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1  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.
2  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.
3  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.
4  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.
5  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.
6  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.
7  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".
8  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
9  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.
10  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.
11  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.
12  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.
13  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.
14  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...
15  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.
16  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. 
17  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.
18  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.
19  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.
20  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.
21  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.
22  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.)
23  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.
24  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)
25  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.
26  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.
27  Discussions / General Discussions / Re: Programmer jokes on: 2016-04-22 07:34:14
WTDD: Wishful thinking driven development
QFT

Almost every company i have ever worked for use this method. Including the one i just set up myself.
28  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.
29  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.
30  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.
http://www.blackrobingames.com
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.
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