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1  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-12-05 00:30:04
Wrote a long post on the Puppyblog.
Give me your filthy cash!!! If I could blag a buck a month out of everyone on JGO...

Cas Smiley
A little personal question. If titan attacks sold as much as steam spy claims, i guess you wouldn't have so much funding troubles. So my suspicions of steamspy accuracy are correct? they are often way off.

Incidentally there is really interesting math with sphere and grids and hexes. It comes to one simple fact. You *cannot* evenly space more than 20 points on the surface of a sphere. Maths.. Who knew.
2  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-11-30 01:15:10
java monkey engine. It really is very good. And the devs are super helpful.
3  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-11-30 00:19:40
By the way, what's PBR? Google turned up Panda rendering engine and Physically based rendering.
Physically based rendering, it is what most engines and games are moving to. It is what pixar and co have been using for a long time. I should also add i am also use IBR or Image Based Rendering as well.
4  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-11-28 00:51:05
Wow, for some reason i have had no time to post here.. or read or anything ....

So as i try and finish a game and make money before i get too hungry. I went to PAX in Australia a few weeks ago http://aus.paxsite.com/8.

In fine Indie form my game was hardly a tech demo. In fact for the first day, Friday i was coding the dam thing. Yep sitting at my stand writing code. I got a lot of interest. As probably the only person outside android devs using java many would be "i work full time in Enterprise but want to give games a crack" asked about jME. And even the wisdom of the java choice. Had some interesting conversions about life, languages and game engines. Including discussions with the main unreal and unity people in Aussie.

So i finished the game at 10 to 6, just before the main indie media event. Free beer and food! And of course everyone from game spot to some blogger you never heard of. They came and played SLAG, well a few of em did. You got a random tank body and a random turret which gave you pretty random stats. You got to run around a small map and shoot the other guy. It only had PvP. To my surprise people really liked it.

I got interviewed a few times. I don't interview that well. https://youtu.be/E8E_We2z9Ao (no idea why youtube link won't work in preview. )

We are using the PBR rendering pipe line and finding it AWESOME. Really looking forward to real textures etc.

5  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.
6  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.
7  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.
8  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.

9  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.
10  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
11  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.
12  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.
13  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.
14  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.
15  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.
16  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.
17  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".
18  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
19  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.
20  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.
21  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.
22  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.
23  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.
24  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...
25  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.
26  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. 
27  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.
28  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.
29  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.
30  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.
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