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1  Game Development / Newbie & Debugging Questions / Re: Adding lights - light map on: 2016-09-21 05:30:42
Yes. It depends however, how you are handling the scrolling and culling (e.g. translating the viewport/camera or offsetting the x/y coordinates before placing the tiles). I would use constant world coordinates with a moving viewport, so there is no guessing, what is at which x/y in the world at any given time.

But regardless what you use, you just have to make sure, you are applying the same mechanism for all layers you add.
2  Game Development / Newbie & Debugging Questions / Re: Adding lights - light map on: 2016-09-20 15:50:33
Actually it would be the same logic than you use to relocate your tiles in the color buffer when the game world scrolls...
3  Discussions / General Discussions / Re: Comparison between 2 IDE's - Netbeans and Eclipse on: 2016-08-31 22:30:51
I am totally Netbeans addicted.. I tried once intellij, the graphic is really awesome but I find working on only one project at time such a huge limitation...

This is a misconception due to their legacy wording. In reality its:
  Intellij Project = Netbeans Project Group ~ Eclipse Workspace
  Intellij Module = Netbeans Project = Eclipse Project

Also the Community Edition of Intellij is everything you need for POJO development. All the core IDE functionality is the same as in the Ultimate edition and the whole core source code is Open Source. Only the plugins contained in the Ultimate edition are not. So you are only paying for closed source plugins, not a closed source IDE.

If you give it a try, you should do it multiple weeks, not just an hour - it's impossible to judge an IDE in this short amount of time. You can also select Eclipse keybindings and import Eclipse projects, but at least the latter will imho lock you into a bias and hinder exploration of the IDEs goodies...
4  Discussions / General Discussions / Re: Porting Native Windows Windows to Java on: 2016-08-06 09:45:13
If you want toy around with jni and win32, by all means go ahead.

Just don't expect to get any benefit other than you've learned something...
5  Discussions / General Discussions / Re: Porting Native Windows Windows to Java on: 2016-08-05 11:48:59
For a feasibility, though, would porting Win32 to java as a library be a good idea?
I would say no.

Also why would you want to? If you don't like AWT/Swing, there are plenty of alternatives available - from SWT to GLFW to NEWT.

What would be the benefit of porting (? you mean binding, don't you?) Win32 to java?
6  Discussions / General Discussions / Re: What does your dream language look like? on: 2016-07-08 08:29:05
Actually python has some great stuff, but I don't really like dynamic typing, mostly because it masks information the IDE could use for code-analysis and -completion.

I'd rather would like to have a static typing with advanced type inference...
7  Java Game APIs & Engines / OpenGL Development / Re: VAO Index Buffer coupled with GL_TRIANGLE_STRIP: Avoiding flipped textured? on: 2016-06-15 14:47:05
I think ra4king failed to notice that the pastebin contains the relevant code and not the embedded code snippet...
8  Java Game APIs & Engines / OpenGL Development / Re: VAO Index Buffer coupled with GL_TRIANGLE_STRIP: Avoiding flipped textured? on: 2016-06-13 13:47:29
That's the deal - upload redundant indices, but safe on vertices and headaches...

Should have read the whole post, though. It looks you have to repeat the tex-coords or shift texture coordinate generation to the shader. If you want to texture a regular grid or terrain, it might be the way to go anyway.
9  Java Game APIs & Engines / OpenGL Development / Re: Things to try out in OpenGL on: 2016-06-13 13:40:54
- Appearance Space Texture Synthesis Cool
  (Would be very handy for terrain generation - especially if you want to have cliffs...)
10  Java Game APIs & Engines / Engines, Libraries and Tools / Re: LWJGL 3 - LMDB bindings on: 2016-06-08 06:40:22
Quote from: spasi

Having everything in the same repo, in branches, or in different repos, is just a technicality. The only thing that matters is how the software is deployed. With #100 + a few other ideas we had recently, I believe everyone will be satisfied.

I disagree on this. It's mostly a psychological issue. The more stuff is in a project, the bigger is the hurdle for others to dig into the detailes or take responsibilities.

So modularizing the project on repository and publication level would be a good thing. Other than that, stuff like lmdb would have a lot of use in enterprisy contexts, where disassociating them from a gaming library might have it's benefits.

Having said that, it would also be a bigger effort to maintain multiple projects, their public visibility and communities. So in the end it depends on the effort you are able and willing to put into it - especially when you are not convinced  Wink
11  Discussions / General Discussions / Re: Virtual Reality on: 2016-06-03 17:22:10
Rumours are also saying that Samsung is developing a lightfield screen.

Yeah, but that probably would be a normal screen with a lightfield camera attached to send recordings of your bedroom back to samsung and their content exploitation partners  Wink
12  Game Development / Game Play & Game Design / Re: [spine] Only sideway animations - opinions/suggestions? on: 2016-06-02 18:55:51
Just do separate forward/backward models with their own animations and switch them accordingly?
13  Discussions / General Discussions / Re: Virtual Reality on: 2016-06-02 18:53:04
Transparency of the extra reality is basically impossible right now. there is not even technology on the horizon to solve that.
take https://en.wikipedia.org/wiki/Smart_glass, make it smaller and get per-pixel : reality-subtractive-color-mix-to-black + agumented additive color overlay with laser-power. win.

focus can be enhanced by tracking eye-ball-direction (focus distance) or by capturing reality-depth-buffer (view distance). two different things. there are alot more idea like that around.

Also there are lightfield displays (https://www.youtube.com/watch?v=uwCwtBxZM7g). And rumours say, magic leap uses these...
14  Java Game APIs & Engines / JavaFX / Re: JavaFX For Pixel Games on: 2016-06-02 07:26:38
Looks like you are out of luck: https://bugs.openjdk.java.net/browse/JDK-8091877
15  Game Development / Game Mechanics / Re: Blending Colours on: 2016-05-16 13:17:53
Maybe he wants a more precise function that guarantees...

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public int lerp(int a, int b, int c) {
return (1-c)*a + b*c
}

Should be float, not int. Other than that, I don't get what this guarantees nor why it's more precise...
16  Game Development / Newbie & Debugging Questions / Re: Bloom effect on: 2016-05-11 07:32:14
https://github.com/mattdesl/lwjgl-basics/wiki/ShaderLesson5
17  Discussions / General Discussions / Re: SMF is falling apart. on: 2016-05-04 16:36:39
LOL - could've googled though... Pointing
18  Discussions / General Discussions / Re: SMF is falling apart. on: 2016-05-04 14:50:35
I have a daughter, so it's more like NoMeansNoWellNotQuiteAndMaybeIfYouReallyInsistYesEventuallyButStopLookingAtMeThatWay for me
19  Game Development / Newbie & Debugging Questions / Re: Notifying another class, in another thread, of a variable change? on: 2016-05-03 07:10:05
http://www.javacodex.com/Concurrency/ConcurrentLinkedQueue-Example
20  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-04-27 07:55:12
I'm actually really happy with these animations, I quickly implemented them in my game and I think it really fits the watercolour graphics Smiley

Great effort Smiley

Two glitches I noticed:
- The character looks squeezed during the animation - add a little bit more of head movement in the y-direction
- The joints get disconnected (torso to arm, hip to leg, knee) during the animation. So check if your skeleton is really connected.

Also see (but you probably already have):
https://www.google.com/search?q=run+cycle+animation&tbm=isch
https://www.google.com/search?q=skeletal+animation+principle&tbm=isch

for visual reference

Keep up the good work!
21  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-04-05 06:25:25
 Shocked What can you possibly dislike with this tree?
22  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-04-02 13:43:51
I think many (most) successful or genre-creating games were built based on intuition and a general belief in a fresh concept. Sure you need to understand the market to know if your idea is good or not, but understanding the market isn't by itself going to give you a good idea.

I don't know where you get the 10k figure from. I have a mortgage, healthcare and pension to pay, which pushes me way over that figure without even putting money aside for food Smiley The only game budget I can work with is 0. I finish my projects because I believe in what I am building and I'm having fun, not because I have a 100 page master plan.

This is all very true, if you are doing something as a hobby or just taking chances, but delt0r quit his day job and needs to make a living out of games.

Now think how many genres exist currently and how many are left to be created. Then compare the chances of developing a genre creating game with the odds to win in the lottery.

Either you have a ground-breaking concept for a killer game already or you have to be very disciplined to work yourself up into brand recognition and building a safe budget forthe next bigger game.

And even if you are very creative and have a groundbreaking concept, you still have severe time and budget constraints, if you are not doing this as a hobby...
23  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-04-02 00:47:36
Most of us won't be able to pull a killer game out of a magicians hat, so doing some market research to find a niche thats not totally crowded is actually a good idea to get some income from an average game.

You'll need to create more of them anyway - and build up a brand name, if you want to make a living out of it (something like minecraft is a very very very rare thing to happen)

Also planning (at least sketching) a full game, it's scope and production timeline ahead of time saves you from getting lost in detail before having anything worth of a game. You'll run out of money very fast without other income.

You need to know the assets, you may need and if you are capable of producing them. If you are not, you need to find and hire an artist or change your game's style to something procedural or geometric - depending on the resources at your disposal.

Without planning and discipline you'll end up wasting effort in a pipe dream. Been there, done that, failed and ended up doing devops for an insurance company...

(Thats scary, I know  Wink)
24  Game Development / Newbie & Debugging Questions / Re: Array Of Sub-Classes on: 2016-03-22 07:33:06
The question is actually for what purpose you'll need the Encyclopedia at all...
25  Game Development / Newbie & Debugging Questions / Re: (Individual Tile Classes vs Method Stacking) and Storing Tile Data on: 2016-03-17 09:48:57
No, VBOs and VAOs are concepts of OpenGL.

He is jumping ahead, suggesting to put your rendering code into a shader running on the GPU. But since you are currently in the stage of trying to structure your code and find your way of organizing things, it's clearly nothing you need to care about now (or in this project)

26  Discussions / General Discussions / Re: 50+ gigs of assets available for the low price of $13 on: 2016-03-16 18:13:17
you really want to make every asset yourself anyway and not use premade shit, unless you wanna make some generic piece of crap
Boo! Why bash anybody elses work and offend the maker? Also why posting negative on a helpful topic?
27  Game Development / Newbie & Debugging Questions / Re: (Individual Tile Classes vs Method Stacking) and Storing Tile Data on: 2016-03-16 18:03:42
Quote from: 65K
Alright, and what is the relation to my posting ?
None. Looks like he wanted to expand on his own post...
28  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Java OpenGL Math Library (JOML) on: 2016-03-10 07:56:56
JOML is a good reference, but I had trouble deciphering the algorithms used in Matrix4f, as it deals mainly dumping matrix data into new matrices when translation or rotation goes on.
If you want to know more about the algorithms/formulas, then Wikipedia is a good resource. Many more complex JOML methods are also annotated in their JavaDocs with references to web pages describing the algorithm/formula.
I was being told that Khan Academy has a good course on linear algebra, too: https://www.khanacademy.org/math/linear-algebra

I've searched and searched but anything on the wikipedia math wise isn't legible to me and everyones complex answers don't revolve around how the matrix exists, but just where it is stored. The translations and rotations algorithms don't explain anything on this subject, and for opengl tutorials its all the fixed function pipeline and hidden method bullcrap that are either outdated or just stupid. > Refers to my post about decent learning material <

You probably already figured out this much, but this is my favorite primer regarding matrices in programming: https://www.sjbaker.org/steve/omniv/matrices_can_be_your_friends.html
29  Game Development / Game Mechanics / Re: Calculating Line Intersections without looping on: 2016-03-09 10:14:45
http://www.java-gaming.org/topics/line-grid-intersection-code-all-plotted-cells-directly-connected/28988/view.html
30  Game Development / Newbie & Debugging Questions / Re: Storing tile data on: 2016-03-08 17:25:52
Creating an object for each tile also produces some overhead - cpu-wise, garbage-wise and memory-allocation-wise. An Array is also an object, so nesting arrays produce more overhead.

However, while this is all very bearable, you could go more oldschool: treating your whole tileset as block of data would reduce all these overhead:
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    class TileManager {
        static final int GRID_WIDTH=8000;
        static final int GRID_HEIGHT=2000;
        static final int TILE_WIDTH=32;
        static final int TILE_HEIGHT=32;

        static final int TILE_TYPE_GAP=0;
        static final int TILE_TYPE_GRASS=1;
        static final int TILE_TYPE_ROCK=2;
        static final int TILE_TYPE_WHATEVER=3;

        static final int TILE_TYPE=0;
        static final int TILE_VISITED=1;
        static final int TILE_LIGHT_VAL=2;
        static final int TILE_HITS=3;

        // you might want to reserve some space for future extensions...
        static final int TILE_SIZE=8;

        byte[] tiles=new byte[GRID_WIDTH*GRID_HEIGHT*TILE_SIZE];

        draw(SpriteBatch s) {
            s.begin();
            for(int gy=0; gy < GRID_HEIGHT; gy++){
                for(int gx=0; gx < GRID_WIDTH; gx++){

                    int tileStart = (gy*GRID_WIDTH + gx) *TILE_SIZE;
                    byte tileType = tiles[tileStart+TILE_TYPE];

                    if( tileType != TILE_TYPE_GAP )
                    {
                        // calculate position
                        int x = gx * TILE_WIDTH;
                        int y = gy * TILE_HEIGHT;

                        // get tex coords for this type
                        int tx = getTXbyType(tileType);
                        int ty = getTYbyType(tileType);

                        // get what else you need
                        byte visited = tiles[tileStart+TILE_VISITED];
                        byte lightVal = tiles[tileStart+TILE_LIGHT_VAL];
                        byte hits = tiles[tileStart+TILE_HITS];

                        // now draw it...
                    }
                }
            }
            s.end();
        }
    }


Isn't as pretty though and more the way you would do in C.

This way you would exactly use the amount of memory declared by the byte array, without any hidden overhead. Saving and loading this is obviously also straight forward...
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