few weeks ago and decided I was going to take a fraps clip every time I added something. It seems kind of pointless at the beginning because you'd only be recording really basic stuff but actually it's really cool looking back at how the game has progressed. It's a bit like speed-art but for game development, and it looks really cool.   So, everyone just starting a new project, I urge you to take screen-grabs of the game every time you change something. Then you should totally upload it and share it with everyone because it's really interesting.    Here's my video of the first two weeks of development   If anyone has any examples can you post them (especially for proper mainstream indie games)?    Other examples, off the top of my head, would be: Wolfire's Overgrowth update vlogs, Adventures in Game Development, and there's probably a Minecraft one out there as well.   Anyway, just thought it'd be interesting to some of you.
  2. Killer Game Programming in Java has a bit of useful beginner information in it but I would just avoid it now because of its age. I bought it two years ago and it was out-dated then. The entire 3D section is a bit useless now, unless you want to use Java3D.    Having trouble remembering good beginner books.. A good way to learn game development would be through a Youtube video series. It's almost like having a teacher. TheCherno has a big Java game development series which goes over the same kind of stuff Killer Game Programming does (game loops, graphics, input, etc). It's a 112 episodes so I imagine it goes over all the very basics of game development.    On another note, touching up on your maths would be a good idea if you're just starting out. There's a whole lot of mathematics when it comes to game development (especially with the graphics programming).   Have fun learning gamedev
  3. Using the same way I described could be used to create a really stiff connection but it would need to be changed. It wouldn't be a solid connection, per say, but to the player it would look pretty solid, in my opinion.    First of all, the multiplier would have to changed using an equation based on distance, instead of 3 set values so that the bodies are held at a certain distance, which would be the minimum distance. The nice thing about this method is that the minimum force required to separate the objects would be just be anything bigger than the force holding them together.    So something like this: if(distance < minDistance){ force = -connectionStrength / (minDistance-distance); } else if(distance > minDistance && distance < maxDistance){ force = connectionStrength / (minDistance-distance); } else if (distance > maxDistance) { force = 1/distance; } This may not work properly because you're dealing with acceleration. I think the rigid body might bounce around. I'll have to test this myself and get back to you. 
  4. Off the top of my head, the solution I would try would be to have a constant gravitational-type force between the two objects then multiply the accelaration amount by a variable multiplier, which can be changed based on the distance from the object.   So an algorithm like this could work: double multiplier = 1; if(distance < minimum){ multiplier = -1; //Repulsion force }else if (distance > minimum && distance < speedUpDistance){ multiplier = 1; //Strong attraction } else if (distance > speedUpDistance){ multiplier = 0.1; //Weak attraction } velocity += (multiplier/distance) * genericGravityConstant position += velocity It would basically get pulled towards the rigid body, then repulse, then pull again. If you take some of the momentum away each update of the simulation then it may reach a fixed resting point until as well.   Not sure if this would work, it's pretty late where I am.
  5. Hey there, it's my first time posting after being away for a while.   Basically, I'm writing a software 3D renderer for experience ('ll rarely use it) and I need help with texture mapping onto triangles which are being renderer using the scan-line algorithm. Currently, the 3D renderer I've written already has texture mapping but it maps onto a quad which is rendered using an algorithm I made up which is super slow at high resolutions (plus, it doesn't render triangles, only quads).    I've implemented the scan-line algorithm pretty easily to render solid colour triangles and it's a lot faster than the algorithm I originally used. The only problem is texture mapping. I've literally been trying to get texture mapping to work for weeks. The resources online are pretty slim apart from a nice article here:   http://archive.gamedev.net/archive/reference/articles/article852.html   The problem I have with this is that to take a texture triangle and map it over another triangle, which has been split through a vertex, requires the texture to be split as well. It also has to split according to which vertex of the triangle to be rendered has been split with, and a whole load of other stuff.   I'm basically having a real bad time with this and I think I'm over complicating the way texture mapping is supposed to work. I'm getting pretty depressed over the whole thing because I feel like I'm giving up if I move onto another project without finishing one. I just want to finish this 3D renderer and get back to making games.   Can someone please explain how to implement (or how you implemented) texture mapping? At the moment, I'm just not getting it.   Thanks in advance.
  6. Hey guys, I'm live streaming my first Ludum Dare over Twitch. I'm not sure if I'm going to do any good but my aim is to get something pretty up by the time the compo finishes.   http://www.twitch.tv/cryogenocide
  7. Addition to that ^   Make sure you add it to the different class's constructor (JPanel I'm guessing), not the player constructor. Also, adding "setFocusable(true)" might fix it if it still doesn't work.
  8. I've been wanting to participate in a Ludum Dare comp for a long time. Depending on the theme, this weekend's Ludum Dare may be my first. The trouble is that to make something good I'd need to be active throughout the weekend but I just don't have time; especially since I wouldn't be using an out-sourced game engine. I wish they'd have a week-long Ludum Dare...
  9.   I'm having trouble with getting sidetracked. I still play games but my Xbox 360 is just gathering dust. I keep needing to finish playing certain games and work on important projects but I think I need a break from my PC. I want to work on these projects but I just can't bring myself to do them. I keep trying to learn new things so I don't have to work on them.
  10. Of the top of my head...   CUDA by example. Physics for Game Developers. Game Development in Java. Loads of Game Developers Magazine comics, WIRED comics, Retro Gamer mags and How It Works mags. Loads of Java Programming books. Loads of random Computer Science books. A few different game development ones that I've just completely forgotten.   My bookcase is full with just random Java Programming books that I've never read. Along with a, shameful, Visual Basic book which I have trouble looking at without cringing. 
  11. Hey all, I've been trying to find some cool programmable gadgets or things that I would like to develop on. So far I've only been able to think of the Ouya and Oculus Rift. Both are pretty cool and and you can can use them to make some cool games. Unfortunately, they're not out yet.    Does anybody know of any cool gadgets like these that I could get for my birthday?   I'm looking for something that I could use to make games for or something that I could enhance my games with. I'm particularly interested in the latter. For an example of this, I got an NVidia GTX 660 because it is CUDA enabled and can be used to enhance my games/programs. I'm looking for stuff like that.   Any suggestions would be greatly appreciated. I honestly don't know what is available.   OUYA: http://www.ouya.tv/ Oculus Rift: http://www.oculusvr.com/
  12. Also, I checked your other post about where to go from here.  I see that you're an experienced coder so you're pretty much sorted. There is just one thing you'll probably need to get your head over though. Coding games (or simulations in general) is pretty much coding your own universe, that's how I see it anyway. To make your game more realistic you'll need to learn physics (laws of motion, etc). To add functionality you'll need to learn mathematics (trigonometry, pythag, basically the stuff you learn in high school). For instance, if you wanted to draw a simple line from point A to point B, pixel by pixel, you'll either need to know trigonometry or how to work out the gradient of a line to do so. You'd actually be surprised how much trig and geometry stuff you use in game programming. Anyway, I would recommend you to go get some game physics books then use the things you learn from the books to enhance your games to make them more interesting. For instance, about 2 years ago I learnt the equation to gravity and made an asteroids game where all the asteroids would start chasing after you because they were being pulled towards you due to their gravity. Good luck with your game devving!
  13. Yeah I imported your project into eclipse and I found a few problems at the start. On starting, it gave me an error with loading the images from the project. I found that this was because you were loading the image by reading from a URL instead of the folder that you're running from (might be because it's an applet but I'm not sure). Anyway, I found a bunch load of junk-code when you're importing images. I'm just going to make the assumption that this isn't meant to be an applet (because if it isn't then you don't need ALL the image load code that you have).   Ok so I can't remember what your image loading code was but it was in the SpriteStore class in the getSprite function. The entire block can either be shortened by one of two ways. 1. try{ System.out.println("Importing Image:" + ref); Image image = ImageIO.read(new File(ref)); Sprite sprite = new Sprite(image); sprites.put(ref, sprite); return sprite; }catch(Exception e){ System.out.println(ref + " does not exist"); } System.exit(0); return null;   or if you want just 3 lines:   2. Sprite sprite = new Sprite(new ImageIcon(ref).getImage()); sprites.put(ref, sprite); return sprite;       Also, Ball.png was corrupt when I downloaded it. Might just be my WinRar but I thought I should tell you just in case.   All in all, I think the code is pretty good and well commented. It's very easy to see what's going on in the code which is a very good thing.   My tips for future games: I see that you have all of your game logic code, window code and window animation code in one class. My tip for the future would be to write the game logic in its own class. This class could extend an abstract class called State which has 3 abstract methods init(), update(), and render(Graphics g). Then you could have an application holder class which would be created by passing an instance of a class extends from the State class. Sooo for example: EDIT: this isn't supposed to be a quote.
  14. Well, if you don't want to pass it around as a reference and you only need one instance of it then you can just make a static Input object. Then, all you have to do is use the static object instead of passing it as a reference everywhere. I'm not sure how you would do it in C++.  Have a main.cpp or something then declare a namespace, then inside that namespace have a static Input object then all you have to do is: namespaceName::input.something(). Not sure if that'll work though, I'm not very proficient in C++.
  15. 1. You're in the wrong section. 2. Your wording is sloppy, explain your question again. Do you want to found out the area of the intersection, the area of each polygon or the area of the entire thing?