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1  Discussions / Business and Project Management Discussions / Re: Game Programmer looking for Team on: 2014-08-26 06:45:50
Along with that I am learning git a lot better. On a diffirent note, I am also learning other scripting languages and getting more fluent in other big languages like C++
Hold ya horses for a minute. If I were you I wouldn't get so overwhelmed because it isn't good for anyone (but mostly to you). Managing your freetime is up to you, but first of all learning all this at once takes up an enormous amount of time; Second: You're going to get confused with the termonologies. I would much rather concentrate on a single language and learn all that before I go to the next one, although I understand that it's hard to not get impatient when there's so much to learn (that's not an insult, a good programmer learns till the end of his life Smiley). Make sure you understand the OOP and the main design patterns first, only then should you try to expand your knowledge.
2  Discussions / General Discussions / Re: No idea what to do... on: 2014-08-24 12:22:08
I will get those, would learning a little 3D do me any good at all you reckon? As in will it help me understand some things that 2D will not? To help me along the way to to say.

Everything I have done so far is 2D and has been done using LibGDX.
OpenGL (and graphics APIs in general) does not make a difference between 2D and 3D, ergo if you know 2D you know 3D as well. Of course there are minor differences (you have to use depth buffer, perspective projection matrix, etc.) but nothing huge.

The reason why 3D is hard because all the techniques that are relatively easy to use in 2D becomes a pain in the ass in 3D. Pathfinding, animation, raypicking, lighting, shadows...
3  Games Center / Contests / Re: Ludum Dare 30 (Connected Worlds) on: 2014-08-23 05:19:23
Just woke up, let the brainstorming begin.
May the odds be ever in your favor. Cheesy
4  Games Center / Contests / Re: Ludum Dare 30 (Theme Voting Open) on: 2014-08-22 21:59:55
No problem.
Jokes aside, if you're really interested in learning what's IRC you can always look it up on Google. Briefly, it's a messaging application layer that works using channels and allows communication with large groups of people. Generally anyone can freely enter or leave the channels. It was really popular in the early 2000s (and before) and while it's still commonly used nowadays it's losing it's popularity. It's mostly used by us - geeks or nerds, whatever you prefer - and not by the average desktop users. Smiley
5  Games Center / Contests / Re: Ludum Dare 30 (Theme Voting Open) on: 2014-08-22 21:30:06
Hah. Youngsters. Cheesy
6  Game Development / Newbie & Debugging Questions / Re: GLSL Lighting a 3D box on: 2014-08-22 21:26:40
Yeah, either
buffer.rewind();
or
buffer.flip();
.
With rewind the buffer becomes readable, while with flip you can write to it too.
I'd suggest to read the javadocs. reset(), flip(), clear() and rewind() alter the position and limit of a buffer, and has nothing to do with readability/writability.
Copied straight from the Javadocs:
Quote
In addition to methods for accessing the position, limit, and capacity values and for marking and resetting, this class also defines the following operations upon buffers:

clear() makes a buffer ready for a new sequence of channel-read or relative put operations: It sets the limit to the capacity and the position to zero.

flip() makes a buffer ready for a new sequence of channel-write or relative get operations: It sets the limit to the current position and then sets the position to zero.

rewind() makes a buffer ready for re-reading the data that it already contains: It leaves the limit unchanged and sets the position to zero.

So they clearly alter the readability/writeability of a buffer, just not in a direct way but with settings the appropriate variables to the correct values.
7  Game Development / Newbie & Debugging Questions / Re: GLSL Lighting a 3D box on: 2014-08-22 18:04:21
You shouldn't reset the buffers, you should rewind them.
Yeah, either
buffer.rewind();
or
buffer.flip();
.
With rewind the buffer becomes readable, while with flip you can write to it too.
8  Discussions / Miscellaneous Topics / Re: Programmer Radio Station on: 2014-08-22 18:02:49
I can program for longer periods of time if I have music going on.
However, music with lyrics tend to carry away my thoughts and be rather a distraction so I usually listen to chillstep/dnb with minimal vocal while coding. Smiley
9  Discussions / Business and Project Management Discussions / Re: Programming freelance on the internet: compete with cheap foreigners on: 2014-08-21 20:41:44
If you do your job well people won't care if you create what they need with a $100 extra compared to the other cheap people out there, if that means that they get a quality product in exchange.

But to land jobs you'll need a good portfolio and solid references, and to get references first you'll have to apply for some jobs with a pretty cheap prices.

You can definetly earn a living in the freelancer market, question is, is it worth the trouble? It is not so hard to find a job in the IT field if you have some sort of qualification and usually they result in less headaches and more salary. Pointing
10  Discussions / General Discussions / Re: No idea what to do... on: 2014-08-21 12:21:33
Easy: Pick up OpenGL Superbible 6th Edition + OpenGL 4.0 Shading Language Cookbook and you're all set.
If you're serious about making "good looking stuff" (complex particle systems, skinning, advanced lighting, shadow mapping, etc.) first you need a solid understanding of OpenGL + GLSL, and only then can you dive into the mathematics of the above mentioned techniques. OpenGL 4.0 Shading Language Cookbook explains these techniques in great detail, while the Superbible teaches you about how OpenGL really works and how should one use it.

By the way, most of these techniques sound harder to implement than they actually are, most of these stuff can be learned in 1-2 days and after you understand the theory the implementation is like half an hour. I'm sure if you start learning you can come up with decent looking stuff in a week or so. Smiley
11  Games Center / WIP games, tools & toy projects / Re: JGB (Java Game Boy) emulator on: 2014-08-21 06:23:13
Do we have to download the games our self or does this emulator provide it?
I think it would be illegal to provide ROMs with the emulator, but I'm not sure.

Good job btw, it looks cool. I've read papers on writing emulators and will try to make one too as soon as I'm not full with projects. Was it hard to make? What causes incompatibility with other games? Would be great if you could share your emulator dev experience - and maybe your source code too, if you don't mind it -. Smiley
12  Discussions / Business and Project Management Discussions / Re: Game Programmer looking for Team on: 2014-08-21 06:12:01
I have grown to like swing a lot too, it is very low level ...
I hope you're not serious about that. Roll Eyes

On a different note: You seem to know a lot compared to your age, and it's never too early to get experience in working with a team - I've been programming for almost 7 years now (started at 11 Smiley ) and only recently got into a team. Ever since then I experienced that working with other people is truly a skill on it's own and something that you will have to learn if you want to work in this field. Make sure you know Git well, your coding style is clean and get ready to document your code a lot. Hope you'll find a team.
13  Discussions / Miscellaneous Topics / Re: League of Legends ;D on: 2014-08-20 21:00:12
I haven't lost a single game. Tongue
Me neither. Spoiler: That's because I don't play the game.
Dota 2 all the way. Tongue No really, all the MOBAs have terrible communities, with infuriating gameplay (exactly because of the bad community), still whenever I feel like torturing myself I play a few games of Dota 2. Smiley
14  Discussions / Miscellaneous Topics / Re: How often do you code on: 2014-08-19 13:46:41
Depends on my mood and freetime.
When I do something interesting or I'm learning new things I usually program 5-6 hours a day, but when it's just writing bolierplate or coding GUI I can't stand coding for more than 2 hours. Not sure how am I going to get used to 8 hour workflows when I'm going to do this for a living (probably going to take lots of coffee brakes Tongue).
15  Game Development / Game Mechanics / Re: Getting into multi-threading. on: 2014-08-19 05:57:41
Buuuuuutttt, if we go back to my last question, isn't having a separate thread for the loading process fine? And if so, how can I tame the OpenGL context to render my game and have a loading screen, whilst loading textures/shaders and things on the loading thread? But if having a second thread for loading isn't how you're supposed to do it then please, correct me again.
Making a separate thread for file reading/parsing is completely fine, in fact, that's how you should do it.
You can use something like a callback system to keep track of which files are loaded already and increase the loading bar accordingly.
There are more "multithreaded OpenGL tricks" like texture streaming, but that's a bit of an advanced topic, look into it if you feel like it. Smiley
16  Discussions / Miscellaneous Topics / Re: A rant on OpenGL's future on: 2014-08-16 15:20:15
Support for OpenGL 4.5, as well as the new extensions released with it, has been added to both LWJGL 3.0 and LWJGL 2.9.2 (see the next nightly build).
Yay! Thanks for your work. Smiley
17  Discussions / Miscellaneous Topics / Re: Unofficial Minecraft Convention dissapears with $500,000 on: 2014-08-15 11:13:19
Well to be fair, the prospect of people faking or screwing up whole conventions is a new thing, as far as I can remember I never heard about that kinda thing back then
I see your point, but come on, the $150 should have at least made them a bit suspicious.
3 days ticket to PAX costs $75, and Gamescom daily ticket costs about $20 IIRC.
18  Games Center / Contests / Re: Ludum Dare 30 (Next Weekend) on: 2014-08-15 07:52:37
My father's big birthday party is on that weekend. This is what I was talking about when I said LD timings are never good for me. Meh.
I'll still try to participate (even though more than half of my saturday will be "lost"), I'll just make sure to set my goals to be realistic and actually finish something this time around. Wink
19  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-08-14 20:50:43
I actually got around to make a small video showing my 3D FP-Prototype. (Note: The 'FP' is just 'FPS' without the 'S')
...
What a great day!
Looks great, good job! Smiley
20  Game Development / Newbie & Debugging Questions / Re: Lost my CODE! on: 2014-08-14 20:46:46
github ? ... j/k Wink ...

get a root-server or two, install hg or git and backup your code there.
What's wrong with github? Huh persecutioncomplex
21  Discussions / Miscellaneous Topics / Re: Unofficial Minecraft Convention dissapears with $500,000 on: 2014-08-14 14:06:14
But whyyy? Why people are throwing $150 at their screen for something that looks shady and they've never heard of it before?!
Of course I know the answer, it's just that I keep losing faith in humanity.

22  Discussions / Miscellaneous Topics / Re: A rant on OpenGL's future on: 2014-08-13 20:56:57
Just wondering... what is the lowest common denominator for OpenGL right now?
Yeah, as Cas said there is no such thing. I usually make my games using OpenGL3.3 functionality, because I found this to be the best in terms of functionality/availability.
Usually Intel is the bottleneck as they only support OpenGL 3.1 with their HD3000 and HD2000 cards, and OpenGL2.1 with their low-end integrated GPUs. You can find a table of that here.

Nvidia is generally considered the best when it comes to OpenGL (their driver is the most stable out of all vendors, also they have pretty good linux drivers), they support up to OpenGL 4.5 from their GeForce 400 series and up, and OpenGL 3.x from GeForce GT 8 series cards and up. You can find more details about that here.

AMD is also pretty good, they support up to OpenGL 4.4 on their HD 5400 series cards and up. More info here (scroll down).

When it comes to Mac, you're safe (now) to use OpenGL 3.3 (and even OpenGL 4.1 on the 2010 and newer machines) although for a very long time they only had OpenGL 3.2 support. Tables can be found here.

As I said, I usually go with OpenGL 3.3, but if I would make a game that gets greenlit on steam I would definitely consider adding a fallback to OpenGL 2.1 functionality to my engine.
23  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-08-13 15:07:31
@kev

The sky (Is it?) seems a lot like water to me Cheesy
I guess that's just a placeholder. Cheesy
To be honest I preferred the isometric look, but it looks okay-ish in this side scroller format too.
24  Games Center / WIP games, tools & toy projects / Re: I like smell of polygons in the morning on: 2014-08-12 12:19:21
Looks nice, I like it. Smiley
Not sure how this could be put to use though, maybe it would be good for some sort of a roguelike mini-map, or you could generate vortex terrains using your output image.
What are you planning to use this for?
25  Game Development / Game Play & Game Design / Re: Phone Controls for Desktop Game on: 2014-08-12 09:10:32
If I were you I would at least try to port it over before you listen to others and ditch your whole game.
Auto-aim sounds good, maybe you will be able to come up with some good ideas that makes the controls at least semi-decent.
With that being said, yes, the next time you're making a game and there's even a slight chance that you'll want to port it to mobile keep the controls (and the target audience) in mind. Smiley
26  Java Game APIs & Engines / OpenGL Development / Re: Specular highlights aren't working on: 2014-08-11 21:57:48
1  
fs_Position = normalize(viewMatrix*modelMatrix*vec4(in_Position, 1.0));


Remove that normalization.
Oops, correct. Shouldn't have normalized there. Smiley
27  Game Development / Networking & Multiplayer / Re: Separating a "Data" object from a "Manipulation" object to reduce packet size on: 2014-08-11 19:26:58
Future proofing is not virtue. How often that really happen? If setter do have non trivial side effects it's not that good idea. And when this happen its usually couple search and replace at most or else the code is untangleable spaghetti anyway. Road to hell is paved with best practices.
Road to hell is paved with messy code and bad design decisions. Just because something is considered "best practice" you shouldn't be mindlessly applying it to everything.
Non-trivial behavior can be documented so I don't see how doing that is a bad idea. Also there are other serious reasons to consider getters/setters than adding non-trivial side effect. There are many pages on the web discussing why you should use getters/setters, just read the first few results.
28  Java Game APIs & Engines / OpenGL Development / Re: Specular highlights aren't working on: 2014-08-11 19:10:43
Don't get me wrong, I didn't say that all of his code is correct, only that that part of the code is.
I've quickly read through it and to me it seems to be okay, but I might be wrong since I've never used specular maps - my above inserted shader code doesn't use them either, only calculates specularity based on the viewer position, the normal, the light position and the shininess - .
29  Game Development / Newbie & Debugging Questions / Re: EXCEPTION_ACCESS_VIOLATION (0xc0000005) on: 2014-08-11 18:56:28
Er, wut? That's news to me.

Cas Smiley
Well, "many" might have been a little extreme. It's not that bad, but compared to Oracle JDK I've experienced way more issues in OpenJDK.
30  Java Game APIs & Engines / OpenGL Development / Re: Specular highlights aren't working on: 2014-08-11 18:41:50
Your math is wrong, you need your specular map:
...
His math is correct, GLSL's reflect funtion does all the calculations that you just wrote.

OP, if you're interested here's my code for per-fragment two-sided phong shading that supports both positional and directional lights, up to 5 lights:
multipleLights.vs
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#version 330 core

uniform mat4 projectionMatrix;
uniform mat4 modelMatrix;
uniform mat4 viewMatrix;

layout(location=0) in vec3 in_Position;
layout(location=1) in vec3 in_Normal;
layout(location=2) in vec2 in_TexCoord;

out vec4 fs_Position;
out vec3 fs_Normal;
out vec2 fs_TexCoord;

void main(){
   fs_Position = viewMatrix*modelMatrix*vec4(in_Position, 1.0);
   fs_Normal = normalize(vec3(modelMatrix*vec4(in_Normal, 1.0)));
   fs_TexCoord = vec2(in_TexCoord.x, 1.0-in_TexCoord.y);
   // ^ I flip the texture coordinate's Y value, you might have to skip this and simply set fs_TexCoord to in_TexCoord
  gl_Position = projectionMatrix*viewMatrix*modelMatrix*vec4(in_Position, 1.0);
}

multipleLights.fs
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#version 330 core

struct Light{
   vec4 position;
   vec3 intensity;
};

struct Material{
   vec3 ka;
   vec3 kd;
   vec3 ks;
   float shininess;
};

uniform Light lights[5];
uniform Material material;

in vec4 fs_Position;
in vec3 fs_Normal;
in vec2 fs_TexCoord;

layout(location=0) out vec4 out_Color;

vec3 phongShading(int index, vec3 normal){
   vec3 s = vec3(0.0);
   if(lights[index].position.w == 0.0)
      s = normalize(vec3(lights[index].position));
   else
      s = normalize(vec3(lights[index].position-fs_Position));
   vec3 v = normalize(vec3(-fs_Position));
   vec3 r = reflect(-s, normal);
   vec3 i = lights[index].intensity;
   return i * (material.ka +
      material.kd * max(dot(s, normal), 0.0) +
      material.ks * pow(max(dot(r, v), 0.0), material.shininess));
}

void main(){
   vec3 color = vec3(0.0);
   if(gl_FrontFacing){
      for(int i = 0; i < 5; i++){
         color += phongShading(i, fs_Normal);
      }
   } else {
      for(int i = 0; i < 5; i++){
         color += phongShading(i, -fs_Normal);
      }
   }
   out_Color = vec4(color, 1.0);
}

If you're interested in lighting and GLSL in general pick up OpenGL 4.0 Shading Language Cookbook, it's a great read and explains all the lighting equations in a very simple way.
Also, if you don't understand something in my shaders just ask me and I'll try to elaborate.
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