Ninja Cave. LWJGL16K Competition , Thu, 11/17/2011 - 23:28 — admin , , The folk over at Java-Gaming.org forum have a pretty cool competition...
Ninja Cave. LWJGL16K Competition , Thu, 11/17/2011 - 23:28 — admin , , The folk over at Java-Gaming.org forum have a pretty cool competition...
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Yes, if you have geometry based world, this is by all means the preferred way. However if you need pixel-perfect shadows as I do (major parts of my game world are procedurally generated as individual "pixels" – I have no way to get their geometry other...
I have added lwjgl to my build path and set the correct natives and I need g-basics for the SpriteBatch and Texture classes. I downloaded lwjgl-basics-master.zip from github and added it to my build path, but when I try to use SpriteBatch in one of my...
The only thing i can find about it is this https://github.com/mattdesl/lwjgl-basics/wiki/ShaderLesson6 but i cannot figure out whats going on
I’ll be using: Blender Ableton Live + some vsts Libgdx Some general utility code i.e basic skin for libgdx, noise libs, color stuff Multilight normal shader from https://github.com/mattdesl/lwjgl-basics/wiki/ShaderLesson6 blender script I made...
i used this tutorial https://github.com/mattdesl/lwjgl-basics/wiki/2D-Pixel-Perfect-Shadows to make my shadows. I think its a pretty nice and easy method. I render all my shadow in a Framebuffer and then I invert it: After Invert: And now i want to...
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Slick-Util (Part 3) - TrueType Fonts for LWJGL | NinjaCave
Basics Slick-Util uses Java's built in AWT Font support to load the fonts, so be sure to be familar with the AWT's Font class. You can use either the default built in java fonts or load external ttf ...
LWJGL16K Competition Thu, 11/17/2011 - 23:28 — admin The folk over at Java-Gaming.org forum have a pretty cool competition in progress called LWJGL16K. The objective is simple, write a ga...
LWJGL Basics 3 (The Quad) | NinjaCave
Introduction This tutorial will explain how to access OpenGL with LWJGL and is not intended to teach you OpenGL. The LWJGL OpenGL API pretty much maps 1:1 onto the C version (with a few exceptions). ...
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