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Jan
9
comment blending with OpenGL glBlendFunc and glBlendEquation
Do you have alpha channel in your frame buffer?
Nov
3
comment Java - Loading background music into memory
Could you stream the tracks from the disk instead of loading them to the memory? Google for OggInputStream.
Oct
26
comment How to fix texture edge artefacts?
I mean MSAA. You didn't specify the version of LWJGL you are using. In LWJGL 2 you enable it by providing number of samples for PixelFormat when calling Display.create(...),. LWJGL 3 uses GLFW for window management, where you enable multisampling with glfwWindowHint(GLFW_SAMPLES, ...).
Oct
25
comment How to fix texture edge artefacts?
Don't use POLYGON_SMOOTH as you just can't get proper antialiasing with that. Instead enable antialiasing for the surface. Check LWJGL documentation on how to enable that.
Sep
18
comment How do I make volumetric grass?
Here is one technique I like: Rendering Grass in Real Time with Dynamic Lighting
Sep
14
comment Delay between bullets java - new Thread
No. You should not use threads for this.
Sep
9
comment Java 3D collision detection with JBullet
The original C++ code is in Bullet Physics Wiki. To move the object yourself you might need kinematic objects. See my other answer here for more information. However I was suggesting to try to let Bullet move your objects as a debugging step first. That way you can isolate if the problem is in the collision checking or if the whole physics world has been setup incorrectly.
Sep
8
comment Java 3D collision detection with JBullet
That internalTick was probably from my answer here. In your situation there are too many things that can go wrong that we could give the answer right away. You need to narrow down the problem. 1) Replace meshes with primitives. 2) Try with rigid bodies that are moved by the physics engine instead of you. Apply some initial impulses / gravity to make them move.
Aug
8
comment How can I rasterize 3D triangles in software?
See an older answer from me: gamedev.stackexchange.com/a/35220/2158
Jul
23
comment What's the difference between the representation of a line and that of a line segment?
I'm voting to close this question as off-topic because it's not about game development.
Jun
26
comment Physics timestep questions
@cossacksman Milliseconds since something. The origin of the time is irrelevant, as we are only interested about difference between two time points.
Jun
25
comment LWJGL: loading textures of various types
The format of BufferedImages more or less correlates with the created or loaded PNG files, but there is no guarantee about that and there is not much control over it. You can try using BufferedImage.getType() and it may work for you and even for everyone. But it definitely cannot tell the difference between 1, 2, 4 or 8 bit grayscale PNGs.
Jun
9
comment Bullet Physic: Stack transformations on body after adding
You can multiply transformations.
May
20
comment Lasers in 3D space game
Related question: gamedev.stackexchange.com/questions/63997/…
Apr
22
comment In Java swing, while handling a 2D top down game, how should I handle scaling for quality transformations (mainly screen rotation)
Why do you want to draw to a pixel array first? I think you need to provide some pictures to clarify what you are really after.
Apr
21
comment In Java swing, while handling a 2D top down game, how should I handle scaling for quality transformations (mainly screen rotation)
You should use Java2D transformations for rotating and scaling images. This way you get both quality and performance in an easy way.
Apr
17
comment Image edges are distorted inside game
Try setting your texture filter to Linear.
Apr
17
comment Image edges are distorted inside game
You have not given any info about the technology or software stack you are using.
Apr
12
comment trouble getting the lighting and material set up right
The specular looks correct in the left sphere. Perhaps there is something wrong with the geometry of the other object, e.g. normals are incorrect. Check if there is any different when using glEnable(GL_NORMALIZE);
Mar
26
comment (Java) Trying to animate an arraylist of coins with a (working) animation class
If draw() is overridden for Coin class, why does it check if (type == ObjectType.COIN)? It's hard to say how your Animator class should interact with Coin as you didn't give any details of the Animator class.