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1  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-05-24 07:21:54
Ran across this algo visualizer: http://jasonpark.me/AlgorithmVisualizer/
2  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
3  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.
4  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.
5  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!)
6  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-04-30 11:51:14
http://en.wikipedia.org/wiki/Axonometric_projection#Three_types

7  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.
8  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
9  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/
10  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/
11  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
12  Discussions / General Discussions / Re: Programmer jokes on: 2016-04-22 06:25:53
WTDD: Wishful thinking driven development
13  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
14  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
15  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?
16  Game Development / Performance Tuning / Re: Data array too heavy for task? on: 2016-04-15 17:21:43
Are your keys analog?
17  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).
18  Discussions / Miscellaneous Topics / Re: Realistic graphics -- how can it be achieved? on: 2016-04-14 08:45:18
Three channels are sufficient
  this I know,
'cause the theory tells me so.

Infinite summations aren't so hard
  er...nothing's coming to mind here.

Chromatic's aren't much of a problem.  Luminance is.  I'd like to see some the of HDR screens prototypes.
19  Java Game APIs & Engines / Android / Google releases vulkan samples on: 2016-04-13 19:02:24
https://github.com/googlesamples/android-vulkan-tutorials
20  Game Development / Newbie & Debugging Questions / Re: What is the granularity of branching? on: 2016-04-12 16:39:27
You can't say.  Especially without seeing the rest of the code.  Don't worry about branches.
21  Game Development / Game Mechanics / Re: Loot tables on: 2016-04-12 14:58:48
Oh yeah, tree map, so you're correct O(ln(n)).  Still bigger than O(1) in time and structure is bigger is space.  And like I said...not that any of this should matter.
22  Game Development / Game Mechanics / Re: Loot tables on: 2016-04-12 08:13:46
You're performing a linear time method to solve a problem that's constant time.  Also it's walking (and requires) a fair amount of memory and boxing/unboxing values along the way.  Does it matter?  Very unlikely.
23  Game Development / Game Mechanics / Re: Loot tables on: 2016-04-11 11:19:07
Math:  it works.
24  Discussions / Miscellaneous Topics / Re: lambdas rant on: 2016-04-10 11:03:17
The last I heard JVM lowering invokedynamic was much more expensive than they thought it would be.
25  Game Development / Performance Tuning / Re: Fastest binary search on 4GB worth of long[] on: 2016-04-08 10:22:45
Depending on what the "important" operations are, there's also bloom-filters.
26  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-04-07 11:52:15
Err...someone wrote a 132 page paper on jumping. 

http://martinf.dk/jump/Jumping_Thesis_Fasterholdt_09.pdf
27  Game Development / Shared Code / Re: Fastest Way To Clear Screen? on: 2016-04-07 07:23:04
Along the same lines, just because there's a classfile that defines method "foo", you can't assume that "foo" is ever actually executed.  Specifically intrinsic methods.  This is getting long in the tooth now...maybe I should update it sometime: http://www.java-gaming.org/topics/hotspot-intrinsics/27010/view.html
28  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-04-04 13:16:45
@Mac70:  "it can be" is an operative part of my statement.  Like the mentioned

MIT - http://web.mit.edu/facts/tuition.html

or even more expensive and most probably haven't heard of:

http://admissions.wustl.edu/scholarships-financial-aid/Pages/undergraduate-charges.aspx
29  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-04-04 09:39:01
It's a tough choice.  University is investing in your future and it can be an expensive investment.  If you learn too little, you lose.  If you spend too much for what you've learned, you lose.
30  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-04-04 07:31:03
I doesn't really matter in the US either.  There are probably two good professional reasons to go to a big name university.

1) You want to become a university prof (at a big name university).
2) You want to become an "expert" for legal proceedings.

When I was working in the US I was surprised by how little CS Berkeley grads seemed to know.  I'm not pissing on Berkeley cause I wouldn't know, but the grads I talked too didn't know much of anything.  On the other hand Standford grads knew their shit.  Again this could be pure chance.

Anyway...where you graduate from should only impact your first job.  After that you shouldn't put it on your resume/CV anyway (never put your GPA..don't care what it is).
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List of Learning Resources
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