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GAH. I CAN’T DO THE THINGS FAST ENOUGH.
Code: Eclipse + Java
Libraries: LWJGL, PNGDecoder, JOGG/JOrbis, possibly JInput
For this competition, I created a single .java file that makes using OpenGL/OpenAL/JInput easier and faster. I call it the Swift Game Library (or SwiftGL for short)
Download it here! : https://www.dropbox.com/s/f107dtippx9hee9/Swift.java
I’ve made an engine. Nothing else.
I’ve forgotten one thing about Java2D.
I have horrible luck with it.
Currently, things aren’t working even though they REALLY SHOULD and have NO REASON to fail.
I’ve never had problems with this sort of thing in LWJGL.
I’ve spent the past 5 hours making a menu system, which at this point is still nonfunctional.
(EDIT: I’m dropping out of the competition.)
Well, yeah. I’m in!
However, I won’t be using LWJGL this time around. Going to stick to Java2D.
- The Java Standard library
Now that Ludum Dare 27 is all said and done, I’d like to take a moment to reflect on my work during the competition.
I made a game called “Just 10 More Seconds”, a frantic, fast-paced bullet hell game. You can play it here: http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=13842
What went right:
-My base code turned out to be very helpful during the compo for loading shaders and audio
-Because I focused more on aesthetics this time, it’s much more polished and complete-feeling
-I made a game in 48 hours!!!!!!
What went wrong:
-While my base code was very helpful for rendering and resource management, it was terrible for managing game structure, due to the fact that it forces everything into a single class file
-My code was horribly disorganized, so I spent more time reading through it than I did adding to it
What to do next time:
-Divide the game up into multiple class files
-Focus on writing more organized code
-Fix framebuffers/vertex buffer objects
-Learn more about GLSL to avoid wasting time
-Revamp the basecode to add more organizeable rendering methods
Well, that’s all for this competition. See you in December!
Hello, Ludum Darers!
I’ll be participating in this weekend’s Ludum Dare compo!
-A nice little class file to speed things up: https://www.dropbox.com/s/pqqni9bjyup41sk/Three.java
(Note: There are some untested/broken features that include OBJ loading (GL.loadOBJ), FrameBuffers(GL.FrameBuffer), and VBOs (GL.Render.drawVBO))
-(Possibly) Pixexix + Sculpturis
-Bosca Ceoil (Terry Cavanagh’s unreleased music tool)
Have fun and Good luck!
Hey Ludum Darers!
I’ve been roaming in the wonderful world of OpenGL and I’m super close to making a really nice library that I’ll be able to use for the compo!
However, I am in need of some help. If anyone has experience with LWJGL/OpenGL and some free time, I’d really appreciate it.
I’ve been having problems using Vertex Buffer Objects. because the system throws an exception saying “Cannot use offsets when array buffer object is disabled” whenever I try to call glPointer operations. (See line ~845)
I’m clueless as to what this means, being that there is no GL Enum called ARRAY_BUFFER_OBJECT. Any help on what it might mean or what I’ve coded wrong would be nice.
Also, I’ve been having problems with FrameBuffer objects. They never seem to render to anything at all. The class is at line ~1355
I’m pretty sure it’s within the Three.GL.FrameBuffer class, but I can’t seem to find the problem.
Yes, the class is called “Three” until I can think of something better.
To use the library, just copy the class file into your game, create a class that implements Three.GameObject, then call create(params), defineGameObject(GameObject), and start() to begin.
Three.GL houses all kinds of shortcuts for OpenGL, Three.AL does the same for OpenAL, and Three.Util is a little module I’ve created for containing anything that I might find useful.
Please tell me any solutions in the comments. I’ll post a final edit of the class file either when it’s fixed or the day of the competition.
Thank you and good luck!
I’ll be participating in Ludum Dare in about 4 and a half hours so I just need to make things official.
-Abundant-Music.com by Per: http://www.ludumdare.com/compo/author/krasse/
-My own base class: https://www.dropbox.com/s/s1xnqirbpa36b92/LWJGLGame.java
LD26: I’m in!
I’ve run into a few problems with the development of my LWJGL speedcoding convenience class,
so I’ve decided to redo my Tools/Libraries list.
-*Insert vorbis decoding library here*
Well, I guess I’ll see you in the competition!
Hello, Ludum Dare world! I guess this is my obligatory “I’m in” post. This time I know my libraries and utilities better, so I shouldn’t run into the problem I had last time.
-JOGG/JOrbis (most likely)
-Prewritten base code (to make sure there are no screwups with low-level drawing)
-Prewritten appletloader code (to make publishing easier)
-Java by Oracle
-Eclipse by The Eclipse Foundation
-Paint.NET by DotPDN
-SFXR by DrPetter
Yep, that’s right. It turns out I don’t really know my libraries well enough at all. It should work, but it doesn’t. I should’ve known this would happen, especially considering that I’ve only known these libraries for less than a month.
I’m not entirely sure if I should keep going or switch to Java2D (really don’t want to do that) or even just quit. Maybe an idea will come to me later in the day, but for now, I’m probably out.
Well, it’s that time of year again! I can already taste (or smell?) the code in the air! This competition I’ll be using a new skill set that I’ve acquired since the last competition (August 24).
-LWJGL (OpenGL, OpenAL, etc..)
-Slick_Util.jar (OpenGL textures, BufferedImageUtil)
Speaking of Ludum Dare, I never got around to writing a Post-Mortem entry after the competition, so here it is:
At the time I didn’t have much knowledge of font or 3D, so I used my knowledge of Java2D. I ended up encountering many problems during the competition due to my lack of experience (I had just started to learn java, my first programming language, in May). The first 5 hours were pretty mundane, with a lot of utility coding to handle buffered images and AWT frames, but I managed to create a fully functional game base code that served me well throughout the competition. After that, I started work on the game environment. The only problem was, I hadn’t much thought of an idea so I really had to go off of what I had in my mind at the time, which was a classic osmosis type of game style (which was the only thing I could think of with a theme like evolution). A little while into coding, I realized I didn’t exactly think of the most memory efficient way to implement this (a 5000 pixels square image) and I ran out of memory. I panicked, and quickly simplified the idea into a type of board game, which turned out to be too complex to code in the remaining time. In the last 10 hours, I finally just decided to create a simple remix of conway’s game of life to turn it into an actual game. Because this idea was a lot more fun to play than I expected and because I was placed 95th in innovation, I considered it to be a good competition overall.
Things that went right:
-The final idea that I came up with turned out to be pretty fun and creative
-While slightly flawed, I wrote some pretty good base code that reduced the amount of repetition required
-I used a language that supported all platforms, so I didn’t have to make an effort to port the game (except to fix bugs on mac’s demented JVM release)
-I wrote a pretty cool AI to challenge the player
Things that went wrong:
-I tried to implement too many mechanics into one idea
-I disregarded all boundaries of the java virtual machine and created tons of memory leaks
-Throughout my program, I wrote some pretty inefficient code that cost me some time
-I was new to coding, so I had to debug pretty much everything I wrote
Because of the final product’s innovation, challenge, and creativity, along with it’s fairly good ranking , I considered this competition a success.
-My Lunch, consisting of home-made macaroni and cheese,
along with a mixture of orange juice and mountain dew (which
tasted pretty interesting), and my coding station for the duration of the
I’m currently in the process of making a very simple, basic, and powerful scripting language that would make the development of 2D games easy for new programmers and speedy for experienced ones. It will use the Java virtual machine to run and will not require any other software installations. There won’t be objects, but there will be some primitive types including float, long, sound, image, and boolean. The language will slightly resemble Scratch by MIT, but will only need one document of code to create a program. Also, there are no fixed objects or drag-and-drop features. It’s in the super early stages of development right now, so there’s nothing much to show. I’m really hoping to get a working prototype by the end of the year though, so wish me luck!