(June 2018) Monthly WIP & Screenshot thread

Dude, amazing work. :+1:

For fun, I added a simple name randomizer to the character creation routines. It’s nothing fancy, selects first names and last names (and optionally a last name prefix) from some lists of strings and slams them together.

To seed my lists, I first grabbed a bunch of adjectives for the first names. I also include the initials for all letters. A. B. C., etc…

The last name list is seeded with random animal names… but I took the animals and split any multi-word animal names into separate lines and deduped the whole list. So Hammerhead Shark is just Hammerhead and Shark.

The generated names were kind of fun so I added a button to the UI to let you ‘reroll’ your name if you want… and it’s been a bit of a laugh.

Within five clicks or so I got this:



I think the game already has a personality.

For such a simple approach, it’s pretty funny… some of the first random names (you can see the Puny Sperm in there as I captured this from the logs of that run):
Name:Name[Nutritious Sumatran]
Name:Name[Faint Dhole]
Name:Name[Panicky Roseate]
Name:Name[Damp Buffalo]
Name:Name[Better Boston]
Name:Name[Big McBasenji]
Name:Name[Skinny Hyrax]
Name:Name[Puny Sperm]
Name:Name[A. Fin]
Name:Name[Tart Cow]
Name:Name[Nice Frigatebird]
Name:Name[Noisy Glow]
Name:Name[Handsome Marsh]
Name:Name[Prickly Long-Eared]
Name:Name[G. McHorn]
Name:Name[B. Yak]
Name:Name[Eager Gar]

Edit: the prefix file is mostly blank lines with one “Mc” and one “O’” so rarely you will get things like McHorn, etc…


I made a shader for my plant models and a shader for the terrain, so now all of the vegetation and foliage in my level scan be scaled from dead to alive. Certain enemies can use abilities that cause the world to become more dead and plagued, but completing quests or using special abilities will cause those areas to come back to life. So this adds a new objective to each match, which is to keep the forest alive in order to make surviving easier - hence the title of the game, ‘The Afflicted Forests’


Awesome! It’s getting better and better. keep up the good work!

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Thank you!

During the last days (more or less) I worked on prototypes -Appstates and classes- on a specific topic with a lot of comments. I do this, so I can use this work later in different use cases and already have
notes that help me understanding the concepts behind - sorry im generation wikipedia, I forget fast.

I made a basic colorchooser using the nice example about meshes and learned a
bit about meshes and coloring.

While reading about the topic I found another approach using ImageRaster and setting pixels dot by dot.
I made both ways working. Changing a slider, clicking the color pic is both changing the shown values, textfields and the color quad…

Later I found @Eric_Bourque filebrowser and got inspired to make my own.

Insteadt of many labels I use a listbox (I recently modified listboxes), that is switching the highlight on/off - depending if it is a file or folder. The advantage is, that slider is already there as well as basic scroll behaviour. I just added basic keyboard usage (arrows) to move through a folder.

Insteadt of buttons this file browser uses mouse behaviour to change directories.
You can also copy and paste the desired directory to the URL-textfield.

Pictures alone are boring and I may need a way to make a model preview.
This topic comes up often in the forum and I found this very good library
from @NemesisMate Sharing of debug & lemur utils
that provide ViewportPanels.

It took me a while to understand all of it, but finaly I found a working example in the forum
that helped me to add the functioanlity to the filebrowser. Just for example reason
it is possible to multiselect models, that are then previewed (using Tweens to rotate).
Pls. sorry I do suck in graphics, so the shown example models dont have the best quality - as I just took them from internet.

While adding the function I realized that the Viewport did not change its position when the
Panel is moved. I modified @NemesisMate library (after hours of headache but learning something
about Viewports) and now you can move the window as much as you want and the model preview will follow the movement. Great if you want to make a moveable popup with an animated unit preview or similiar stuff.

I send NemesisMate my adjustements for his library (like 1 line per h headache). If someone is interessted in the code for the filebrowser I could make it more readable and provide it.


By the way, just in case you ever need it… Lemur has a built in color chooser:

It looks like what’s in this picture:

…eventually I will add other tabs for different kinds of color selection.

I wasn’t sure if you were playing with meshes and need to cobble a color selector or were specifically playing with a color selector. If it’s the first case then the Lemur one should be pretty easy to use next time.

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But does it have a dropdown selection box yet?

Heheh. ColorChoosers are hard. Drop downs are easy. :slight_smile:

Edit: seriously, though… I will need a drop down combo box “real soon now” ™… so Lemur will get one. It’s the same reason it has a color chooser… because I needed one for something else.

I know this will look like more of the same… but it’s not:

I mean, it is… but it isn’t.

What we see here is me walking around a level in full up networked client/server mode… and the navgraph debug view is only available on the application hosting the game. So my player avatar, the cube, etc… are all SimEthereal networked and ready to go.

Still some more things to port before the ‘real’ version has all of the features of the prototype… but we’re getting there.


Are you using the mesh generator from posts before? Have you implemented some vertical stuff e.g. slopes, stairs …?

As I am lazy I searched the forum for colorchooser but somehow did not find it. When I had allmost finished the mesh example I found the class in lemur library that you have mentioned. But somehow I did not (or did not want) to understand the usage of transferring the java.awt.Color to JME color. It feelt a bit like university when we needed to do calculation in 4dimensional “rooms” to get the 3d volume of rotating bodies… I understand the transfer, but this java.awt color (and the java docs for it) is something I just dont like.
And the other reason was - I wanted to see if the mesh color gradient worked as expected.
Both color rectangles look the same. In the end I have not yet decided how and in which way I will use a colorchooser.

I have realized, that (if you have enough time) you allmost find everything in the JME forum, what of course is a good thing, if you do learning by doing and dont know that things exist. The Image raster thing e.g. I had no idea about such a concept and took it from the lemur library.

If that question is for me… then it’s not a mesh generate but a level generator from parts. So if I have parts with slopes and stairs then it will generate levels with slopes and stairs.

It’s more of a modeling problem than an algorithm problem.

Makes sense.

I’m not sure what this means unless you are saying that you wanted to use AWT color for some reason. Lemur’s ColorChooser uses JME’s ColorRGBA in its model.

com.simsilica.lemur.core.VersionedObject<com.jme3.math.ColorRGBA> getModel()

It only uses AWT color internally for the HSV stuff it has.

Clear enough answer. I just have my doubts does it worth to take my time or not for some random thoughts. (due to leak of knowledge and experience)

fluid sim took way too long to get working.


Exactly that HSV stuff! RGB is more logical for me. 1 more = a bit more of that color but HSV. After having a quick look to How to Use Color Choosers (The Java™ Tutorials > Creating a GUI With JFC/Swing > Using Swing Components) and to Color (Java Platform SE 7 ) I said to myself. Either I use the built in (in Lemur) Colorchooser or you just finish what you have started.

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Ken, what happened to you?

What are we seeing?
A calculation matrix, a waypoint system?