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...

  • lwjgl-basics in Eclipse
    via stackoverflow

    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...

  • Re: LWJGL 2D Point lighting
    via java-gaming

    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’m in!
    via ludumdare

    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...

  • Shadow wall sight problems
    via gamedev.stackexchange

    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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  • NinjaCave

    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...

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