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Game Development / Newbie & Debugging Questions / Re: [Final Decision] LWJGL or LIBGDX
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on: 2013-05-03 18:41:42
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You are forced to have multiple projects, sorry  At least the "game" and "game-desktop" I think. idk if the android project is required. Nope. As nexsoftware pointed out, doing a desktop only project is just a normal java project with the gdx jars in the classpath. The ui and separated game project stuff is just if you target multiple platforms...
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Game Development / Newbie & Debugging Questions / Re: [Final Decision] LWJGL or LIBGDX
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on: 2013-05-03 10:41:28
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@HeroesGrave Actually its not about stopping people from using LWJGL once they decided, that they want to use it. its about giving the hint, that if they learn something new to make games, they might be better off jumping to libGDX directly, because it gives them better options to make an advanced game once they overcome the getting started block. there are just more features and integrated tools in libGDX. also there are a lot more people making actual games. getting android support is the next plus if you intend to earn some money.
sure you can do games with LWJGL, but its way more work to get a polished non-trivial game done. There is just too much temptation to burry yourself in fiddling or ending up doing an "engine", eating up all your time. I've been there, burned my spare money, and am back to J2EE now, so might be "biased" - decide for yourself...
But maybe I am wrong. Maybe its better to start with pure LWJGL. youll need to do a bunch of simple (pre-)games to learn anyway, so why not do this in LWJGL, just to get in touch with native libs, low-level data structures and math and do a more educated decision if you are on the verge of creating your own engine or library...
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Game Development / Newbie & Debugging Questions / Re: Hi, just a few questions hehe
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on: 2013-05-01 09:33:46
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thank you all for your responses and specially alaslipknot for the links, i will certainly look at what you linked and study it.  There is an "appreciate" button on every post - just press it for posts you - well - appreciate  Btw does anyone know if there is a way to encrypt the images in the jar file? just for the game to be able to read the images and not people being able to take them off it. is it possible?
This is exactly what you should try to avoid: making your mind about stuff thats not related to the core gameplay/design. There was a lot of discussion about how to secure a games content, it's networking, the highscore-table etc. Common wisdom is: just dont!If your game is so successful, that people want to pirate or rip stuff out of it, you are a winner! Chances are, that nobody is interested in doing so - at least for your first game. And even if - what should they do with the art? If they do a fan game inside of the same universe - you should encourage and support them! If they use it as "placeholders" in their own hobby-game, you should feel honored. Just provide some copyright and licensing readme along with your game and inside your games jars, so you can legally claim ownership of the content.
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6
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Game Development / Performance Tuning / Re: Optimizing a QuadTree for enormous maps
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on: 2013-04-30 20:50:55
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Riven, if my question annoys you, you can go somewhere else... You don't know the answer and rather than just not comment, you insist that I shouldn't want to know the answer myself.
You are new here and Riven runs this place. He probably knows, what you wants to know, but he surely is more experienced than you - so maybe you should be listening and thinking about what he says. But maybe you are not interested in finishing a game and more into "technology-wanking" - that's OK, but you should be aware of that...
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7
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Game Development / Newbie & Debugging Questions / Re: Package naming conventions
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on: 2013-04-30 14:40:57
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just use your name or nickname as toplevel package. then use subpackages to group things you want to group like you are usually using folders. you may also put the projects (code-)name in the middle,if you want... as long as you don't want to release your code as library, dont bother too much about packages. just dont put any classes or stuff in the default package (toplevel without folders), and you'll be fine. even this advice is actually just common convention and might only be relevant if you use classpath scanners or get deployed in a shared environment with classloader hierarchies...
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Game Development / Newbie & Debugging Questions / Re: Hi, just a few questions hehe
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on: 2013-04-30 14:16:58
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if you want to create games for living and have a low budget and finite time/resources, then avoiding existing engines wil make sure you'll fail!!!
my advice would be to jump into libGDX instead. it will give you neccessary boilerplate code, good performance using opengl and android support out of the box. and if you really want or need to, you can still drll down to the low level by doing opengl and gpu shaders yourself.
but dont be fouled, if you want to do games for a living, you'll need every help you can get as well as spending HUGE amount of time to polish and balance your game. AND THEN you'll also need a truckload of art etc.
so save your time at coding and concentrate on gameplay/design and art/style. maybe leveraging prior expertise by creating a sound related casual game...
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Game Development / Newbie & Debugging Questions / Re: Need advice mapping out a plan/roadmap to follow for building a 2D platform game
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on: 2013-04-30 10:56:07
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If you've never finished a 'game' (or something like it), then you shouldn't that much studying. Sorry, but what does this mean? TL;Dr: Don't do so much planning, just start to write. And of course: Have fun! What an intriguing piece of advice! In almost most things, experts would say that planning ahead and having some sort of outline/plan/guide is most beneficial. It's both odd yet refreshing to hear this  They just mean, you need to finish a game or something similar on each level of your abilities on your learning curve. The biggest problem for people creating games here is that they either think too big (ala "My first project will be a MMORPG with Crysis like graphics") or they get lost in details (ala "I want to do a top-down scroller... but with 3D background... so need procedual generated terrain... but with dynamic lighting ...so need Shaders... but want Caves... so need Voxels... etc.) So it is most important, that you finish something with your current abilities before you go on. Otherwise you either spend all your time on some highly complicated and sophisticated part of your (never-existing) game or you loose interest alltogether, because you never reach your goals. (...) experts would say that planning ahead and having some sort of outline/plan/guide is most beneficial.
Yeah, experts would plan ahead based on their expertise, but if you are just in the beginning of building it up, you can only plan ahead to your horizon - you can't see any further. But the nice thing is, once you reach your that limit, it will have moved (by approx. 4.8km  ) revealing a completely new world to explore... So leave a mark (finish something), and move on! 
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Game Development / Newbie & Debugging Questions / Re: Avoiding looping through everything
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on: 2013-04-02 10:32:56
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In most cases you wouldn't as long as the entities are small enough. You would rather widen the maxRange in 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21
| findNearest(pos, maxRange) { cellRange = maxRange >> cellSizeInBits
posCellX = pos.x >> cellSizeInBits posCellY = pos.y >> cellSizeInBits
nearestEntity = null
for( cellX = posCellX - cellRange; cellX < posCellX + cellRange; posCellX++ ) { for( cellY = posCellY - cellRange; cellY < posCellY + cellRange; posCellY++ ) { foreach entity in grid[cellX][cellY] { nearestEntity = compareAndReturnNearest(pos, entity, nearestEntity) } } } return nearestEntity } |
to search enough cells, so that the biggest entity you would expect is also covered. If you really have huge entities, you could just attach an array of offsets to the entity coordinates that would form a coverage grid with the same cell size as the playfields grid: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19
| int[] oldCellX = new int[entity.covers.length]; int[] oldCellY = new int[entity.covers.length];
int[] newCellX = new int[entity.covers.length]; int[] newCellY = new int[entity.covers.length];
for(int i=0; i<entity.covers.length; i++) { oldCellX[i] = entity.x+covers[i].x >> cellSizeInBits; oldCellY[i] = entity.y+covers[i].y >> cellSizeInBits; }
updatePosition( entity )
for(int i=0; i<entity.covers.length; i++) { newCellX[i] = entity.x+covers[i].x >> cellSizeInBits newCellY[i] = entity.y+covers[i].y >> cellSizeInBits } |
This way, you would add the entity to as many grid cells as you have covered.
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Discussions / General Discussions / Re: I Switched to IDEA!
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on: 2013-03-14 18:01:18
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Well, I have a very strong preference of using tabs instead of whitespaces. I have no idea why teams should used fixed number of whitespaces rather than IDE customizable length of tabs.
Because of the way people tend to manually align stuff with spaces. The whole formatting falls apart when opening such a file with different tab settings. Coding, moving your caret around, in a whitespace infested file is very cumbersome.
Actually in Idea it is not much of a difference - but I also prefer tabs.
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Discussions / General Discussions / Re: I Switched to IDEA!
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on: 2013-03-14 17:24:48
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Take a look at the Code Style options and check "Use tab character"  I hate these little off-subtleties, having to customize everything just to get what is standard in other editors.
You mean standard in ECLIPSE - ever thought about other people having different preferences? I know enough people that want spaces for indentation. Especially larger teams tend to use spaces instead of tabs to overcome indentation-mess when not using code-formatting on commit... If it is too much effort to look beyond your nose - just let it be 
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Game Development / Game Mechanics / Re: Line Logic
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on: 2013-03-14 16:47:11
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Ah, ok - I occasionally "attach" the missed grid cells at the wrong side of the found one. I probably won't put any effort into fixing this, since I doubt it will beat your implementation.
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Discussions / Miscellaneous Topics / Re: Java on Shell
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on: 2013-03-12 11:39:19
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I have looked on beanshell, what exactly is it? I read the intro, quick start, but get no point of its purpose.
well its a shell to script beans - hence java classes. you can run it interactively from the commandline, so youmight get a better environment for interacting with your classes. there is also groovyshell http://groovy.codehaus.org/Groovy+Shell#GroovyShell-Features which might offer more features. OT: man - I hate posting here from my 2.3 android phone. does it work better with 4.1?
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Game Development / Newbie & Debugging Questions / Re: When to start trying?
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on: 2013-03-11 00:53:59
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I feel like having a solid Java2D knowledge can help me with the other graphics&game APIs. Is that really the case here?
So far, I never used any other libraries other than Java default ones. I think all of the other APIs put something on the default APIs, so I need the default APIs and libraries anyway.
Actually most game apis for java use OpenGL and bypass Java2D completely. I would go for libgdx directly - learning Java2D will leave you with unused knowledge in the end - at least api wise...
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Discussions / General Discussions / Re: I Switched to IDEA!
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on: 2013-03-09 22:10:57
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I use it at work with project consisting of 50 maven-modules. It's still useable (and maybe better than eclipse), but it is definately not MUCH faster and it does not use less ram either...
Just a reality check, no bashing...
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Discussions / General Discussions / Re: I Switched to IDEA!
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on: 2013-03-09 21:34:35
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Is it lighter than Eclipse?
Yes, MUCH faster startup/close and uses less RAM. As much as I like Idea, this is highly dependent on the type and size of projects you are working with.
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