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1  Game Development / Performance Tuning / Re: ArrayList$Itr and Escape Analysis on: 2017-03-06 13:13:11
You don't need a debug VM, just the disasm DLL (which Oracle can't distribute).  I posted a link at some point, but am unable to find it with a search (and don't have a copy ATM)

EDIT: Oh the file is 'hsdis-amd64.dll' and probably someone has a copy. 
2  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-02-19 18:49:58
My thinking was more "how to think about costs" than the specific example.  BTW, the original (not-complete) sequence is found here: http://www.codercorner.com/
3  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-02-19 10:58:14
RYG did an easy to understand breakdown of out-of-order optimization of some code by PhysX author Pierre Terdiman,
https://gist.github.com/rygorous/fdd41f45b24472649aaeb5b55bbe6e26?ts=4
4  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-02-13 19:40:52
https://twitter.com/Jonathan_Blow/status/831225844655796226

edit: or just click here: https://www.humblebundle.com/freedom
5  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-01-10 10:05:13
I quickly skimmed this (a list of java libs and such): https://github.com/akullpp/awesome-java
6  Game Development / Performance Tuning / Re: Tips for reducing frame rate spikes due to JIT early in a game? on: 2016-12-26 17:07:43
client/server VM is just a 32-bit VM thing.  Everything's server VM for 64-bit.
7  Game Development / Performance Tuning / Re: Most optimal collision detection algorithms on: 2016-12-14 06:29:24
Yeah, it depends too much on data.  For wide-open areas then a uniform grid is a nice easy choice and will perform reasonably.  Couple that with sweep-and-prune for the broad pass.
8  Game Development / Performance Tuning / Re: Most optimal collision detection algorithms on: 2016-12-14 01:14:06
Yeap...
9  Game Development / Performance Tuning / Re: Has anyone tried creating an optimized HashMap implementation? on: 2016-12-14 00:50:50
In C like using bucketed cuckoo hashing.
10  Game Development / Performance Tuning / Re: Most optimal collision detection algorithms on: 2016-12-13 20:58:14
@VoidBuffer - It all depends on how you can move less data (and not cache-thrash) and keep the local neighborhood 'n' small.

@bmanmcfly - different topic..this is broad-phase.  SAT's only claim to fame is it's easy to implement (that's not a bad thing). 
11  Game Development / Performance Tuning / Re: Most optimal collision detection algorithms on: 2016-12-13 08:52:50
Optimal collision detection (as noted in link) is going to be a function of the distribution of objects and how it evolves over time combined with chosen method and how it's actually implemented.  So a quad-tree can be the best choice...but it actually very quite hard to implement a good quad-tree (or forest of them more likely).  And in the case where it would be "best" something much simpler to correctly implement is likely to be approaching the same performance.
12  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-12-07 19:45:50
Since I haven't mentioned cuphead in awhile:  It has an approximate release date - http://studiomdhr.com/cuphead-coming-mid-2017-2/

Are you a developer on this game?
Nope...just not my kinda game but still looks awesome.
13  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-11-24 18:55:37
Interesting...that probably mean this isn't new to everyone.  (I get the same error BTW...but no surprise I've the latest eclipse).

EDIT: Figure 3 does compile, but not Figure 4.
14  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-11-24 18:42:23
I hadn't tried it yet.  You try javac?
15  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-11-24 18:14:54
Oh!  Never saw this flaw.  https://t.co/jgra2x0dZX
16  Game Development / Newbie & Debugging Questions / Re: Quaternion in Game Development. on: 2016-11-20 12:50:25
Oh, you're right. Thanks! That was a good hint. I gotta go change some code...
Representing uniform scaling in a quaternion works nicely when the conversion as layed out here is used (the matrix representation right before the sentence "since qw*qw + qx*qx+ qz*qz+ qy*qy = 1 this gives").
Apparently, one also does not need to renormalize the quaternion when applying any rotations. This is really nice. Applying uniform scaling to any quaternion is then just scalar-multiplying by sqrt(scaleFactor).

Yeap.  Since rotation is P' = QPQ-1 (which eliminates any scale factors) or QPQ* which will scale by magnitude of Q squared and these compose as expected.
17  Game Development / Newbie & Debugging Questions / Re: Quaternion in Game Development. on: 2016-11-20 01:17:37
On quaternions and scaling...yeah probably not worthwhile computationally.  The math's all wrong though.  The issue is if you convert to a matrix..the conversion code is assuming that it's a unit quaternion.
18  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-11-10 19:06:25
I bet he gets tired of it after 1 year.
Don't count on it.  Assuming he hasn't lost his mind...than we're talking about the same Trump as that of the 80s.  Hell he even sketched what he would do if he ever ran for president sometime in the 90s.
19  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-11-09 15:48:05
Even if he eliminates his hate speech and pushes totally moderate agenda and none of his WTF things...it's still a disaster.  Hate of others is now OK.  Hate of america is flamed. 
20  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-10-30 20:42:13
Since I haven't mentioned cuphead in awhile:  It has an approximate release date - http://studiomdhr.com/cuphead-coming-mid-2017-2/
21  Discussions / General Discussions / Re: It's official: Java 9 will support Ahead-Of-Time (AOT) compilation on: 2016-10-28 11:44:53
According to the updated JEP you can choose the compilation level...so already have profile guided at AOT.
22  Java Game APIs & Engines / Engines, Libraries and Tools / Re: JOML 1.9.0 Pre-Release on: 2016-10-27 13:53:03
Yeah you can just drop the high bits.
23  Java Game APIs & Engines / Engines, Libraries and Tools / Re: JOML 1.9.0 Pre-Release on: 2016-10-27 13:13:30
Well if 64-bit operations are ok...xoroshiro is state-of-the-art and very fast (notice the result is ready after one addition). 
24  Java Game APIs & Engines / Engines, Libraries and Tools / Re: JOML 1.9.0 Pre-Release on: 2016-10-27 12:44:21
The code for the sampling all looks good.  I'd think about changing the random number generator.  

xorshiro maybe: http://xoroshiro.di.unimi.it/

A maybe problem here is it's 64-bit (thinking android).  I tossed up a few other various choices here: https://github.com/roquendm/JGO-Grabbag/tree/master/src/roquen/math/rng

EDIT: Seems I drop the ball on some of mine.  I can restructure these to be faster on average for real use patterns.
25  Java Game APIs & Engines / Engines, Libraries and Tools / Re: JOML 1.8.0 Release on: 2016-10-23 09:28:02
That's great news! Are these trade-offs done automatically by sollya or does it need manual tuning?

You have to make the choices about how to reduce the range.  The tricky bit here is that they mostly involve division and java doesn't give access to 1/x approximation operations.

I had a rather unique situation where I was using a "circular heightmap", a 1D heightmap that wraps around a circle with a certain resolution.
Does the heightmap actually model a perturbed circle?  If so there are options of doing something other than equi-angluar.  That way you can move to a cheaper mapping function.
26  Java Game APIs & Engines / Engines, Libraries and Tools / Re: JOML 1.8.0 Release on: 2016-10-22 18:09:01
Yes.  The trick is range reduction since atan doesn't converge as fast.  So there are many more choice trade-offs.
27  Java Game APIs & Engines / Engines, Libraries and Tools / Re: JOML 1.8.0 Release on: 2016-10-22 15:59:12
I forgot to note in the pastebin code that brute force error checking isn't needed.  Say for polynomial methods you can compute where the error should be zero and verify that within a couple of ULPs of these points that the sign of the error does change.  Likewise compute where the error should be maximum and find the peaks.  Much faster and exact error measures.

EDIT: Oh and that code/output should be printing 'abs error' and not 'rel error'.
28  Java Game APIs & Engines / Engines, Libraries and Tools / Re: JOML 1.8.0 Release on: 2016-10-22 02:01:28
http://pastebin.java-gaming.org/e291e8d814b10


func   @                              : rel-error                      : ulp-dif  bits
orig   @   2.356194 (   0x1.2d97c6p1) : 5.881720e-09 (0x1.9430508p-28) : 52977825 27
horner @   2.356194 (   0x1.2d97c6p1) : 5.881720e-09 ( 0x1.94304fp-28) : 52977822 27
range  @   1.570795 (   0x1.921f9cp0) : 6.017409e-12 (    0x1.a77p-38) :    54200 37
sollya @   1.274948 (   0x1.4662fap0) : 4.440892e-16 (      0x1.0p-51) :        4 50

reduce @   0.651724 (   0x1.4daecp-1) : 3.338118e-09 ( 0x1.cac992p-29) : 30067090 28
29  Java Game APIs & Engines / Engines, Libraries and Tools / Re: JOML 1.8.0 Release on: 2016-10-20 10:48:57
Thinking two things really:  the actual error is more than theagentd found AND they are both at the same input value.
30  Java Game APIs & Engines / Engines, Libraries and Tools / Re: JOML 1.8.0 Release on: 2016-10-20 07:27:41
Since there are no comments.  Doesn't anyone notice anything "odd" about these results?
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