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1  Discussions / General Discussions / Re: Schemes to teach the masses to code on: 2015-01-31 20:19:36
For the people arguing about equality in this thread I'd like to point out that there are people starving in third world countries. What makes their right to basic human needs less important than people who already have plenty learning how to code?

Obviously it's not an ideal world but regardless, equality is rarely a valid argument.

In terms of opportunity, equality is an important thing to strive for. In other words, someone should not be discouraged from learning to code because of gender (or anything else).

But in terms of reality, you're very unlikely to get a 50/50 split between males and females in programming because everybody is different.
Trying to suggest that a skewed distribution is a sign of inequality, is technically in itself a promotion of inequality (if there is no other evidence that shows inequality). True equality would mean that nobody even cares.

Trying to get more people of a certain group to learn a certain profession is likely to cause issues because a) people don't like being told what to do; and b) people already in the profession will feel like they're being overlooked or ignored, and will feel hostile towards that group because they're getting special treatment (or at least, appear to be).

Encouraging women to become programmers more than men is not equality.

Edit: I realise in the second part of my post I am addressing a slightly different issue than what has been discussed in this thread, but the two issues are related and the point still should be considered.
2  Discussions / General Discussions / Re: Schemes to teach the masses to code on: 2015-01-30 01:21:40
We aren't talking about "forcing" kids to take programming classes. We are talking about **making it an option** in a way that it isn't yet, in the same way that we offer art courses, or music, or physics.

Ah. I thought we were talking about it as a core subject. In that case I have no problems with it.
3  Discussions / General Discussions / Re: Schemes to teach the masses to code on: 2015-01-30 00:40:33
It's also important to note that there is no shortage of good programmers out there despite the lack or uselessness of education around it. disagree with you.

That shows that there are lots of programming jobs available. It doesn't neccessarily mean there aren't enough good programmers to fill them (it still could). There's plenty of businesses trying to hire programmers at nowhere near enough pay for the tasks they're expecting them to do.

It's also important to note that there is no shortage of good programmers out there despite the lack or uselessness of education around it.

But I'll bet the ratio of good programmers / not-so-good programmers is suffering.
The bad ones still get employed, so clearly we could still use more good ones.

This could be caused by the same reason: Businesses want good programmers but only want to pay for mediocre ones. And forcing kids to take programming classes in school is certainly not going to help improve the situation.

Of course this whole discussion is merely speculation. Nothing is really certain until tested.
4  Discussions / General Discussions / Re: Schemes to teach the masses to code on: 2015-01-30 00:13:16
It's also important to note that there is no shortage of good programmers out there despite the lack or uselessness of education around it.
5  Discussions / General Discussions / Re: Schemes to teach the masses to code on: 2015-01-29 21:05:28
It would be really helpful that all scientist(not just computer) could handle basic programming. They have huge data sets that they can't use for full potential.

Publicly releasing their data for a start would be a much better solution for everybody.
6  Discussions / General Discussions / Re: Schemes to teach the masses to code on: 2015-01-29 20:32:33
I for one would be happy if my school started teaching programming seriously at all.

At the moment it is only taught in the last 2 years of the IT class, and even then it is optional in the last year.
Then even when it is taught, it's only one assessment in the year and counts towards about 1/8 to 1/6 of the years mark.

Part of the problem is probably that we have no teachers that can program.

That said, I'm on the "programming is a specialised skill and shouldn't be forced" side of the argument. Enough people have trouble with just basic algebra. No point adding harder problems for them to deal with.
7  Games Center / Featured Games / Re: Desert Stormfront - Real-Time Strategy (RTS) on: 2015-01-29 08:17:27

do you like sell it source code ?

I'm not a mod but please don't necro threads that are almost a year old.

Edit: 2 years old, sorry.
8  Games Center / Archived Projects / Re: Mercury: The Simple 2D Game Library | >> BETA coming soon << on: 2015-01-23 03:46:34
Taking your project away from the only community that may have some interest when you have virtually no users seems a bit silly.
9  Game Development / Newbie & Debugging Questions / Re: JAR File isn't being written correctly on: 2015-01-22 07:47:16
1. BufferedInputStream.available() returns an estimate. Never rely on it. In fact I believe it only returns the amount of bytes that can be read without blocking to wait for more.
2., offset, len) does not guarantee the whole buffer will be filled.
3. With the previous two problems along with your method of reading in 'blocks' (don't do this, just read and write normally), you're losing a lot of data.

That's 3 problems off the top of my head.
10  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-01-21 22:33:55
Made myself a simple game updater, got a problem: how do i launch the downloaded .jar file?


the Game.jar loads the Test.png like this:
new File("./Test.png");

I tried the following Code inside the Patcher.jar to launch the Game.jar:
Runtime.getRuntime().exec("java -jar ./Game/Game.jar");

but there's 2 problems:
first: the Game.jar doesn't fine the Test.png file anymore cause it doesn't search in the Game folder
second: the Patcher.jar has to stay open for the Game.jar to keep running, i want the Patcher.jar to close

Anyone knows how to get that? ._.

// Path to Game directory
Path directory = Paths.get(SomeClass.class.getProtectionDomain().getCodeSource().getLocation().toURI()).toAbsolutePath().resolveSibling("Game");
// Path to Game.jar
Path targetJar = directory.resolve("Game.jar");

ProcessBuilder pb = new ProcessBuilder("java");

catch(IOException e)
// Clean up launcher here.
// Then exit

Additionally, never use relative paths for loading resources.

public static Path assemblePath(String... path)
    // Get the fodler the jar is located in.
    Path target = Paths.get(SomeClass.class.getProtectionDomain().getCodeSource().getLocation().toURI()).toAbsolutePath().getParent();
    for(String p : path)
        target = target.resolve(p);
    return target;

Which can be used like this:
Path resourceFile = assemblePath("path", "to", "your", "resources", "some_resource.png");

All the code I've provided uses Java 7+. If you need a Java 6 version, I can provide that too.
11  Discussions / Suggestions / Re: Font for code blocks on: 2015-01-21 02:01:19
Looks monospaced to me.
12  Discussions / General Discussions / Re: How do you feel about selling out? on: 2015-01-21 02:00:39
The pointlessness of this thread and its replies continues to go where no thread has gone before.
13  Discussions / Community & Volunteer Projects / Re: Looking for +1 to join LWJGL RPG on: 2015-01-20 01:06:17
I don't have the free time nor the motivation to help you but the first thing I'd do is make the textures consistent.

Also use nearest neaighbour filtering rather than linear.
14  Game Development / Newbie & Debugging Questions / Re: Up Vector calculation for matrices on: 2015-01-13 04:38:22
Well, I'm not sure what you're trying to achieve, but (0.0, 1.0, 0.0) would be a pretty good bet.
15  Game Development / Newbie & Debugging Questions / Re: Procedural Generation on: 2015-01-13 04:33:28
Well, first you have to work out how to map a heightmap to a sphere, which is impossible because the all the x coordinates at y=0 and y=MAX fall on the same place (the north and south poles)

Funnily enough though, I recently did some experimenting with what you seem to be trying to do.

(this one was before I refined the noise scaling. As you can see the planet got a bit deformed)

Basically what I did was start off with an icosahedron, and then subdivide & normalise it a few times to keep the general round shape:

Then you offset all the points by a random amount, then subdivide again. When subdividing it now, you can't normalise it, but instead offset the values by the difference between the chord and the arc between the two points.

You'll need to change the amplitude of the random values as you get more and more refined, but after a lot of tweaking, you can get the sort of landscape like in the second screenshot.

After having read all this post you're probably going to be quite confused. Planets are not fun to generate unless you have a reasonable idea of what you're doing. You may be better off trying some simpler things first.
16  Game Development / Newbie & Debugging Questions / Re: Up Vector calculation for matrices on: 2015-01-13 04:16:01
It isn't possible.

Knowing which way is forwards does not enable you to work which way is up.
17  Java Game APIs & Engines / Java 2D / Re: Dynamic lighting from scratch on: 2015-01-12 22:33:28
I discovered a video explaining light maps as soon as you guys sent this xD why dose this keep happening

Maybe because you don't spend enough time searching before asking questions?
18  Java Game APIs & Engines / OpenGL Development / Re: Is it ok to use OpenGL 1.1? on: 2015-01-12 07:32:24
But the problem is, my game engine rendering system is pretty much:

drawImage(Texture, [settings])


drawShape(Shape, [possible texture], [settings])

So it would be hard to go to OpenGL 3

Without derailing the topic too much I'd like to point out that this is one of the problems with making a game engine before you've had decent experience making games.

On topic, keep in mind that Open-Source Linux drivers haven't got very complete implementations of OpenGL 3.x. I believe the limitation is that you can't use higher than 3.0 unless you're on core profile. LWJGL should have some way to configure using the core profile but I'm not entirely sure what it is. And then on top of that you have the requirement that all code must use modern OpenGL techniques.

It's sort of an all or nothing if you want to use OpenGL 3.1+ and support Linux. (of course, proprietary drivers can run it fine without the core profile issue, but AMD especially are known for their drivers always being horribly out of date)
19  Game Development / Game Play & Game Design / Re: Video: "The Great Glitch Crisis of 2014" on: 2015-01-10 22:04:26
Additionally, I have never seen a true case of fanboyism. I've only ever seen it as an argument used by trolls who claim a game is completely broken (when it is clearly not) and then try to discredit anyone who is enjoying the game and so argues otherwise.


Japanese developers usually have something called good conscious

Funnily enough, the Japanese are becoming very big in a lot of markets (I presume) because of this. Take cars, for example. The change may not be immediate, but when it starts happening, it takes a lot of effort or is practically impossible to regain the lost market share.
20  Game Development / Game Play & Game Design / Re: Video: "The Great Glitch Crisis of 2014" on: 2015-01-10 22:01:09
There's a difference between fun bugs, annoying bugs, and game-breaking bugs.

Minecraft usually had the first, and occasionally the second.
All these failing AAA titles have some of the first and second type, but mostly the third.

If a game glitches out in a fun way, I'm not complaining.
If I have to go through an annoying workaround every once in a while, I report the bug but don't mind to much.
If I can't even play the damn game then I will complain.*

* As a side note, I also wish people would also make sure that everything on their end is working before complaning that a game doesn't work. The amount of people trying to run games at max settings on crappy hardware, or who have 5 year old drivers is utterly ridiculous.
21  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-01-10 21:45:38
Doesn't matter if you remade it from scratch. To anyone else, including lawyers, it looks identical.
22  Game Development / Game Play & Game Design / Re: Video: "The Great Glitch Crisis of 2014" on: 2015-01-10 21:41:55
The problem simply comes down to laziness and greed.
Publishers want boatloads money but they don't want to work for it.

Complaining isn't going to get anyone anywhere if everyone is still throwing your money at the publishers.
People need to learn to vote with their wallets, and buy early access/preorder as the exception, not the rule.
23  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-01-10 20:13:50
I don't see any difference.
24  Games Center / Cube World Projects / Re: Voxel Engine written in Kotlin + libGDX on: 2015-01-10 06:12:59
A mod will do that if they feel the need.
25  Games Center / WIP games, tools & toy projects / Re: Horizon (Freerome MMORPG) WIP on: 2015-01-04 04:17:03
Its been walking at 15 tiles/s automaticly for 4 hours now xD 219,000 tiles later he is still going strong xD

Nope. No automation or cheating allowed. You've got to sit there with your finger on the key, moving at normal speed, just as the potential players would.
26  Java Game APIs & Engines / OpenGL Development / Re: modern OpenGL discussion on: 2015-01-04 02:33:11
If you use mapped buffers you should definitely beat vertex arrays as you're writing directly to GPU memory (well, it may depend on implementation, but that's what's supposed to happen).
27  Game Development / Newbie & Debugging Questions / Re: [lwjgl] Geometry shader issue on: 2015-01-04 00:36:59
I'm not too familiar with geometry shaders but if your particles are small enough (<= 64 pixels wide on most graphics cards) you could look into point sprites, which give the same effect and would also (supposedly) be more efficient than geometry shaders.
28  Discussions / Miscellaneous Topics / Re: The Escapist! on: 2015-01-04 00:04:37
Did I miss something or does that post make no sense?
29  Java Game APIs & Engines / OpenGL Development / Re: modern OpenGL discussion on: 2015-01-03 23:58:21
1) You don't have to use VBOs. You can also use what are called "Vertex Arrays" which work in almost exactly the same way except that instead of the vertex data coming from an OpenGL buffer object, they come from a buffer in CPU memory. Implementation wise, there is a glVertexAttribPointer() function in LWJGL that takes a ByteBuffer (or Float or Int) as a parameter instead of an offset. The offset into this data that OpenGL uses is the position of the ByteBuffer.
Whether Vertex Arrays are faster than VBOs is debatable. For multiple small batches, maybe. For medium to large batches, VBOs are most likely faster. Remember that the data still has to get to the GPU somehow.

This will be more efficient than what you are doing which is essentially re-creating a buffer object each time you flush.
That does not seem to be the case. glGenBuffers() should only be called once from OP's code.

A few points for OP:

- Don't use GL_QUADS. Use GL_TRIANGLES and your IBO to rearrange the quad vertices into 2 triangles.
- Only use GL_STATIC_DRAW for data that never (or very rarely) changes. Use GL_DYNAMIC_DRAW instead.
- In addition to this, if you have data that updates frequently, you can reuse the allocated buffer by using glBufferSubData. However, you must make sure that the buffer doesn't use more data than was allocated previously.
- glEnableClientState and gl{Vertex,Normal,Color, etc.}Pointer methods are still using the old deprecated pipeline. Use glEnableAttribArray and glVertexAttribPointer instead.
- If you use Vertex Array Objects (different from Vertex Arrays), you can avoid having to bind the VBO and call all the glxxxPointer methods each draw call (you still have to do it once at the start).

Obviously the above points, along with countless other optimisations, are all somewhat tricky to get working, and I recommend not trying to do everything at once.

My general advice would to be to only use more OpenGL features as you discover your game needs them.
30  Discussions / Miscellaneous Topics / Re: OpenGL or DirectX on: 2015-01-03 21:33:57
Don't even bother with DirectX unless you plan on working for a gamedev company that makes Windows/Xbox exclusives.

Assuming that the ARB, Nvidia, and AMD get their crap together (I'm not holding my breath yet), DirectX is most likely going to become rather irrelevant.
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