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1  Game Development / Artificial Intelligence / Re: Architecture for behaviour trees with scheduled tasks and/or event system on: 2015-05-02 18:09:38
I don't know the games you've mentioned, but all you need is a sequencer node.  Game wants to add a task to a specific entity...write it to it's blackboard.  The sub-root of "perform task" is a sequencer, first is handles any explicit tasks running or needing to run (returns RUNNING if so or SUCCEED if none or complete).  The second handles any default tasks.
2  Game Development / Artificial Intelligence / Re: Architecture for behaviour trees with scheduled tasks and/or event system on: 2015-05-02 09:30:11
I haven't looked at your link so I'm not quite following your question.  BT's aren't one thing, but a class of things. Also not know what you want to do with your AI makes the questions hard.  But it looks like you're missing an important point.  BT's are always (logically) run from the root down.  This is important, so "remove the BT instance from the actor upon SUCCESS/FAILURE/ERROR" doesn't make any sense unless I'm misunderstanding this point.
3  Discussions / Miscellaneous Topics / Re: What do you define as a programming language? on: 2015-05-01 21:44:43
The game of life is Turing complete.  Yeah!  But does this thread pass the Turing test? 
4  Game Development / Game Mechanics / Re: Using delta time messes up movement on: 2015-05-01 14:54:10
Fixed time steps for the win.
5  Game Development / Newbie & Debugging Questions / Re: 1D Perlin Noise on: 2015-05-01 14:48:44
It's straight forward.  Look at the local wiki page.
6  Discussions / General Discussions / Re: Where can I find fast spatial querying? on: 2015-04-16 08:55:53
+1 for a uniform grid
7  Discussions / General Discussions / Re: Does Internet cost matter to you? on: 2015-04-09 14:00:17
Of course.   And by beat-the-crap we're not talking 70-80% better for lossless codecs.
8  Discussions / General Discussions / Re: Does Internet cost matter to you? on: 2015-04-09 11:09:04
Actually you can beat the crap out of most off-the-shelf compression schemes.  Especially if you don't care about compression time.
9  Discussions / General Discussions / Re: Does Internet cost matter to you? on: 2015-04-09 07:43:41
I don't pay any extra for data usage and I only use a round-off error amount of my bandwidth (fiber optic).  I imagine that most people in so-called "developed" nations that care are in the same boat.
10  Games Center / Featured Games / Re: [Slick2d] Retro-Pixel Castles > Now on Steam! < on: 2015-04-08 07:23:04
A small grid might be 256x256=65536 cells.  A navigation mesh of the same data might be some like a dozen...or maybe even dozens!
11  Game Development / Newbie & Debugging Questions / Re: [Solved] Randomly Generated Objects that do not Overlap? on: 2015-04-07 03:36:15
http://www.java-gaming.org/topics/uniform-feature-points/28000/view.html
12  Game Development / Shared Code / Re: Possible spline substitute: Sigmoid function on: 2015-04-07 03:25:04
There isn't one S-curve.  There a many.  And one is Hermite.
13  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-04-03 04:05:37
I brought you this pretty picture:
Click to Play


http://www.thisiscolossal.com/2015/04/dancing-droplets/
14  Discussions / General Discussions / Re: Concurrency Library on: 2015-04-01 08:04:59
Oh, I'm excluding consoles from my thinking here...that seems reasonable.
15  Discussions / General Discussions / Re: Concurrency Library on: 2015-04-01 07:19:57


AtomicInteger = bus locking.  Not a big deal but potentially stealing cycles from everybody.
Linear Ring buffer = false sharing extravaganza.
jobs are processed FIFO...meh.
small jobs = very inefficient, esp if they don't happen to be the same code/linear data and happen to go to the same worker.
large jobs = potentially long latency...job submission to completion.

I can't think of a game client reason to use this model.  And like I said earlier I can't think of a reason to be anything other than SPSC.  Strawman example:  Take an audio processing thread.  Of course it's completely reasonable to have multiple threads wanting to send commands to it, but there's no reason for it to be through a single communication channel.

I'm only thinking about consumer grade hardware.  Otherwise we're talking about MMO server code...and anyone ready for that doesn't need this conversation.  Consider:

1) Is there any major paradigm shift in CPU ISAs on the horizion?  No.
2) How fast is the number of physical cores growing?  It's complete stagnated.
3) How likely are we to see multi-socket consumer devices soon.  Not very.

And even if I'm wrong on any of these points it doesn't really matter because it'll be years before penetration is large enough to be worth considering.  So SPSC is completely viable for the foreseeable future.
16  Discussions / General Discussions / Re: Concurrency Library on: 2015-03-31 12:38:13
I can't think of a reason to be other than SPSC.
17  Discussions / General Discussions / Re: Concurrency Library on: 2015-03-31 10:19:31
Disrupter is cool, but if you're game needs it: you need to rethink your threads and how the communicate.
18  Game Development / Newbie & Debugging Questions / Re: Best Practise - Quad Trees on: 2015-03-30 11:08:02
You "can" get a good memory layout in java...just it's a ton of work.  Using something like Riven's library would make the attempt partially sane.  Like I said...this is hard in java.  Actually it's pretty hard in C as well, but at least you're given the tools you need to do the job.  And making the attempt is only ever worthwhile if its a good match to your data and the set of queries you're going to perform.
19  Game Development / Newbie & Debugging Questions / Re: Best Practise - Quad Trees on: 2015-03-28 14:49:41
Understand sweep-and-prune on a uniform grid.  Search the forum I've done a verbal write-up.  Quad-tree's are the same.  The key notion is to be edge based instead of child based.
20  Game Development / Newbie & Debugging Questions / Re: Best Practise - Quad Trees on: 2015-03-28 13:19:19
For reference I've implemented probably over a dozen different flavors of quad-trees for various statistical properties.  I understand java, compilers and how CPUs work.  Writing a quad-tree worth using in java is hard.  The vast majority of people will end up with a something much more complicated and less efficient than sweep-and-prune on a uniform grid.

Moreover if the distribution of object is closer to uniform than Gaussian, then the grid is a better idea anyway.
21  Game Development / Newbie & Debugging Questions / Re: Best Practise - Quad Trees on: 2015-03-28 12:47:38
Java isn't well suited to the problem without a lot of pita.  No structures or arrays of.

Quadtrees in general are only well suited if you have (sub)space which is large compared to things to be contained.
22  Game Development / Newbie & Debugging Questions / Re: Best Practise - Quad Trees on: 2015-03-28 10:36:49
Quad-trees are hard in a language like java.
23  Game Development / Newbie & Debugging Questions / Re: [Solved] Randomly Generated Objects that do not Overlap? on: 2015-03-24 09:23:49
Aside:  Breaking space into a grid and generating uniformly random points inside is not blue noise.  It's not uniform either.  It's not even close to either. 
24  Game Development / Newbie & Debugging Questions / Re: Randomly Generated Objects that do not Overlap? on: 2015-03-23 06:33:37
Blue noise is hard.  Sobel is easy.
25  Game Development / Game Mechanics / Re: Orbital mechanics = Keplers! on: 2015-03-18 13:31:37
Come on, Kids, do some of that pilot shit!
26  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-03-18 08:55:19
Speaking of intel, just ran across this: http://www.joshbarczak.com/blog/?p=667

and the nice visual break down of rendering in Deus Ex: http://www.adriancourreges.com/blog/2015/03/10/deus-ex-human-revolution-graphics-study/
27  Game Development / Game Mechanics / Re: Orbital mechanics = Keplers! on: 2015-03-18 08:24:52
Anytime "dimensions" comes up in conversation, I respond with the one-liner:  Don't confuse spatial dimensions with the number of dimensions in the vector space.

The latter >= the former.
28  Game Development / Game Mechanics / Re: Orbital mechanics = Keplers! on: 2015-03-18 04:10:33
My point is that Kepler's is good enough for modeling of orbital mechanics for serious applications.  So if you're writing game code that's more complex...you're doing it wrong.
29  Game Development / Game Mechanics / Orbital mechanics = Keplers! on: 2015-03-17 12:25:54
You know how when anyone says anything about orbital mechanics how I reply with one word:  Keplers?

More on the subject by someone much smarter than me:

https://johncarlosbaez.wordpress.com/2015/03/17/planets_in_the_4th_dimension/
30  Discussions / Miscellaneous Topics / Re: Lambda - Java 7 Alternatives on: 2015-03-14 15:24:08
The classic solution is to use one-method-classes.  Which are often anonymous.
Pages: [1] 2 3 ... 100
 
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