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Addictman

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  1. Hi! First to staaf, thanks for downloading and playing! Good tip on the automatic Path variable, - it's those things you forget when it is done on your own computer. For the button mashing... It's actually intentional this way. I have plans to base score on not only kills, but on hit percent, damage taken and so forth, so I thought listening on key-released events gave best control. However, if it proves too annoying, I'm going to consider changing it. Glad you liked it! Swiftcoder, good idea, i'll be updating the post shortly.
  2. Visit the blog at Omega Sector to download it and give it a spin! Or, you can download it directly here Omega Sector.rar. It's currently hosted by File Savr. Read the blog if you have problems running it! A couple of screenshots: [Edited by - Addictman on January 3, 2009 8:10:52 AM]
  3. I understand. These problems are rarely located in "easy" code, which is usually the reason for the bug in the first place ;) Since only the update and render methods access the array, why not post those two methods, - perhaps we spot something you missed?
  4. This looks like a problem we might be able to help with if you post some code :)
  5. Hi. Did you try rendering Bob's internal polygons without depth testing?
  6. Hi. Welcome to The Omega Sector, the development blog of our game with the same name. It's a top-down scrolling spaceshooter written in Java and OpenGL. Give it a visit at http://www.omegasector.org
  7. Hey. Thanks. I usually try to declare outside loops to prevent inloop overhead. Must have forgotten it here. So nice with an extra pair of eyes! :-) As to the gc.createCompat() vs. new Buffered() - I always, I mean always, used gc.createCompat() before. And people keep telling me, that since 1.5 - it doesn't really matter. I guess it does not hurt to be 110% sure though, so I'll change it. The performance is no longer horrible. It's adequate I guess. I was, and am still, interested in what everyone thinks about the approach itself. There might be other approaches, totally different concepts, that might work just as well, and be more flexible/faster/better etc. Thanks again for feedback, CJ.
  8. It's not that hard to create a "game". Motivation is the key factor. You can learn most stuff if you just want it enough. If I were you, I would start with a game that's not really coded as a typical game (to learn some basic programming first), but a game nevertheless, to keep you motivated. How do you feel about tic-tac-toe? I would go for that if I were you.
  9. Hi. I optimized it a bit since my last note, but I'll post the code here anyway. Hoping for suggestion on improving it ;) /** * @param src (The image that holds the texture. Should be a quadrant for best quality. * @param pivout (The point along the x-axis where the perspective should begin. The pivout thus * acts as a corner in the wall, the portion of the wall that is before the pivout * appears as if you stare right into it). * @param angle (The angle that the wall's perspective will be based on. 0..90) * @param scale (Scaling factor along the x-axis for the portion of the wall after the pivout, * ie the perspective portion of the wall. * @return An image with a perspective wall. The image is guaranteed to be of the same size * as the src. A high pivout and shallow angles does not matter, the image is cut * at its fixed size. */ public BufferedImage createPerspectiveWall(BufferedImage src, int pivout, double angle, double scale) { // The relative height for a row on a given x coordinate. int relativeHeight; // Width of source image int sw = src.getWidth(); // Height of source image int sh = src.getHeight(); // Angle. Truncate angle to space 0..90 angle = Math.abs(angle)>90?90:Math.abs(angle); // Heightfactor, - dependant on angle. int heightFactor = (int)Math.round( ((angle/45) * ( sh ) ) ); // Create result image with source image dimensions. BufferedImage resultImage = new BufferedImage(sw,sh,BufferedImage.TYPE_INT_ARGB); // Get its graphics object. Graphics2D g = resultImage.createGraphics(); // If there is a pivout, draw the portion along the x axis from 0..pivout // without any scalation or "effects" whatsoever. if(pivout > 0) { g.drawImage(src, 0, 0, pivout, resultImage.getHeight(), 0, 0, pivout, sh, null); } // translate the graphics object, so that it's zeroed in after the pivout. g.translate(pivout, 0); // scale the remainder of the drawing. g.scale(scale,1); // Antialias in an attempt to soften corners. g.setRenderingHint(RenderingHints.KEY_ANTIALIASING,RenderingHints.VALUE_ANTIALIAS_ON); // loop along the x axis until end of image (This is misleading, but remember we translated // the graphics object! for(int i = 0; i < (sw-pivout); i++) { // find the relative height on relativeHeight = (int)Math.round((1 - (i/(double)sh))*heightFactor) + ( sh - heightFactor ); g.drawImage(src, i, (sh/2) - (relativeHeight/2), i+1, (sh/2) - (relativeHeight/2) + relativeHeight, i + pivout, 0, i+ 1 + pivout, sh, null); } // translate back,dispose, and return image g.translate(-pivout,0); g.dispose(); return resultImage; } Of course, this is only code for a left wall, but I can use the same code with a little transformation to create all kind of walls.
  10. I split prior to rendering, yes. So basically it's a once-in-a-lifetime thing for each tile. But that's only my current scenario. There might be cases where you want to create this stuff on the fly as well. I'll post some code later tonight (baking a cake right now hehe).
  11. Hi. I hope you understand what I mean when I am calling it a first person view of walls (to your left and right), ceiling, and floor. Basically, tiles viewed from a certain perspective. I am wondering if anyone has created methods to construct these kind of perspective images before (Not using 3d, - pure java2d). I created methods for doing it, and it does so pretty accurately, however the performance is nothing to write home about. It's not methods you'd call on each cycle (rather on init stages). Basically, I am interested in finding out what your approach would be. I tried using different transforms at first (shearing etc), but I couldn't create the desired effect. In the end I ended up with splitting the src image up into X images (based on an interval along the x-axis of the src image), and scaling each individual image along the Y-axis, based on a given angle provided as a parameter. (I always split on the x-axis, and perform a rotate afterwards, to get floor/ceiling). This approach works, but it involves (based on quality setting) manipulating 256 images for a 256*256 tile. Each of the 256 images are only (1*256) in size, but still, the performance won't scale very well once you get to larger tiles. So, I am interested in input! Different approaches anyone?
  12. Unity

    Hey. Thanks for the link, will check it out :) And yea, I know there is stuff out there already, but I kind of enjoy writing this kind of stuff.
  13. Hi. I am in the process of writing lots of utility code and base classes for Java2D. My old harddrive fried some time ago, so I had to rewrite some stuff. Hopefully now it is better written as well. The intention with writing it is, of course, to make implementation of basic games alot faster and more enjoyable, without taking away flexibility. With that, I wrote a basic tetris clone based on this code, as a proof of concept to myself that it works like I intended. However, I am confined to testing it on my laptop. It would be nice to see if it will run (and run properly) on other systems as well. I am sure there are tons of bugs that just doesn't occur on my specific system. So, I am wondering if anyone here is capable of hosting the tetris clone online temporarely? Hopefully in that time, at least a couple of people will try it and tell me what works and doesn't work. I am asking here in the java forum because it would be nice with someone who knows what a jar and java web start is. Needless to say, once my utility library (or framework? Or blend? Who knows..), is nearing completion, it will all be open sourced and go back to the community.
  14. Hi. If your g object is Graphics, cast it to Graphics2D. Graphics2D has an overloaded drawImage method that takes an AffineTransform as a parameter. Also note that AffineTransform has static methods to retrieve basic transformations such as scale, rotate, translate, and shear.
  15. What I believe Captain means is that you are overrriding Container's getGraphics() method. If you need your specific backbuffer Graphics2D object, rename the method so that the Graphics object handled by your object is not ruined.