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1  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-07-04 08:09:59
Made another thing. Sorry for spamming, this is just so neat. I love math!

4yrs ago did some quick goofying with mset domains here (set sampling to .5):
http://glslsandbox.com/e#9994.2
http://glslsandbox.com/e#9903.1
http://glslsandbox.com/e#9904.1
http://glslsandbox.com/e#9915.1
http://glslsandbox.com/e#9916.2
http://glslsandbox.com/e#9971.0
2  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-07-02 08:27:06
Obviously he's being an ass but cmon bruh.

Putting the best possible spin...what's the "valid point" of any of his comments?
3  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-07-01 11:32:52
Ah...cunt + straight pride week?  Nope, he's being an ass.  Even if being straight was illegal and/or got you killed in some places the cunt bit would ruin any potential point.
4  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-06-30 12:43:42
Wow. Markus is being a real dick recently.  If anyone still talks to him, now might be a good time to have a chat.
5  Game Development / Networking & Multiplayer / Re: Best - and currently active - networking lib? on: 2017-05-02 12:23:07
Aeron is designed for extremely low latency and destroys every other library in that metric.
It's too bad Martin Thompson stopped writing blog entries.  Still some great stuff there:  http://mechanical-sympathy.blogspot.fr/
6  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-05-01 21:24:50
Huh...this will be interesting: https://www.infoq.com/news/2017/05/no-jigsaw
7  Game Development / Performance Tuning / Re: Pathfinding over too large grid on: 2017-04-27 02:54:46
A course grain graph of waypoints?
8  Game Development / Shared Code / Re: Basic Image Quantization into 256 colors in 90 lines on: 2017-04-23 06:15:41
RBG isn't a good space to measure color differences.  Web search: "perceptual color spaces"  You'll also get better results if you don't simply map each pixel directly to a palette entry.  There are various methods, search "error diffusion"
9  Game Development / Game Mechanics / Re: Random weighted number between two numbers? on: 2017-04-14 11:03:14
Note that the Gaussian distribution isn't bounded...not sure if that's what you want.
10  Game Development / Game Mechanics / Re: Random weighted number between two numbers? on: 2017-04-14 09:48:51
Of course wikipedia is about as clear as ever:

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// symmetric triangle distribution: result on (-1,1)
public static float symmetricTriangular()
{
   return nextFloat()-nextFloat());  // from random number generator of choice
}

// symmetric triangle distribution: result on [lo, hi)
public static float symmetricTriangular(float lo, float hi)
{
    float halfDiff = 0.5f*(hi-lo);
    float triDist  = nextFloat()+nextFloat();   // triangle on [0,2)
    return halfDiff*triDist + lo;
}
11  Game Development / Game Mechanics / Re: Random weighted number between two numbers? on: 2017-04-14 09:33:34
The easiest the triangle distribution (https://en.wikipedia.org/wiki/Triangular_distribution), but it depends on how you what distribution curve to look.
12  Game Development / Performance Tuning / Re: Question: Branch Prediction Alleviating Performance Loss in Looped Conditionals? on: 2017-04-09 06:57:26
Of course for perf it's really hard to generalize.  On average a switch will win when using it can allow optimizations that wouldn't otherwise occur like not spilling registers between inside/outside the statement.  So the amount of work inside/outside is a really bad guess.
13  Game Development / Performance Tuning / Re: Question: Branch Prediction Alleviating Performance Loss in Looped Conditionals? on: 2017-04-08 20:55:45
Sound like using a @FunctionalInterface might be the thing to do.

"let's say that you have a loop that repeatedly calls a virtual function:"
If it can determine that the actual number of targets is one then it becomes a direct call, two or less it become an 'if' test between them, otherwise the standard read address and jump to it thing.
14  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. 
15  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/
16  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
17  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
18  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
19  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.
20  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.
21  Game Development / Performance Tuning / Re: Most optimal collision detection algorithms on: 2016-12-14 01:14:06
Yeap...
22  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.
23  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). 
24  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.
25  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.
26  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.
27  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-11-24 18:42:23
I hadn't tried it yet.  You try javac?
28  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-11-24 18:14:54
Oh!  Never saw this flaw.  https://t.co/jgra2x0dZX
29  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.
30  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.
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