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1  Game Development / Newbie & Debugging Questions / Re: Textbook for Java NIO Networking. on: 2015-01-31 15:43:49
nio is loosely based on a non blocking C api. Most people don't like it, and have found it buggy. I however didn't really have any problems and only had to spend a day with the docs to write a pretty good network layer for my stuff.

These days with at least unix OSes and linux in particular large numbers of threads with the old blocking api works very well, and last but not least green threads from riven can also do this even more efficiently across platforms. You really need to consider the problem you are trying to solve. If it is for very highly scalable servers, then i would argue that perhaps your doing it wrong for an indie game.  And if you still want to do that then well i would say try green threads first.

nio had and probably has its place. Just not for most of us.
2  Game Development / Newbie & Debugging Questions / Re: Starting to develop games. on: 2015-01-22 21:06:33
Start with simple games, like tic tac toe. Or minesweeper. Go from there.
3  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-01-22 14:24:42
Ah yes the curse of the day job. Well mine is going so badly right now i may well not have one really soon  Undecided

What did i do today? Broke even more code that was suppose to be released months ago.
4  Game Development / Game Mechanics / Re: Where to correct position in collision detection (best practice) on: 2015-01-19 11:55:36
In the past, i have found just moving out of intersection + some damped velocity works best, depending on the level of accuracy of simulation. Moving it out means you don't get accumulated velocity added frame to frame and eventually flies off at unrealistic velocity, add some velocity means it bounces off. Damping again just prevents everything from running away due to time quantization and rounding errors.

I am assuming a game, where accuracy is generally far less important than stablity/stupid results.
5  Game Development / Game Mechanics / Re: Represent 3D map on: 2015-01-19 11:50:45
For learning and well for *not* learning, KISS (Keep It Simple Stupid). You will learn more finishing something that works than something you don't. So a 3d array is a good start. Yea memory will be an issue for a large map. Don't worry about that at the start. small maps can be turned into a "chunk" type maps easy enough. The interaction to the map is always just a "what is at location x,y,z"  or the slightly more advanced method of "height of  ground at x,y". Then later, if you want to try more advanced quad tress or something, you don't need to change the rest of the code.

But just start with a 3d array. 100x100x100 bytes is not that much ram and more than big enough to get started with all the challenges you will face just getting that much to work.
6  Discussions / Miscellaneous Topics / Re: If OS==linux && isInstalled(Steam) --> ABORT! ABORT! on: 2015-01-19 11:43:38
The reason i set up a special user for things like steam, and wine.

Oh and backups. 24/7 backups.

Linux is no panacea of OSes, its just better than the other one i can realistically use on my hardware. And well steam is putting in the effort. I like that.
7  Game Development / Game Mechanics / Re: Should I make a physics engine? on: 2015-01-19 11:40:03
There are physics engines and there are physics engines. JBullet is designed to work fairly easily in a real time setting. Despite the glitches you get, it is doing a good job. Just look at all that code to deal with edge cases! It is just that hard to do stable Newtonian mechanics.

Now i have worked on real physics engines, ones where you take the results and tell people that you haven't designed your building well enough. Or that your airplane will fall out of the sky. Now they are not so glitchy, but represent 10,000 of man hours programming in them (and many PhDs thesis ). A good example of how hard it gets, it consider the classic container of balls being tipped into a hopper. To model this properly you need to model the times of every single impact. That is right, it isn't time stepped anymore, because you can show unbounded errors in that case. But you work out when the first ball collides with something and move to that time, then the second and move forward to that time..... In our code we march forward a given amount, check for a collision and then rewind the simulation to that point in time of the collision. This sort of thing is the only way to get rid of the glitches. Much more work in the field has been done since i left however.
8  Discussions / General Discussions / Re: Would it be worth porting to c++? on: 2015-01-16 15:25:12
C++ is bloody hard to write fast code in. Really. Java is much more forgiving in this respect.

Portability is indeed something to consider. But if your not trying to sell out to a console out of a gate, it is probably not such a concern. If you are, use the native tools for that console, or give unity a go. C# is not all gold, but i would work with it sooner than C++.

BTW i did a lot of contract C++ work back in the day. And i shudder every time i recollect those days.
9  Discussions / General Discussions / Re: New rules regarding Game Engine topics on: 2015-01-14 14:15:54
This is a great idea. Don't write libraries or engines. Write games.

20 years of programming experience, and i still need to relearn this every now and then.
10  Discussions / Miscellaneous Topics / Re: How memory works? on: 2014-11-26 16:24:17
If you really want to understand better. Try some assembly:

All programming languages makes somethings easy and other things hard. There is no silver bullet. I use Assembly for example on microcontrollers fairly often even today. I find it easier than even C for that sort of thing.
11  Discussions / Miscellaneous Topics / Re: How memory works? on: 2014-11-24 15:53:29
Princec, I think I did the same. Back in the days when a user interface was a basic compiler. Sometimes.

In reality you ask the OS to store like say 500 numbers, the OS returns the *first* address and says you can use this address and the next 499 for your storage. But the idea of abstraction with programming languages is that you don't need to worry about these details.
12  Discussions / Miscellaneous Topics / Re: Is drinking half a bottle of vodka safe? on: 2014-11-24 15:43:22
Well i want to chime and speak for the third type of person, or in this case, drinker. The one who perhaps drinks a little much and has a great time doing it.

I am pushing 40, work in science and am surrounded by regular drinkers to heavy drinkers. I have not noticed any lack of brain function, and quite frankly seem to be getting older and wiser. The people i work with are all very smart. Well most of them are.

BUT by god you can't make me grow up! I am having the time of my life, and have been for 30 years. It just keeps getting better. Sure i can't blame alcohol for that, but fairly regular nights out are a part of it.

Why do i drink. I get euphoric with alcohol. And super euphoric with even more. Lucky that because it means i get very polite to police officers, which is a very good thing after drinking Mojitos all day in Puerto Rico..

However i have never just sat down and sculled spirits like that on purpose (how that happen on accident is a long story). It just something you shouldn't do. Sure have a lot of back to back shots. But don't bottoms up a bottle. How much you have eaten etc with have a very large effect on the outcome as well, so just because it worked out once does not mean it will again. 

My wife however doesn't like it and won't come out and party often at all. That is fine, she also plays video games that make no sense, while she doesn't like eve online. Different people like and enjoy different things. There is no write or wrong about it.

The only thing that i get upset about is the driving. Doing the alcohol thing to yourself is one thing. Putting others in danger is not!
13  Java Game APIs & Engines / OpenGL Development / Re: LWJGL 3; how's it getting along? on: 2014-11-24 14:50:22
So for a project that is starting now, is using lwjgl 3 a good idea? Or is using 2.x and porting later the recommended route.
14  Game Development / Game Mechanics / Re: Getting into multi-threading. on: 2014-08-18 14:32:44
The trick with multithreading is to have a fairly simple communication model with the data used in the treads. That is there is not a lot to synchronize because each thread is using almost 100% "thread local" data or immutable data. Commutation is done with a producer consumer queues. It works pretty well.

For a game.. well i can't really see it making much difference for an indie game. We are not talking AAA titles here and we are probably not overly taxing the GPU either. So a simple game loop may be all you need and it some make life very simple.

I run a game engine thread and a graphics thread and the are not synchronized. "Snap shots" of the state are sent to the graphics thread. Its quite a bit more complicated than normal game loop. 
15  Discussions / Miscellaneous Topics / Re: Life is like a strategy game sort off on: 2014-08-06 16:01:31
Define success.
16  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-08-06 15:00:08
I finally dusted off some game code and realized that i have been working on it on and off for almost 10 years!

I should probably finish it sometime. Oh and i decided to refactor it Cheesy
17  Game Development / Networking & Multiplayer / Re: Moving from a String based approach? on: 2014-07-30 11:49:03
Whatever you do, DON'T use CORBA. You would be better off stabbing yourself in the face with a blunt axe.

Yes i have used it extensively in the telecoms i once worked at. God i hope they moved on by now.

Seriously what is wrong with plain text. It is much much easier to debug since network inspection tools work out of the box. Performance is almost never needed and even if it is in the future i would always have a plain text fallback/debug mode.
18  Discussions / General Discussions / Re: So... state of the art 3D "engines" in Java on: 2014-07-30 08:36:49
Everyone i know uses Unity. So i dont' think anyone really thinks about it anymore. The few people not using unity seem to be using the steam one, whatever its called.

I always wondered what was wrong with scene graphs. I know they are still used a bit for CAD software.

I have found for my own stuff, opengl is so easy to just have a pretty basic ordered rendering list. Its really simple. The hard part would be adding GUI elements, and i use TWL for that. Of course i don't need to push the boundaries of what can be done. So no unlimited worlds or metatextures or anything like that. 
19  Discussions / General Discussions / Re: Component Systems: Artemis style systems vs. traditional fat entities on: 2014-07-28 13:38:20
Well i always think these debates are pretty Meh. But i still read them.

I mostly had issues with what problem Entity stuff solved, as in i couldn't see the point all that much. I assumed because i didn't understand them. Turn out i did. Also turns out when the right problem came along then it did become clear what they are good for. I should also note i didn't use it for performance, since i got a few clusters i can use with over 5k cores. But it made the code small and fairly compact.

For smaller indie games however its less clear how it helps. Its up there with writing an engine. Write a game, not an engine. No one else is going to use it anyway.
20  Discussions / General Discussions / Re: Component Systems: Artemis style systems vs. traditional fat entities on: 2014-07-22 11:36:22
Well i am going to chime in and have my say...

I am using a Entity like system. Technically it is a Entity-attribute-value system. I think these things can work well for the right kind of problem.

The only 2 game cases i can think of are RPGs and MMOs. In both there are just huge amounts of different things yet the relative number of behaviours over all those things is small.

I am not using it for a game, but for work and have the same pattern. Lots and lots of different things where things can even change to be other things, yet only a fairly small set of behaviours over all possible things. I also need to be able to many cores.

So far its working out well. Java kind of suxs a little for cache coherency, but not much since the data size of entity's can change at runtime and would probably need attributes referenced anyway.
21  Game Development / Performance Tuning / Re: Can someone explain what is going on with this square rooting? on: 2014-07-18 12:04:13
You really really really shouldn't try to fix performance when you don't have performance issues. About the only time sqrt is going to matter in performance is if you do software lighting and transformations. Which these days you shouldn't be doing. At least not much.

Also you are doing microbenchmarks which are almost always wrong.
22  Game Development / Newbie & Debugging Questions / Re: Slow FPS Problems on: 2014-07-18 12:01:20
rar file? Is this a 90s warz site?

Cut it down to the smallest example you can. We are not going to read your whole project.
23  Game Development / Networking & Multiplayer / Re: How the structure of a multiplayer game should look like? on: 2014-05-16 07:12:25
No amount of networking magic will eliminate latency. For a signal traveling at the speed of light to get to where i am to NZ and back (say playing against my brother) takes 133ms. Actual pings are about 320-350ms.

The trick is have game play that is not sensitive to that sort of latency (see for example Eve online) or make sure people are much more local to each other. But even with the same ISP it is hard to do better than about 40-50ms because of network setup most ISPs use.

For most games that is not a problem and our primitive monkey brains adapt pretty well. But that sort of latency would make games like Marvel Super Heroes almost unplayable. At 60FPS  you have 16.6ms between frames. Basically i can't see such a game working outside a lan.

Of course you could change the networking to be higher level. ie packets say what combo you just did. Not individual movements or key presses. You could change the game play to be a little slower placed.

I would tend to use a peer to peer lock step networking model for a game like this. But with only loose lockstep. ie let slower clients fall behind the faster ones.
24  Discussions / General Discussions / Re: How do you keep profanity out of highscore boards? on: 2014-05-15 08:18:40
Also you can't stop it. You can only police it. Oh and what languages are you supporting Cheesy. Profanity in other languages is pretty common as well.

Its like piracy. If you get popular enough for it happen. You did something right. Until that point. Don't worry about it.
25  Game Development / Newbie & Debugging Questions / Re: Encouraged model file format on: 2014-05-15 08:16:00
My format is literally the way i keep the data in memory. So i have a 2 load paths, load cached binary version, load slow full version that then also saves the memory image as a cached binary version.
26  Game Development / Game Mechanics / Re: [Math] Kinetic energy of impact between two moving objects on: 2014-05-14 15:37:30
A perfect antimatter drive puts all the mass energy of the antimatter/matter into kinetic energy. So a 99% c with a gamma of 7 means that a 1 kg projectile needs 7kg of matter/antimatter to accelerate to that speed.

That is 6x10^17J or a 1GW power plant running for 20 years.
27  Discussions / Miscellaneous Topics / Re: Is our Universe Simulatable? on: 2014-05-12 12:14:40
Yay.. statistical modeling is my day job. I simulate the universe. Oh wait i only simulate evolution in finite populations. :/
28  Game Development / Game Mechanics / Re: [Math] Kinetic energy of impact between two moving objects on: 2014-05-12 12:03:42
The trick with using a "easy" frame of reference is that it makes non closed systems easy to deal with. That is the problem with using a different frame of reference. A wall can bring  momentum in and out of a system. If the wall is at zero speed. You no longer need care.

Typically for collisions the correct frame is the center of mass frame as the easiest. Since an unmovable wall has effectively infinite mass. Its rest frame is the correct one.

In games almost all "collisions" are not really closed systems. Seriously hack physics typically ends up as better more fun game play anyway.
29  Discussions / General Discussions / Re: Oracle wins copyright for the Java APIs on: 2014-05-10 13:33:42
I don't really see a big difference with this and well what other vendors have claimed over the years. In particular even some of the  GPL people (in particular  RS) asserts that linking to a library  (via a api) constitutes a derived work.
30  Game Development / Game Mechanics / Re: [Math] Kinetic energy of impact between two moving objects on: 2014-05-10 13:15:27
Physics results are will be the same no matter what frame of reference you use. So "cheat" and use the one that is the easiest. You can all sorts of math to prove that physics is the same in difference reference frames and that's all fun. but if you don't' really care, just use the simplest frame of reference.
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