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1  Game Development / Game Mechanics / Re: 2D side-scrolling water method on: 2014-09-20 13:10:26
I'll just leave these here. Smiley
http://gamedev.stackexchange.com/questions/44547/2d-water-with-dynamic-waves
http://gamedevelopment.tutsplus.com/tutorials/creating-dynamic-2d-water-effects-in-unity--gamedev-14143
http://gamedevelopment.tutsplus.com/tutorials/make-a-splash-with-dynamic-2d-water-effects--gamedev-236
http://gamedev.stackexchange.com/questions/18355/ideas-for-2d-water-simulation
2  Game Development / Newbie & Debugging Questions / Re: Generate 2D terrain like hill climb racing / tiny wings ? on: 2014-09-20 10:35:44
Not bad, but you would get smoother looking results if you would increase the distance between your generated points on the x axis, or if you would generate less points. Increasing amplitude could also help in getting that hill-valley look.
3  Game Development / Newbie & Debugging Questions / Re: Generate 2D terrain like hill climb racing / tiny wings ? on: 2014-09-20 09:47:04
Generate a few random points, (optionally you can apply some smoothing) use cubic bezier to get a nice curve and then sample your path with your desired resolution. You can use the result as a box2d shape for physics and as a terrain to render. Smiley
4  Discussions / Miscellaneous Topics / Re: What other programming languages do you use & why? on: 2014-09-08 18:15:39
... C# because my friend doesn;t want to install java to run my games, so I port them to C# to run on windows natively ...
Wat. That's the laziest friend that I've ever heard of. Tongue
5  Discussions / General Discussions / Re: How can I speed up my computer? (Gaming) on: 2014-09-08 12:54:37
...
-Clean my OS: scan using malwarebytes, CCleaner, manually disable services/background processes uneeded
...
Registry cleaners should be used with care, personally never had a problem with CCleaner but read a lot of complaints online how it erased important data.
6  Discussions / General Discussions / Re: How can I speed up my computer? (Gaming) on: 2014-09-02 16:16:21
Your PC's specs are fairly average I would say.
Possibly the most obvious solution would be to start monitoring your CPU, GPU and RAM usage during gaming. You'll clearly see what's the bottleneck that way.
7  Discussions / General Discussions / Re: How can I speed up my computer? (Gaming) on: 2014-09-02 15:38:43
Saying that you have a 3.6GHz processor honestly doesn't mean sh*t.
It's like saying that you have an 8 megapixel camera. You just simply can't compare two processors based only on the frequency (or on the number of cores, for that matter).
For example an AMD FX-4300 has 4 cores and a 3.8GHz default frequency, where's my Intel Core i5 3570K has 4 cores too but only 3.4GHz default clock speed.
So does that mean that the FX-4300 is better? No. In fact, the 3570K is about 2x faster.

4GBs of RAM for gaming is not really sufficient. Of course this depends on the game and the OS too, but AAA monsters like Battlefield or Witcher have a tendency of eating up RAM like crazy. If your OS runs out of RAM it has to use the swap partition on your HDD which is obviously going to be very slow, so for gaming 8GBs of RAM I would say is the golden standard.

For most gaming systems the actual bottleneck however is the graphics card. If you want to game on fullHD it is recommended to have at least something like a GTX750 Ti/AMD R7 260X or better with 2GBs of VRAM. For fullHD 2GBs of VRAM is plenty, but if you have something like a WQHD display or you play games that require a lot of VRAM (like Skyrim with all those fancy 2K and 4K texture packs) you're better of getting something with 3 or 4GBs of VRAM.

A good gaming PC is expensive (mine is around $1100 but there are still parts that I'm not quite satisfied with), but you can get away with something like a $750 build that can play most of the games on fullHD mid/high at 60fps. However, if you want to play those beasts (Witcher, Crysis, Battlefield, Far Cry, etc.) on fullHD ultra you will have to spend around $1000 at least.

However, I'm not suggesting you to instantly go out buy new parts and spend a lot of money. If you could tell us about your PC's specs in a bit more detail we could help more easily.
8  Discussions / Miscellaneous Topics / Re: So many indie games in development, how many really are completed? on: 2014-09-02 14:44:24
What Roquen said. "Working for yourself" is hard, since you feel like that you're the boss so you have the priviliges to do anything you want.
"Oh, I'm not gonna work today, got something more important to do; Should I watch this new series instead of working one or two more hours?; It's fine if I only work 3 hours today, really;" etc.

Even though I'm technically not working for myself but for JBS (I'm sort of on my own though with my teammates in my project) sometimes I catch myself doing exactly this. This is fine, as long as you actually don't want to make a living of indie game dev, but if you want to go serious you have to learn how to manage your time, and to get over the fact that development is not going to be always fun.
9  Game Development / Newbie & Debugging Questions / Re: Matrix Math Class on: 2014-09-01 20:52:53
I'm currently in the process of reading a book that developed it's own 2D Matrix and Vector math classes.  Is there a standard 2D set I should be using for future projects?

Thanks in advance...
Why not use LWJGL Utils' classes? Smiley
10  Discussions / General Discussions / String deduplication coming in Java8U20 in the G1 GC on: 2014-09-01 11:34:34
https://blog.codecentric.de/en/2014/08/string-deduplication-new-feature-java-8-update-20-2/
Just found this link on reddit.
Basically, it's a new GC improvement in Java8 U20 where the GC compares strings' char array's contents and if they contain the same thing it'll update the references to point to a single char array and removes all the other arrays. Smart stuff I say, and while it comes with a bit of a performance overhead I can see this being useful for lots of applications. Nice thing is that this is (at least for now) completely optional and to access it you have to be using the G1 GC with the
-XX:+UseG1GC
switch, so the performance overhead of this feature won't be applied to your application/game if you don't want it to.

Any thoughts on this? Smiley
11  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Nightmod - Rapid development live-coding game specific IDE on: 2014-09-01 05:03:12
Oh god, that syntax. I think I'll just hop on the nope train. Smiley
12  Discussions / Miscellaneous Topics / Re: What other programming languages do you use & why? on: 2014-08-31 08:10:51
C, C++, C#, Python (rarely), PHP, Javascript, Dart.
Funny coincidence is that I wrote an article about this yesterday. Smiley
13  Java Game APIs & Engines / Engines, Libraries and Tools / Re: LibGDX SpriteBatch performance degradation on: 2014-08-31 07:00:31
19% CPU usage is not problematic at all (unless you have like a top of the line Xeon with this usage percentage Roll Eyes).

To understand what's going on behind the scenes first you have to understand how a SpriteBatch works: When you're working with modern OpenGL you should be storing your data (vertices, texture coordinates, normals, colors, etc.) in buffers. Sending data to the GPU in buffers and then later rendering them is one of the fastest ways render things today. However, having too much buffers is not healthy for the performance either. That's because draw calls are probably the most expensive calls that you can make on the GPU, and when you have N buffers that you want to render you're going to have to call N draw calls (there are many ways of optimizing this in OGL4.0+ but I'm not going to go into that now) which is obviously slow. Thus, a game developer should always decide how many buffers does he want to use: One VBO per object, grouping together multiple objects based on some property (eg. put all the static meshes into a single buffer, store the dynamic and streamed objects separately) or storing everything in a single buffer.

Each and every one of these has it's ups and downs and you should pick the right approach for your game. For 3D games storing everything in a single buffer is of course not viable, since every time you do a draw call the GPU would have to render EVERYTHING that is in your game. There would be no frustum or occlusion culling, unless you reconstruct the buffer every frame which is obviously really going to hurt CPU performance. However, for 2D games storing everything in a single buffer is perfect: We don't have too many vertices and frustum culling techniques are extremely cheap when working with 2D so we can easily reconstruct the buffer every frame on the CPU without hurting performance too much.

Problem is, every time we need to render something with a different texture than the last time we have to create a new buffer, bind the new texture, store new data in the buffer and send that to the GPU as well as the previous buffer. Of course this is a naive approach since there are many ways to reduce this performance problem, here is two: Texture arrays and texture atlases.

With texture arrays you can have multiple textures' data packed into a single texture object, but this technique has it's own set of problems so I would not recommend using it to you until you learn more about OpenGL.
Texture atlases on the other hand, have very few negatives and they are commonly used in almost all the (if not in every) commercial 2D games. With texture atlases you have multiple textures packed into a single image file, so whenever you want to render something if that thing is on the atlas as well as the previous one there's no need to bind new textures or create new buffers. You can just keep storing the data in the same buffer that you later want to send to the GPU. Notice however, that since you have multiple textures in the same image you can't use simple texture coordinates anymore like (0, 0); (1, 0); (1, 1); (0, 1); Luckily that is not too big of a problem and you can easily calculate the position of your textures in the atlas, or use some kind of texture packer utility and parse it's output.

Hope this helps. Smiley
14  Game Development / Newbie & Debugging Questions / Re: What kind of game should a noob make for his first one? on: 2014-08-30 14:26:05
...
space invaders is super easy, move left right, shoot, projectile moves up, their projectiles move down - If you dont create those destroyable bunkers, its really super easy, and still fun for... 9 seconds
I disagree. Just think about it. Moving left and right, shooting = Handling input. Projectiles = Collision detection, (very basic) AI and some event system for dying entities.
It's just perfect for a first project.
15  Games Center / WIP games, tools & toy projects / Re: Gunslugs 2 - 10th week of development on: 2014-08-30 12:31:22
Based on your video the game seems to be a bit too easy.
Other than that, it's still awesome. Smiley
16  Discussions / General Discussions / Re: Performance Test for the Voxel Thing on: 2014-08-30 12:27:30
Solid 60.
CPU: Core i5 3570K@4GHz
GPU: MSI GTX660
Not going to list other specs since for a game of this caliber RAM isn't really a factor, neither is the hard drive.

Based on other people's fps/specs it seems like that this could run just fine on a newer integrated graphics card like an HD4000 (not saying that it'll have a solid 60fps, but it'll definitely be playable) and an average CPU (i3/FX4300 and above).

By the way there is a small bug related to movement: If you press two directions and let go of the one you pressed later the character will face in the wrong direction while walking. Example: Press and hold down, then left, now release left while you keep pressing down. The character will face left while it's going downwards. Smiley
17  Game Development / Newbie & Debugging Questions / Re: LWJGL 3D I want to create a 3d game on: 2014-08-29 22:09:49
While we do like to help each other, hand-holding is generally not common on this forum.
The web is full of these 3D game development tutorials, if you don't understand what they're doing then either the ones you found were not tutorials but coding timelapses (or maybe tutorials for advanced game developers), or you're too newbie to follow along.

Few things that you should look up if you want to get started with 3D game development: Modern OpenGL, perspective matrix, FPS camera, frustum and occlusion culling, phong shading (or some other lighting/material rendering technique like physically based rendering), bitmap font rendering. Pointing
18  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.
19  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...
20  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
21  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
22  Games Center / Contests / Re: Ludum Dare 30 (Theme Voting Open) on: 2014-08-22 21:30:06
Hah. Youngsters. Cheesy
23  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.
24  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.
25  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
26  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
27  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
28  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
29  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.
30  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
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2014-07-31 16:29:50

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