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1  Java Game APIs & Engines / Java 3D / Re: How much time will it take me to learn 3d game programming ? on: 2016-08-03 23:30:40
Wait what? I worked on some oceanography stuff in the Physics department in NZ we were sending sonar signals from the US right across the pacific to NZ and Antarctica! It sounds "loud" in dB but that is because the scale is different for underwater sound. So we were not having any problems as in Whale song is louder.

Small world.
2  Java Game APIs & Engines / Java 3D / Re: How much time will it take me to learn 3d game programming ? on: 2016-08-02 22:22:47
I said it's one of the most diffucult fields in CS, thats a difference.
And it really isn't. Not even close. And not by any CS i know and I know a lot since it is my day job. In fact my friend on the other side of the room laughed when i told him your quote, with a plain "what? seriously?" follow up.

Fine 3d may be harder than 2d, and bugs are difficult because as cas says you get just black. But come on. It is 3d euclidean geometry in a well established field and industry with a massive set of tools available in just about any licence you want. Most senior high school students should be fine. As long as they are not majoring in something stupid like rock climbing.
3  Java Game APIs & Engines / Java 3D / Re: How much time will it take me to learn 3d game programming ? on: 2016-08-02 03:21:00
Honestly dive into a unity tut. Or a blender one. You can be up and running very quickly. A day or so.
4  Java Game APIs & Engines / Java 3D / Re: How much time will it take me to learn 3d game programming ? on: 2016-08-01 23:06:31
Your never finished learning anything. Seriously. I am now 41 and i look back on my former younger 39 year old self, so young and full of piss and vinegar and so lacking in wisdom! I don't expect that to end anytime soon.

But i do disagree the the previous post. 3d graphics one of the most challenging fields in CS? What? Not even close. 3d graphics and 99.9% of the math behind it is pretty simple and not all that advanced. I would expect most people who really want to learn to be quite capable of doing so. It is mostly last year equivalent high school to first year uni level. Many of us taught ourselves this stuff for demo scene back in the old days when there wasn't even internet.  Basically vectors and matrices and understand the idea of a coordinate system and your more or less done. Even advanced shaders are not that difficult from a math perspective.

 Have no idea why people would say 3d grfx is hard advanced math. It really isn't. Navigation math with non euclidean geometry is harder and something every old navigator had to learn. Or calculating the orbits of the planets accurately enough for space probes is a bit harder. Fluid dynamics is much more difficult. 3d grfx math is piss easy.

However i do agree that it is stupid to write an engine. There are a bunch of good engines that have done a lot of the boiler plate code for you. Golden rule as a coder. Don't write code some other sucker has written for you. Every man and his dog writes a new "engine". Guess what! they never finish and 99.9% of the ones that do have a far poorer product than stuff that was around for free when they started.

If java is your thing i recommend Java Monkey Engine. Otherwise you can't go wrong with Unity and c# is not bad either. I wouldn't recommend anything with C++ or C.

5  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-07-26 04:34:25

What language do you suggest then? Practically every modern engine is written in C++ and while I'm not 'devoted' to the language, I respect it.
C#, java, Lua (sort of). anything with managed memory, the myrid range of scripting langs. Yep even java script before C++. C++ is even worse than not managed, it is a very hard language to write fast code in. And even harder to write multi threaded code in. I have done it, and can be done. But at huge upfront dev cost. But i will say nothing more as this will just descend into another religious language flame war. You use whatever you want. Just don't forget all those C++ games that have horrendous performance problems.... Just because everyone does it. Doesn't make it a good idea.
6  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-07-26 03:09:13
I am still waiting for a day when (especially non-indie) devs will finally start caring about security and doing online games right instead of just complaining that their game got hacked... Smiley
This won't happen, because games programmers rarely have any experience in the real world at large doing more diverse software engineering. One of the most pertinent indicators of these developers' inexperience in mature software development is the fanatical devotion to C++ and the almost face-palmingly poor tradeoff of performance versus critical bugs, a decision no-one in their right mind has made in the rest of the IT industry for the last 15 years when we all moved to managed languages.

Cas Smiley
QFT, at the NZ kiwi jam we just had that argument with a few of the people there. They still think C/C++ is a good idea. I am sure there is some case somewhere where is could be. But not for games IMO. Really not for games. The performance thing doesn't even hold water with just how bloody fast even our phones are now.

As for security. There is also the problem that for many of us we never get popular enough to get hacked! I mean i did computer security and cryptography for a day job in a previous life. Yet i don't have a lot of security in my game since adding it is a lot of work.

don't get me wrong. I think cheaters is a far bigger problem for games than pirates.But i can't see myself doing more than i run all the servers and basic consistency and protection against replay attacks. Good security is acutally a lot of work and fairly hard to get right. Esp if you use C++  Roll Eyes
7  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-06-27 23:57:05
I have translated some of the unity shaders in the past. It is not hard to move them over to pure opengl ones, at least these ones weren't. Often the hard part of a shader is the technique. Once you understand it, they are not such complicated pieces of code really.
8  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-06-26 23:29:21
In the weekend i got Droid Assault from puppy games. It is AWESOME and also rather close to what i am making. Easily their best game. And good to know it really is as much fun as i suspected. I may have lost a bit of time playing it... And always trying to capture that other droid... I got the emp one once. That didn't end well.

But sigh.. i work and work and get further and further behind! It is like a real job.
9  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-06-16 06:48:45
I am looking forward to it. Tho I hope i am better at it than titans revenge.
10  Discussions / General Discussions / Re: Question: Bit-exact floats on different computers? on: 2016-06-16 06:46:23
Yes i have tested this ages ago. It is one of the reasons the base java math class is fairly slow since IEEE 7 whatever  is fairly strict and java requires 2ulp accuracy (also Part of IEEE IIRC). It is *bit perfect*.

In fact we have also done this with C/C++ across quite a wide range of CPUs. But for that you got to get your compiler flags right for each target. It is def much easier to do in java.

People often think that floating point is somehow not deterministic. Not sure why. But outside bugs, it is.
11  Java Game APIs & Engines / Engines, Libraries and Tools / Re: LWJGL 3 - LMDB bindings on: 2016-06-07 06:07:45
Looks really interesting. Def will check it out.
12  Java Game APIs & Engines / Engines, Libraries and Tools / Re: LWJGL 3.0.0 released on: 2016-06-04 23:31:13
Yes quite a few people still run pure 32 x86. But they don't need to. A 32 x86 hasn't been sold made in how long? So it is very legacy support. And lets face it these people don't really use things like games or opengl or anything.  I can understand dropping support for things that cost time, and lack users.  Legacy support is overrated.
13  Java Game APIs & Engines / Engines, Libraries and Tools / Re: LWJGL 3.0.0 released on: 2016-06-04 09:40:09
Legendary!

Dropping the Linux 32bit support surprised me. I guess i don't have any left since i didn't notice and have used a nightly once or twice. So meh. If my users complain i guess i may have to be the "contributor".
14  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-06-04 00:09:48
Well long time no post. Basically got caught with my pants down on when things are needed to be submitted for PAX down under. As a result I have had a big change in direction. Been coding like a crazy man for the last week or so. Quite happy with the progress, we may just pull it off. Cheesy It is yet another dungeon runner for what it is worth. Yea it is a tough crowed and a crowed genre but in terms of the technical aspects it is the easiest for me to do, while still permitting the unique things i feel i can bring to the table.
http://imgur.com/HYIMpBw
All place holder art is the blender default cube Cheesy
15  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-05-12 22:18:43
Today I wrote a game on a computer older than almost all of you.

Imgur album

Excuse the potato quality.
Sadly i do believe i am older.
16  Java Game APIs & Engines / OpenGL Development / Re: Vec4 Mathematics on: 2016-05-12 03:31:49
Vertex Cache, which i mentioned *is an optimization*. Potato Patato...
That still doesn't have anything to do with GLSL compiling.
Way to miss the forest from the trees.
17  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-05-11 22:47:33
Well weeks and little progress. This own company thing is harder than it looks. Last week was bad as a friend suddenly pass away. Sad times.

This week i have been a chronic procrastinator. So i got out the book that helps me on that and am applying that for the next little while, so far so good. Didn't muck around at all this morning. Got cracking straight out of the blocks. Lets try and keep that up eh.

You may wonder why i would post this. Well i am trying to organize some informal weekly indie thing here (Auckland NZ). Because when you work mostly on your own it is very easy to have days, weeks and even months just evaporate  and you don't really keep up with what you should be doing, and what your not doing.  I know of no silver bullets, but contact with others who can tell you "what the.. you should us that last month". Or alternatively and more common, it like Dam he got soo much done. What was i doing? So until then your my informal weekly meeting Cheesy

So lets crack on.
18  Discussions / Miscellaneous Topics / Re: Shareware, copyright and fangames on: 2016-05-11 22:37:04
there is in fact no requirement to protect copyright stuff, they can just let it all slide if they want (see Eve Online fan stuff). They can just leave it for 90 years then decide to sue (cease and desist first), it is trademark that you need to be vigilant about to keep it.
19  Discussions / Miscellaneous Topics / Re: Shareware, copyright and fangames on: 2016-05-11 08:59:31
The skinny is they probably don't care. ALSO they have to give a cease and desist notification first. Follow it and your not going to get sued. 99.9% of the time.
20  Java Game APIs & Engines / OpenGL Development / Re: Vec4 Mathematics on: 2016-05-11 08:55:34
Vertex Cache, which i mentioned *is an optimization*. Potato Patato...
21  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-05-11 08:52:32
Compression is a good thing for lowering load time.
The fastest i have found is store it the same as in memory. Use simple fast compression. None of the xz or bzip stuff that is slow. Basically gzip. Gzip saves time of spinning disks (not RAID) but is level pegging with SSD. The space saved is worth it anyway.
22  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-05-10 22:35:10
As long as you are below 5 or 15 seconds (depending on if you show loading screen on every level/area loading or only once when game is starting) you don't have anything to worry about. Smiley
I appreciate every effort game developers make to reducing load times. I'm disappointed that multithreaded loading is not more common in CPU limited loads...
It is not nearly as easy as it looks to make work. I know i tried it. You end up with lots of OS wait states. Really you can only read stuff from disk so fast and for the most part having a not stupid on disk format is about as good as it gets. But max IO bandwidth is not realized if your also trying to get max data to the GPU etc. In theory it can work. But even million dollar GIS systems come with custom configurations often enough to reduce the problems with streaming data. 
23  Java Game APIs & Engines / OpenGL Development / Re: Vec4 Mathematics on: 2016-05-10 22:29:32
Quote
does GLSL do any optimsations?
Yes it does, but it depends and implementation specific. ie it is up to the vendor. Assuming your using indexed primitives it can cache vertex calculations. ie properly optimized triangle soups you will very rarely calculate a vertex twice. But typically each and every vertex is calculated once even if some calculations can be taken "out of the vertex loop". But again it is Meh since cards these days just never seem to hit vertex limits anymore, matrix calculations in fragments. Well that is a different story.
24  Discussions / Miscellaneous Topics / Re: Shareware, copyright and fangames on: 2016-05-10 22:23:20
No don't ask. Lawyers always say no and now you have just given them proof you believe you are using there IP.

Note that copyright does *not* protect ideas. It protects a particular implementation/expression of ideas. For example anyone can write a story about an physically scared orphaned wizard that goes to a hidden school of magic with a redhead and loser for best friends. But ya can't call him harry potter, and you probably want that scar to be from something different.
25  Java Game APIs & Engines / OpenGL Development / Re: Vec4 Mathematics on: 2016-05-10 10:48:03
Mostly there just won't be a difference, cpus are that fast these days. Moving the data around costs more than working on that data in many cases. You should use what you think makes code nicer.

Having said that. Phones may be different, and different phones may be different.
26  Discussions / Business and Project Management Discussions / Re: WoW Server Development [Project Shadowcrown] on: 2016-05-08 09:42:00
Also isn't a WoW against WoW terms of service. They have shut lots of that stuff fairly consistently.
27  Discussions / Miscellaneous Topics / Re: Where I came from on: 2016-05-07 20:31:31
1) When did you start programming?
I was about 8 years old. My dad said that if we wanted games i had to write them myself. It was on a http://www.computinghistory.org.uk/det/40165/Sord-M23-Mark-III/. We didn't have the graphics upgrade so had to hack machine code and stuff. Even an assembler cost a lot of money back then. But dad did pony up the money (a few $100 for an 8 year old). I moved on to big iron and demos on amgias at highschool. Fave language at the time was lisp.

2) Where are you currently studying (middle school / high school / college)?
I just left science to start my own company. Black Robin Games. We rock.

3) Do you have any tips for aspiring game developers / programmers?
Pick something smaller than you think you can do. And finish it. FINISH FINISH finish. It is all about Finishing. This is not just games, but life in general. You don't need to be smart to have a PhD (Like hell i have one), the trick is to finish. I say this as someone who has not finished a game and started a company anyway :/

4) What do you feel is necessary to learn in order to be considered a programmer? (data structures, multi-threading, concurrency, programming paradigms, etc.)
Experience. Real life boots on the ground experience. Theory only gets you so far. And in practice things tend to be far more messy than "In theory".

5) What motivates you to learn new things?
I never really stopped to think about it. I am just always doing it.

6) What, in your opinion, is the "right" learning attitude?
One that works for you. Really we are all different. There are no right/wrong ways, if it works it works.
28  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+x)*b+y)*c+z)*d
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.)
29  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.
30  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)
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