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1  Discussions / General Discussions / Re: Question: Bit-exact floats on different computers? on: 2016-06-18 05:24:47
Yeah StrictMath is bit-exact, but so is rolling your own approx defed with strictfp.  The compiler is aware of many of these functions and sqrt is an intrinsic.  The rule is the function must be "properly rounded", "correctly rounded" isn't good enough to insure bit-exact.
2  Discussions / General Discussions / Re: Question: Bit-exact floats on different computers? on: 2016-06-17 18:57:24
Looking quickly, the follow should all be good of the fp routines:
sqrt,ceil,floor,rint,round,abs,min,max,ulp,signum,copySign,next{Up,Down,After},scalb
3  Discussions / General Discussions / Re: Question: Bit-exact floats on different computers? on: 2016-06-17 11:34:59
yeap, but you have to take care with things like "java.Math" functions.
4  Discussions / General Discussions / Re: Question: Bit-exact floats on different computers? on: 2016-06-16 20:37:01
Although I generally agree with the first sentence, everything past that is incorrect.

"compilers can and do change the order of calculations":  with specifically known set of rules which are language specific and may depend on programmer specs in code and/or compiler settings.

"in ways that are permitted by the normal laws of arithmetic": if you mean Z/Zn integers and IEEE spec FP then okay, otherwise no.  The only tricky part is FP functions that are not required to be properly rounded.  You have to know what they are and not use them for exact computation everywhere.

"but which no floating point implementation can actually follow."  IEEE FP rules aren't black magic and if you don't use variable ULP functions and disallow any compiler transforms that change error bound then all computations are bit-exact.  That's one of the main points of the spec in the first place.
5  Discussions / General Discussions / Re: Question: Bit-exact floats on different computers? on: 2016-06-16 09:57:59
I'd suggest to avoid the problem.  Make your life easier.  The server is always right.  Mostly send relative information and have client side smoothing.  Periodically send absolute information, but not in the same packet for every object.  Then you don't have to care about any compounding of errors due to FP results...it will go away at the next abs-update and it mostly will be unnoticed due to client side smoothing.  This also allows different versions of the game to work together as long as the net datamodel hasn't changed (barring other breaking changes of course).
6  Discussions / Java Gaming Wiki / Re: Java Data structures on: 2016-06-15 08:52:25
Prebuilt jar URL is a 404... Murr murr
Huh.  Me too.  You can look at the output without jitwatch but it kinda sucks.
7  Discussions / Java Gaming Wiki / Re: Java Data structures on: 2016-06-14 17:39:11
https://github.com/AdoptOpenJDK/jitwatch/wiki

Getting it for windows can be tricky.
8  Discussions / Java Gaming Wiki / Re: Java Data structures on: 2016-06-14 12:11:06
On hotspot these seem to be removed regularly the little I've looked.  No need for a debug VM, release VM with hsdis-{amd64,i386}.{dll/so} is all you need.
9  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-06-10 16:50:59
Have I mentioned this game looks really cool?  Yes I have.
Holy... I WANT TO PLAY THIS, RIGHT NOW.
If you haven't check out the run-and-gun videos...they look much more fun to me than the platform parts.
10  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-06-10 15:44:49
Have I mentioned this game looks really cool?  Yes I have.

<a href="http://www.youtube.com/v/xy0bpSyeCuQ?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/xy0bpSyeCuQ?version=3&amp;hl=en_US&amp;start=</a>
11  Discussions / General Discussions / Re: Interesting proposals: Java 9 and beyond on: 2016-05-29 07:42:56
Multiple inheritance of state...always had multiple inheritance of type and the line is abit blurred with recent(ish) additions.
12  Discussions / General Discussions / Re: Interesting proposals: Java 9 and beyond on: 2016-05-27 10:46:21
I love LISP.  "Absence makes the heart grow fonder."  The last time we got together we tried to kill each other.
13  Discussions / General Discussions / Re: Interesting proposals: Java 9 and beyond on: 2016-05-27 08:04:09
LISP is a fantastic language where everything is an s-expression and most people's brain's explode at that point.  Sugar that makes code faster and easier to read is what most people want.  For mathematical expressions having operators makes the code read closer to the math.  Somewhere ages ago I did an example of a trivial mathematical expression with and without operators.

When I was a student I had a rant at a prof that showed me his "image processing library" code which used lots and lots operators like:
A=B*C
 Insanely stupid right?  Except the target audience wasn't production code..it was for students taking class where the reasoning was about math on images.
14  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-05-24 07:21:54
Ran across this algo visualizer: http://jasonpark.me/AlgorithmVisualizer/
15  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-05-11 07:48:17
Compression is a good thing for lowering load time.

And in other news: https://renderdoc.org/vulkan-in-30-minutes.html
16  Game Development / Shared Code / Re: Xorshift variation for getting per-coord / parameter numbers on: 2016-05-01 08:35:08
m-sequence + counter have the same problem - the only change algebraic structure once.  Z for counter, F2 for m-sequence.  It is a solution that works though...esp if you don't need good statistical properties (which you don't for the listed usages).  This is a problem much harder than it seems.
17  Game Development / Shared Code / Re: Xorshift variation for getting per-coord / parameter numbers on: 2016-04-30 17:43:40
You can get better mixing by mixing algebra groups..which means less operations.  I've always sucked at attempting to come up with this kind of thing.  Examples are the bit-finalizers of mumurhash and xxhash, etc. etc.

I recently read a blog post about this kind of thing...I'll look through my history to see if I can find it.
18  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-04-30 15:29:35
That picture is for 2 cubes (equal size in each dimension)  isometric on left, dimetric on right.  Different scales for "up" are possible for dimetric.  Choose one you like to model a unit cube and see how it plays out for other objects.

It could be kinda cool to have a generalized axonometric playground.  (Not me!)
19  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-04-30 11:51:14
http://en.wikipedia.org/wiki/Axonometric_projection#Three_types

20  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-04-30 10:19:06
Cubes make the depth hard to "see" (the alignment of top with bottom of adj).  Try changing the height.
21  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-04-29 12:26:00
Now just to figure out how to do namespaces well...

If you want to play with designing a language, Racket people have some freely available books.  Racket's solution is: https://docs.racket-lang.org/reference/Namespaces.html
22  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-04-23 05:29:52
If you worry about writing good/clean/design-pattern-y code: http://www.sebastiansylvan.com/post/the-perils-of-future-coding/
23  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-04-22 08:34:03
More paper fun: Real-Time Polygonal-Light Shading with Linearly Transformed Cosines

Paper, source-code, webGL demo:

https://eheitzresearch.wordpress.com/415-2/
24  Discussions / General Discussions / Re: Programmer jokes on: 2016-04-22 08:32:07
Well it's a corollary of:  https://en.wikipedia.org/wiki/Hofstadter%27s_law
25  Discussions / General Discussions / Re: Programmer jokes on: 2016-04-22 06:25:53
WTDD: Wishful thinking driven development
26  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-04-21 07:25:33
Neat: "Game Level Layout from Design Specification"

paper:  http://chongyangma.com/publications/gl/index.html
code:   http://github.com/chongyangma/LevelSyn
27  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-04-19 07:14:48
This looks kinda fun: https://github.com/alexjc/neural-doodle
28  Game Development / Performance Tuning / Re: Data array too heavy for task? on: 2016-04-18 09:29:50
Analog as in all your keys have values other than up/down?
29  Game Development / Performance Tuning / Re: Data array too heavy for task? on: 2016-04-15 17:21:43
Are your keys analog?
30  Java Game APIs & Engines / Android / Re: Google releases vulkan samples on: 2016-04-14 12:46:04
Ah direct hardware access.  So much easier (for real...assuming fixed hardware).
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