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1  Game Development / Shared Code / Re: Xorshift variation for getting per-coord / parameter numbers on: 2016-05-01 20:57:36
Well one that isn't totally bad and fairly fast is
a,b,c and d are large primes. I use the 4 largest primes for the number size i use (4 largest smaller than 2^64 for longs.)
2  Game Development / Shared Code / Re: Xorshift variation for getting per-coord / parameter numbers on: 2016-05-01 05:31:19
There have been posts on this in the past. Including my own posts. I just spent a while going through em.. it was too long ago. But I used msequences. Very fast and proper pseudo random proprieties.
3  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-04-30 23:12:23
Sorting the isometric sprites the "correct" way is a hell, if you go for perfection you'll end up with a O(n^2) algorithm in the worst case or O(n * log n) algorithm eating up your mem in the best case.
I really don't follow, esp n^2. I did a isometric engine way back and had no such problems. Also n log n is fast enough even on old hardware for pretty big lists. If its mostly sorted, many sorts tend to O(n).

Anything that has a consistent ordering should always be sortable in n log n worst case. (broken quick sorts not withstanding)
4  Games Center / WIP games, tools & toy projects / Re: ExoSim - Exoplanet Simulator (CWSF 2016) on: 2016-04-23 01:50:42
Interesting project and quite ambitious. I would be interested in how you decide planet composition and things.

My masters was in Astrophysics (and laser physics). A few of my old friends work on planet formation theories, and stellar evolution along with nebular composition. Obviously recent data means these models are getting some adjustments.

I can see this working and being very interesting and super cool even with very cut down models and approximations. Note sure how you would do the biology however. That is far more speculative. Hell even weather systems are hard. It is quite easy to come up with a first order weather model that allows for liquid water outside the Goldilocks zone. 

Interested in this and will watch this space.
5  Game Development / Game Mechanics / Re: [LWJGL] 3D Collision on: 2016-04-23 01:10:12
If you want to go the hard way. Which i did once, as well as write a ray tracer for shits n giggles. You have a huge set of different algorithms that are designed to be efficient in particular cases.

However all (almost) share one feature. You prune the number of pairwise checks you need to do. Typically with some spacial data structure, say a quad tree for "2.5D" cases like an RTS or even FPS. Or a full oct tree for true full 3d. jME uses the scene graph for this (I think).

Now your down to a reduced set of pairwise checks you still do some fast pruning. For example use a bounding spheres and check if they overlap. If not discard.

Now you do the real checks. This can use full math based collision if the geometry is mathematically defined (ie constructive geometry). Or polygon methods for polygon data. Polygon data may be further required to be subsets of strictly convex geometry as well. Or just use the convex hull. Typically the polygon data needs to be a specific "collision" structure so different again from what you would send to the GPU.

A good example of this is the "closest triangle" method. I have convex polygon sets A and B. In A i find the polygon closest to B, and in B the same. I keep track of those polygons from frame to frame, updating the closest polygon if needed. Then i just check to see if they "intersect". Now this is a hard check. There are many edge cases you must consider. But you get the idea.  It is easy to see that i want some data structure where each polygon has a list of adjacent polygons. this is not anything like the structure you use for drawing.

There are a lot of papers out there. From the often fairly poorly written game/graphics gems to different well written siggraph papers.
6  Discussions / General Discussions / Re: Programmer jokes on: 2016-04-22 07:34:14
WTDD: Wishful thinking driven development

Almost every company i have ever worked for use this method. Including the one i just set up myself.
7  Game Development / Game Mechanics / Re: [LWJGL] 3D Collision on: 2016-04-22 05:18:52
This is where reinventing the wheel doesn't really make much sense. Trust me i know. I would just use the jMonkey engine. If you really don't want to use the whole thing. Then just use its collision code. I mean like 2 lines of code and i am done.
8  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-04-21 09:08:52
My business cards arrived!
[...] it is far easier to give someone a card [...] than everyone getting phones out
You can even combine cards and phones: QR-codes of contact details.
Scanning the code will then add you with your contact details to their phone contacts. Or just your website.
Yea we have the website qrcode on the back.
9  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-04-21 07:07:11
My business cards arrived!

Yes they are still a thing. I assumed not. But the fact is, it is far easier to give someone a card when at a big gathering than everyone getting phones out and exchanging details. I asked my bother to whip up a logo. And there you have it. Really pleased with it. Also did a quick and simple website to support this card.
Yea it is basic. We will add stuff when we are ready for real announcements and stuff. In the mean time you guys get exclusives Wink

Otherwise busy because my daughter is over for a few days. It is good to be your own boss.
10  Discussions / General Discussions / Re: Reserving the name of your game on: 2016-04-20 06:12:12
The only way to even reserve a name is via Trademarks or copyright. Trade marks are specific to what it is for. In other words just because someone is using a given name for something doesn't mean you can't either. You just have to be in different "industries" such that there is no likelihood to confuse the different brands. Most countries have trademark databases you can search.

Copyright is much more country specific. Lots of names wouldn't be copyright-able in many countries.

The good news is, if you can't "reserve" a name. Neither can anyone else.
11  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-04-17 12:20:26
Blender's blend file or FBX? o:
This is with jMonkey engine. So directly from blender files.
Quote from: orange451
Can't this be done in the shader? I'm assuming you're using them to calculate a TBN matrix for your normalmapping. Though, I guess I've you've already went ahead and done it on the CPU then there's no reason to switch Tongue
I am just using the default jME system. I need to call the create binormals thing. Since default textures (spec & normal maps) is all we need right now.

This week i am adding a proper IK system to jME that will also fix some of the other blender import issues. going to be all FABRIK, much like unity. But i get to match constraints to the blender system.
12  Discussions / General Discussions / Re: Ludum Dare 35: April 15th to 18th -- THEME IS SHAPESHIFT -- on: 2016-04-17 07:42:27
Yea i was going to go html5 for this dare. Maybe next time. Or the NZ game jam.
13  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-04-17 06:06:44
So after much mucking around and playing and saving and... Anyway now my pipeline loads texture data directly from the blend files correctly. Still some funk with normal's but that was fixed by re generating them, and i need to manually create binormals.  The result however is now we have all the textures!

There is plenty to do.

As for fluids, i added fluid simulation to Art Of Illusion way back. AoI was the java version of blender. However it was mostly one guy who is now rather busy. I didn't do a great job and abandoned the project. I used Smoothed Particle Hydrodynamics (SPH). I find it worked better for free surfaces. I would do things very differently if i did them again.

Lattice Boltzmann methods are pretty cool. The math even cooler. In the old days they even had integer latices gases. That was for back when floating point units were slow and expensive. These days i would look for a lib that uses the gpu. Hard to make it the same everywhere however.
14  Game Development / Newbie & Debugging Questions / Re: Adding multi-player on: 2016-04-16 21:37:08
You should design for multi-player from the ground up. 

I strongly disagree. The hard part of all games is finishing. Anything. The trick to that is have something playable as fast as you can. And just getting single player working is the main trick for that.

Adding networking after the fact. Which i have done, was in fact a fairly straightforward refactor. The hard part remains the networking.
15  Discussions / General Discussions / Re: Ludum Dare 35: April 15th to 18th -- THEME IS SHAPESHIFT -- on: 2016-04-16 01:32:41
I was going to do this one.. then well life happened.
16  Game Development / Newbie & Debugging Questions / Re: Adding multi-player on: 2016-04-16 01:05:31
Kryonet handles marshaling. The hard bit is what to send and when.

Using a lib like kryonet is recommended and removes the UDP/TCP argument since the lib will make that decision for you. If not *always start with TCP*, if it really is a bad fit then you can change later. TCP gives you a lot out of the box (flow control, ordering, handshakes and of course resends with packet loss), and UDP is *not* faster as so many claim. See below for the *only exception* IMO to this rule.

The type of game strongly dictates architecture. ie Server client, or p2p, turn based. These days everyone is moving to Server client, even for RTS games, so not a bad place to start.

Now the what and when. Lets hope your game is small. That is the *entire game state* can fit in a single packet, ie about 1500bytes or less. Then every game tick the server sends the entire game state. clients send "actions" when they happen. The server constantly listens to client actions, then updates the state, and at a fix interval sends the entire state to every client. This system does in fact work well with UDP and is the only case i would recomend people use UDP. Flow control and resends are handled implicitly by the server sending a fresh update at whatever rate you deem fit (10 per sec?). Clients always ignore "older" packets. Quake/unreal uses this system. this also works really well with TCP and large states with turned based games. Think old Civ.

If you can't fit the entire state in a single packet. Then more incremental updates with sync needs to be considered and it a bit harder to do. This is where TCP shines. I don't need a billion special cases with unrecived packets or out of order packets. But exactly what to send when is much harder to deiced. there are many ways to skin this cat. More details are required.

But no matter what i would start small. Proper small. like a cut down version of the game or something.
17  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-04-15 01:11:21
No idea what it is. I got it at a xmass market in Vienna.

My cubes. The 4x4 is harder than a 5x5 of course. Since you get parity. The 5x5 is a rubics and is crap.
18  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-04-14 03:46:49
Well i finished my math and some prototypes of IK using FABRIK method and tested some constraints. Will be adding to jME next week.

Managed to solve my 4x4 in 11 mins. I don't really do speed solving. Also this had only one parity error, so almost as fast i probably am right now.
19  Game Development / Artificial Intelligence / Re: Hnefatafl on: 2016-04-13 23:08:46
This is *much* closer to chess as far as branching factor goes, and there are always a lot of "dumb" moves. Therefore pruning trees like used in chess would work well. However chess AI uses databases of opening moves. Since this game is not so popular you would find it hard to find such databases. Hence it would need to have some deep precomputed openings or something.
20  Game Development / Newbie & Debugging Questions / Re: [SOLVED] [LibGDX] Curved Path Constant Speed Problem with End Points on: 2016-04-13 22:38:40
Oh sorry i didn't' even post the code in the end. Also for some reason i missed your reply.

I really feel far to few people in programming take math seriously enough. I had to learn 3d rotation matrices just to write demos when i was a young fella... Remember demos. Dammit i am old.

Also don't get too caught up in details. Gaussian Quadrature integration is a GREAT example of lots of details you can just totally ignore.

To integrate a function f(x) between 0 and 1 (for example) for fourth order i have


I evaluate the function at points x1..x4 and use weights a,b,c,d. I just look those numbers up in the internet and i am done. It is very accurate and you don't need to care *why*. You don't need to care how to find the points or the weights. Just look em up.

Did you still want my example code?
21  Discussions / General Discussions / Re: Blog six replies limit on: 2016-04-11 21:10:23
Well if you/we want "blog" like post. Perhaps write a blog? I assume the blog hosting has only got better.

Do people still do blogs? Are blogs still a thing?
22  Game Development / Networking & Multiplayer / Re: Kryonet hosting? Where and how? on: 2016-04-11 21:07:49
It seems they all do hourly billing now. Interesting. Not that i would bother with that. The main reason i use these services is to have a 24/7 server somewhere else. Like run my company website from there and that sort of thing.
23  Game Development / Networking & Multiplayer / Re: Kryonet hosting? Where and how? on: 2016-04-11 20:01:39
EC2: Holy crap a free Tier. I missed that.

Linode: slightly higher end? lol first time i ever heard that. I have used them ages ago. I had problems, the upshot was that i got refunded all my money about 3 months later.

What ever hosting you find. You will need to do a bit of configuration. However it is not that hard.

So on a clean linux (a virtual thing, looks like you own computer but with really low ram and and HDD), all you need is java as you say, just install the JRE. I install my own JRE even if they provide one. Master of my own demise and all that. Typically you want to have an account that is very locked down that you server will run as. Then just run the server from that account. Put it in the background or use something like screen if you want to logging without proper login Cheesy.

That suffices to get you off the ground. But for production with uptime requirements you will need to muck in and get dirty with many more details and how things fall over etc. But at this point just logging back on and checking the logs works fine.

Just be aware that you can burn through your bandwidth and cpu allocations much faster than you think.
24  Games Center / Android Showcase / Re: Project<SUB> on: 2016-04-11 19:40:56
Installed and played nicely on my phone. But after i died it locked up for a while. Then i couldn't close it without going to the android setting and using force stop.

Game Play: i found it a little slow  tilting the screen to control ship position. Otherwise it looks real nice. Needs a better death animation/sequence. Dying should be a big deal.

Sorry didn't get time to play much more.
25  Discussions / General Discussions / Re: Best way to play sound? on: 2016-04-11 19:30:47
OpenAL has been the way i have done it for a while. It is robust and gets the job done.

As for formats/codecs. Ogg is a container so I assume you mean Vorbis. Vorbis is younger and technically more advanced that mp3. Transcoding does cost you, but without some serious equipment, i doubt most humans could tell the difference between them.

The codec to look out for is Opus. It is like Vorbis on extra drugs so that is can do pure speech to a complete Symphony well. Also is is part of the HTML5 video tag stuff so i would expect wide support (ie javaFX).
26  Discussions / General Discussions / Re: Virtual Reality on: 2016-04-11 19:17:57
AR right now has 2 really big problems that i can't see easy solutions two. Depth of focus and transparency. Depth of focus is pretty hard to deal with. Transparency of the extra reality is basically impossible right now. there is not even technology on the horizon to solve that.

I really think VR is fairly close with cheap, hi res, lightweight screens. I remember attempts at VR in the 80's and 90's with 2 CRTs strapped to your head.
27  Game Development / Newbie & Debugging Questions / Re: [LibGDX] Curved Path Constant Speed Problem with End Points on: 2016-04-10 20:38:54
The math is only insane if you care. If you don't a simple Gaussian quadrature method can integrate for s given t quite accurately. I promised moons ago to post my spline code. But i never did. I will see where it is and if its practical to cut it down to something useful for others.

However your degenerate case could still exist here. Parametric curves generally require that x=f(t),y=g(t) be monotonic in t. that is dx/dt !=0, dy/dt !=0 anywhere.

Basically having a control point on top of each other turns your curve into a quadratic or something. This is why i would break up some of my curves.
28  Game Development / Newbie & Debugging Questions / Re: [LibGDX] Curved Path Constant Speed Problem with End Points on: 2016-04-10 05:24:34
I think i miss understood your problem a little.

By degenerate i mean in fact having a derivative of zero length. You either need to catch this special case, or you need to never let it arise (make == control points invalid). Or play with the equations and interpret the new curve properly (its probably now got a a zero on some of the coefficients).

Another option, the one i used, is that i would integrate for s not the derivative with respect to t. Since i don't care about its "velocity" as t is just a parameterization.  ie it is not real velocity.
29  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-04-10 05:11:57
I finally made some progress in debugging problematic models from blender into jME. got animations and bones at the same time now.

Just have to fix the models now.
30  Game Development / Newbie & Debugging Questions / Re: [LibGDX] Curved Path Constant Speed Problem with End Points on: 2016-04-10 00:08:35
When the curve is degenerate, you can't get a derivative. Turns out that existence stuff in calculus is important. In graphics i constantly find myself simply working around all the possible degenerate cases. For almost exactly this problem, i would replace curves with a non degenerate curve that has the same path but a different form in t. This worked fairly well if it is not a common problem. Also i could split a single spline into more than one to keep derivatives stable/accurate.
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