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1  Discussions / General Discussions / Re: Windows 10 on: 2015-08-27 18:15:11
I never update anyway  ¯\_(ツ)_/¯
2  Java Game APIs & Engines / Engines, Libraries and Tools / Re: steamworks4j - Lightweight Java Wrapper for Steam API on: 2015-08-20 12:27:10
Much obliged.
3  Games Center / Contests / Re: [Idea] Would anyone be interested in a Pure Java game jam? on: 2015-08-19 09:26:54
I wouldnt be interested in learning the intricacies of Java2D or JavaFX. Seems to have no value if I can just hone other skills that actually matter.
4  Java Game APIs & Engines / Engines, Libraries and Tools / Re: steamworks4j - Lightweight Java Wrapper for Steam API on: 2015-08-17 17:24:37
Cas already wrote one and said he would share with whoever signed the NDA and needed it.
Is there no NDA needed for this, is this not complete, what are the differences ?

I think steamworks is not the whole steam API stuff I guess.
5  Java Game APIs & Engines / OpenGL Development / Re: Vulkan ETA late 2015, Android support, Apple NOT supported on: 2015-08-14 23:11:09
Apple is the cool kid on the schoolyard. He doesnt have to follow your projects, you follow his.
We'll see. All the money is still on Apple phones and not android, they are still in charge...

Not that I like Apple... 
6  Game Development / Newbie & Debugging Questions / Re: libgdx The need to dipose assets on desktop on: 2015-08-13 15:57:30
Yeah for casual games I did indeed just load everything in. But yes... little bigger now
7  Discussions / Miscellaneous Topics / Re: OpenAL fails on my computer on: 2015-08-13 15:56:45
Yeah I can verify what cas says, it was the case at least like 3 years ago. Havent tried it in a while if that has changed.
8  Game Development / Newbie & Debugging Questions / Re: libgdx The need to dipose assets on desktop on: 2015-08-12 23:15:22
Yeah I would do that in any case. I mean you just compare the list of textures and sounds you have loaded to the one needed for the next map.
But I was unsure whether to unload everything I dont need each map change... well overall i guess my loadings and unloadings are rather quick so it should be fine; I really dont wanna have memory leaks.

However I have though about having a game without loading screens, with everything streaming... but yeah that seems like a huge pain. But also considering my game does feature cutscenes and jump to other locations occasionally, I probably shouldnt do that in the first place.
9  Game Development / Newbie & Debugging Questions / Re: libgdx The need to dipose assets on desktop on: 2015-08-12 22:21:22
@theagentd Yeah I'm just taking about libgdx stuff using native memory or VRAM, not arbitrary objects in java

but yeah you guys are right
I kinda have it on my todo list since forever but never really done it: disposing routines for when something is no needed anymore... I guess the question is what and when. unloading everything not need on a given map during map change means I can never use the cache pretty much. Which is lame... hmm. Gotta have to calculate stuff.

Its a shame there isnt like a definitive reliable VRAM tool
10  Discussions / Miscellaneous Topics / Re: File replacing bat/sh file! on: 2015-08-12 22:10:28
Which is interesting because my game always had a screenshot function which I very early on moved the path to the home directory due to it not working anymore.
But even if creating works...I guess you could download an update, tag with with date or number and always run the latest... at best
11  Discussions / General Discussions / Re: Recurring issue with making games on: 2015-08-11 13:52:24
I dunno. I am using the libgdx setup tool for this because it would be hard to setup the html5 thingy without any GWT knowledge and all.
But when importing the project via gradle I get this

and

and kinda gave up, since I have like no idea about gradle or GWT and its supposed to just import and there you go.
12  Discussions / General Discussions / Re: Recurring issue with making games on: 2015-08-11 13:24:07
Also note that you can deploy libGDX as JavaScript.
Yeah but its a huge pain in the butt to get it to work. Especially with Eclipse. And then your code would also be... yeah...
13  Discussions / General Discussions / Re: Windows 10 on: 2015-08-11 13:15:20
Why would you ever adopt any technology early, unless your current system is broken?
14  Discussions / Miscellaneous Topics / Re: File replacing bat/sh file! on: 2015-08-11 13:06:02
Is there even a reliable way with Java to write to the game directory now and in the future?
So will savegames, screenshots, configs and whatnot you just go to the home directory. But for updates...?  When not using Steam (yet)...
15  Game Development / Newbie & Debugging Questions / Re: libgdx The need to dipose assets on desktop on: 2015-08-07 13:54:46
My only slight concern would be VRAM/OpenGL cleanup. But even there not sure.
Since the Lwjgl probably cleans up by itself upon kill.

I am using the LWJGL backend.
16  Discussions / General Discussions / Re: Windows 10 on: 2015-08-07 12:20:54
"upgrading"
17  Game Development / Newbie & Debugging Questions / libgdx The need to dipose assets on desktop on: 2015-08-07 12:16:09
Using libgdx, desktop only game:

The docs are very much Android focused. So on Android its obvious, you gotta dispose everything.
My question is: Do you need to dispose things on desktop at all? Some of them? Never, always - which ones?

I do dispose but I also kinda assume that its not really necessary.
18  Game Development / Newbie & Debugging Questions / Re: I want to work in 3D? on: 2015-08-01 01:06:13
Why not using the ancestor of my first person shooter?
Please.
19  Discussions / General Discussions / Re: Recurring issue with making games on: 2015-07-31 14:09:32
yeah improving and adding features upon a "finished" game is easier than starting something big from the get-go
20  Game Development / Newbie & Debugging Questions / Re: My map load parser is taking ages on android on: 2015-07-31 12:07:47
well byte to string and vice versa is not a problem

but 9mb map files geez, unless you have assets IN your map file, which I will assume here...

and calling createTile 3 times per tile... which calls one of these methods, which we dont know how intensive they are

You didn't answer my question?
How do i change string to a byte

Because its not the issue and as Riven pointed out very suboptimal anyway.
Start by not having 9mb files. Unless your game is just THAT complex
21  Game Development / Newbie & Debugging Questions / Re: Check to see if Triangle intersects Rectangle on: 2015-07-31 08:58:07
Hey thats not a triangle... thats a piece of cloth :3
22  Discussions / General Discussions / Re: Recurring issue with making games on: 2015-07-31 08:45:50
@topic yeah we all know this problem... cows go moo :3


3. Try making a canvas (javascript/web) game or two. It's easy and fast to get feedback.

Thats interesting - I really dread making anything in javascript because javascript is weird, has no real OOP, is hard to debug and all.
What frameworks do you recommend?

Also sound programming seems to be a mess, I guess it would imply minimal or no sound...
23  Game Development / Newbie & Debugging Questions / Re: My map load parser is taking ages on android on: 2015-07-29 19:28:17
well byte to string and vice versa is not a problem

but 9mb map files geez, unless you have assets IN your map file, which I will assume here...

and calling createTile 3 times per tile... which calls one of these methods, which we dont know how intensive they are
24  Game Development / Newbie & Debugging Questions / Re: My map load parser is taking ages on android on: 2015-07-29 07:16:19
Hm wow.
How big are your map files?

What exactly is involved in doing new MasterFile() ?
Also TileUtils.createTile
25  Game Development / Newbie & Debugging Questions / Re: TileRenderer Buggy lines on: 2015-07-26 23:15:52
Its called "bleeding" just search the forum for it
26  Game Development / Newbie & Debugging Questions / Re: Handling curves in a platformer? on: 2015-07-22 16:26:01
Short answer is: Its just not that simple. You will invest a lot of time writing a mini physics system.
Horizontal logic, vertical logic, gravity, jumping , forces, platforms that may move you up or down if you have that, side to side, what happens if you do get stuck into a wall or floor.

its an iterative process where you test and test.
I dont even have curves, I have lines of technically arbitrary angle. but even that is hard to do graphic wise when working with tiles.
Then also in my latest system I have a shit ton of callbacks like, hit the ground, pushing against wall, walking down, walking up, jumping jump, falling down and many more - these are for animations, so that the animation can switch all the time.

So there is no equation that comes to the rescue, you have to think about all the glitching that may happen anyway, and it really also depends on your animation system your tile/map system, objects in the game and in general how you can move around

Performance is also an issue somewhat as you will have to do subpixel calculations every frame.

So that was all very theoretical:

Start with: The same that you are doing know to ensure your character stays on top of tiles, do that for lines...
27  Discussions / General Discussions / Re: Oracle are winning in the 'copyright an api' legal fight on: 2015-06-30 21:05:26
The legal and tech implications are already basically covered in this thread...

Ethically, making it first open source and then suing someone for seemingly using it appropriately, means one of two things:
A) They didnt image this usage - Seemingly impossible and or very stupid
B) Their behavior was inconsistent, meaning a change of heart. Which means first they were ok with it and then, considering the circumstances they were not anymore, or realized they could sue.

And the second one is not really defensible ethically imo.

I'm not 100% informed on this issue... If SUN open sourced it and THEN was bought and Oracle disapproved it makes more sense at least. Not that I would approve tho anyway.
28  Game Development / Game Mechanics / Re: Game loop and capping fps on: 2015-06-20 05:42:22
@ags1

I'm not really arguing that performance available was never better and the codebase of java2D was probably never better. Sure. Nevertheless I see no point why anyone would start getting into Java2D... there is just no point. I dont really see a OpenGL binding as a "dependency" because, I mean, we all use some sort of codebase to build a game with, you never start with zero, so whats the difference. And a OpenGL binding is really the basis of any game development framework.

I remember getting hardware acceleration in java2D was a nightmare... A) There was no real dependable way to get the information on IF we are hardware accelerated or not
and B) The rules for getting and worse the rules for losing hardware acceleration were completely arbitrary.

yeah but cas uses opengl and those instructions are easily ported, let alone to other opengl systems.

I mean by porting I kinda also mean your knowledge... knowing java2D is not beneficial when you could know OpenGL. Better that nothing obviously, but many of the concepts are actually complete Java2D's own bullshit...

tl;dr
Yeah I also dont argue with you. If you do want to do Java2D it probably has never been easier performance-wise and codebase-wise.
However that being said, I dont see why anyone would ever do Java2D to begin with.
29  Game Development / Game Mechanics / Re: Game loop and capping fps on: 2015-06-19 02:10:59
@ags1
Really?
Performance wasn't even my main concern...
You'll end up with a codebase you cant port to anything, different from OpenGL code.
Why build expertise in an API no one uses?
There are literally zero advantages to handicapping yourself like that, EXCEPT "java2D is easier". But compared to libgdx this isn't even true, especially considering super hacks you have to do in java2D to get performance.

There is no point.


@pelep
We have discussed this over the years in this forum countless times.
Basically, since this is a gaming forum one would assume you want to make a GAME. You will either do a game or an engine, not both. And to be perfectly realistic you wont do an engine. At least a GOOD one. Now whats the point of making an inferior weak lackluster maybe unstable engine? Fun. I guess If its fun to you I can't really argue... If you want to be productive though, this is certainly the wrong approach.
30  Game Development / Game Mechanics / Re: Game loop and capping fps on: 2015-06-18 09:38:15
you dont have to do this yourself. which library or framework or whatever are you using?

I know I don't Smiley Currently, I'm using only Java2D. I explain why here. Specifically, the second paragraph

Quote
Hi, I'm currently rewriting the game engine

Stopped reading there. Sorry.
I will assume you are pretty young and wont listen, but dont write an engine yourself unless you have like 10 years of experience and a team. Just dont.
Especially not one that uses Java2D... that shit was outdated in... well actually always.
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