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1  Discussions / Miscellaneous Topics / Re: A rant on OpenGL's future on: 2014-07-24 11:33:50
But I can still run old DX apps with no problem.  Nobody's claiming backward compat should be ignored...it simply shouldn't burden developers.
2  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-07-24 11:22:23
I've been waiting for a viable C++ replacement for longer than some kids here have been on the planet...maybe someday I'll get my wish.
3  Game Development / Performance Tuning / Re: Can someone explain what is going on with this square rooting? on: 2014-07-24 09:59:55
Hotspot emits 'sqrtss' if you properly write your code.  Doing anything else will be slower.
4  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-07-24 09:41:05
DISCLAIMER: This is Rust, not Java.
I keep attempting to motive myself to look at rust.
5  Discussions / General Discussions / Re: Component Systems: Artemis style systems vs. traditional fat entities on: 2014-07-24 09:36:27
To repeat myself: Problem dictates data.  Data dictates code.  If you do the reverse you're writing business software targeting mid-to-large companies with a faster turn-over of engineers vs. product life-cycle.  What you're not doing is "thinking low level, writing high level" which is needed for system programming.
 
6  Discussions / General Discussions / Re: The Wrath of Ackermann on: 2014-07-08 09:10:55
The thing about proofs is: there are no counter examples unless they're flawed.
7  Discussions / General Discussions / Re: The Wrath of Ackermann on: 2014-07-07 21:49:03
Oh yeah, since it came up: https://plus.google.com/117663015413546257905/posts/KJTgfjkTZCQ
8  Discussions / General Discussions / Re: The Wrath of Ackermann on: 2014-07-07 21:45:34
ack(g64, g64);
That would be an insanely big number.  But all of this is beside the point.  There are things which can't be computed or even manipulated symbolically in finite time and/or space.
9  Discussions / General Discussions / Re: The Wrath of Ackermann on: 2014-07-07 21:04:14
No you can't.  That's the point.
10  Game Development / Game Mechanics / Re: Any multithreading people out there? Multithreaded loading of a huge array. on: 2014-07-07 20:47:33
Compression is your friend.
11  Discussions / General Discussions / Re: The Wrath of Ackermann on: 2014-07-07 10:31:20
Wait.  Past A(4,2)?  A(4,2) requires 2^16 bits (assuming unsigned).
12  Discussions / General Discussions / Re: The Wrath of Ackermann on: 2014-07-07 10:14:29
Well uncomputable functions and undecidable/unsolvable problems are called that for a good reason.  Busy beaver is a fun example.   
13  Game Development / Newbie & Debugging Questions / Re: Ordering draw calls for alpha blending on: 2014-07-06 23:47:29
Other random thoughts are the volumetric stuff: fourier opacity mapping, extinction transmittance maps, half-angle slicing. 
14  Game Development / Newbie & Debugging Questions / Re: Ordering draw calls for alpha blending on: 2014-07-06 23:32:16
stochastic is pretty far out.  yeah: the high view is many samples of some fencing/dither pattern per pixel (a la old software rendering trick).
15  Game Development / Newbie & Debugging Questions / Re: Ordering draw calls for alpha blending on: 2014-07-06 21:10:26
@basil_:
 Skip on the a-buffer: https://software.intel.com/sites/default/files/i3d14_mlab_preprint.pdf

further out: http://www.nvidia.com/docs/IO/88888/StochTransp-slides.pdf

Possible today on low-end: http://casual-effects.blogspot.fr/2014/03/weighted-blended-order-independent.html
16  Game Development / Newbie & Debugging Questions / Re: Ordering draw calls for alpha blending on: 2014-07-06 16:28:29
It'd be interesting to think about a hybrid of the weighted OIT with fixed number of layers and no sorting per say.
17  Game Development / Shared Code / Re: Trie-based dictionary on: 2014-07-05 19:46:09
Brute force isn't the answer.  I don't know the problem space but a ternary search trie (which can be flattened) will be exponentially faster.  You have a set of letters and a known set of reg-exps which can be optimized.  A single traversal can produce all possible results in very little time.
18  Game Development / Shared Code / Re: Trie-based dictionary on: 2014-07-05 13:29:48
Yeah an AI for a scrabble like game isn't straight forward.
19  Game Development / Shared Code / Re: Trie-based dictionary on: 2014-07-05 12:49:00
Indeed you did but it was lost in the noise.  In this case it doesn't matter but if you were writing a game that required this functionality then matching is the hard problem and the one to address and not the true/false question.
20  Game Development / Shared Code / Re: Trie-based dictionary on: 2014-07-05 08:24:16
Sigh.  That's why I asked about AI.  True or false for a word is a different problem then a specialized reg-exp search.
21  Game Development / Newbie & Debugging Questions / Re: How to delay somthing without stopping the gameloop? on: 2014-07-04 13:09:35
Priority Queue = good answer.
22  Game Development / Newbie & Debugging Questions / Re: Game Inefficiencies on: 2014-07-04 13:05:13
Too lazy to find a good reference, but here: http://siyobik.info.gf/main/reference/instruction/PAUSE.  Just because the CPU is in theory running a tight loop doesn't mean all of the units are running.
23  Game Development / Shared Code / Re: Trie-based dictionary on: 2014-07-04 07:45:09
(to my best knowledge, even in 64bit JVMs, references are 4 byte pointers, multiplied by 8 to calculate the memory address)
64-bit HotSpot defaults to compressed-oops, so yeah 4 bytes/ref (the headers per object are bigger).
24  Game Development / Shared Code / Re: Trie-based dictionary on: 2014-07-03 09:35:16
Quote
This is supposed to be the fastest.
Uggh.  Something can only be "supposedly fastest" for a very narrowly defined set of operations/assumptions.

If you care about speed and size here's some thoughts.

The dictionary is dynamic because obviously it changes at runtime rather than being fixed.  Ya know, like: foobaz suddenly becomes a legal word.  The real cost of dynamic data-structures is visiting randomize memory.  You mention android so it would be sane to reduce memory size.  Speed?  How many queries do you expect to perform per game "frame"?  Do you need an AI to figure out legal words it can create?  If SOWPODS is the real target then the dataset has a fair set of limitations like words are only on 2-15 characters (assuming wikipedia is correct).  If you really wanted to be able to check lots of potential words as being legal per frame then bloom filter could be a reasonable idea.
25  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-07-02 10:13:37
glMultiDrawElementsIndirect is the pinnacle of OpenGL
Some related stuff: http://on-demand.gputechconf.com/gtc/2014/presentations/S4379-opengl-44-scene-rendering-techniques.pdf
26  Discussions / Miscellaneous Topics / Re: Is our Universe Simulatable? on: 2014-07-02 09:50:59
http://on-demand.gputechconf.com/gtc/2014/presentations/S4347-conquering-titan-supercomputer-milky-way-simulation.pdf

(EDIT: Note the bit about space filling curves)
27  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-07-02 08:11:45
I was going to use that for rendering transparent effects in my game. The technique described there works well theoretically, but in practice it's horrible.
Yeah, but all the simple solutions are horrible in different ways.  Let's note that this is intended to be cheap enough to work lower end of current hardware including some mobile.  It good to hear about problems, but I wouldn't blow it off.

So have to read the intel "Multi-Layer" paper?
28  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-07-01 15:17:09
I finally read this: http://casual-effects.blogspot.fr/2014/03/weighted-blended-order-independent.html and the real paper.

(One of the vids directly from blog post..just to catch your eye)
<a href="http://www.youtube.com/v/41dD2OsUagI?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/41dD2OsUagI?version=3&amp;hl=en_US&amp;start=</a>
29  Discussions / General Discussions / Re: What's with unorganized code? on: 2014-06-29 15:13:31
[No comment on Haskell? Followed by a comment on Haskell?
Are you being serious or just purposely obtuse?

Quote
Java + Scala probably aren't suited for real systems programming either. All three are more for applications programming + server programming.
No argument.  The JVM doesn't give the needed tools.
30  Discussions / General Discussions / Re: What's with unorganized code? on: 2014-06-27 18:17:08
No comment on Haskell.   It just isn't suited for system programming.  That whole hammer/nail meme thing.
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