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1  Discussions / General Discussions / Re: Oracle are winning in the 'copyright an api' legal fight on: 2015-06-30 21:59:17
Android took the Java API (the list of its classes and methods, which any developer can access) and reimplemented those classes and methods in "Android Java".
Off the topic of this thread...but that's exactly what they didn't do.  They cut corners and actually did violate copyrights.  This was demonstrated by the internal memos.  An important part of US law is intent and they stepped over the line and the completed system was not clean-room.

The notion of being able to copyright an API, esp. a publicly available one, is stupid.  But then again likewise for software patents.  Well and a huge list of other current laws in pretty much every country on the planet.
2  Game Development / Newbie & Debugging Questions / Re: JNI threading > JNIEnv memleaks on: 2015-06-30 09:58:06
i do cos i'm running into
OutOfMemoryError
s (after creating thousands of short-living threads) and try to fix it.
Forgive me if i seem like I'm being a pain.  How are thousands of short-lived threads being created?
3  Game Development / Newbie & Debugging Questions / Re: JNI threading > JNIEnv memleaks on: 2015-06-30 08:45:41
Aside: don't know fmod, but it seems like the java side would only need to know about 1 thread...the one it interacts with.
4  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Java OpenGL Math Library (JOML) on: 2015-06-26 13:29:11
If anyone feels like implementing any quaternion functions...then please start a thread.  Because virtually every paper on the subject is full of shit and I've never seen a publicly available library implement anything remotely useful.  For real...I'm totally not joking.

5  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-06-18 11:37:54
I'm wasting time looking at LOTS of programming fonts: https://github.com/chrissimpkins/codeface
6  Game Development / Game Play & Game Design / Re: Game armor/weapons: random attributes or predefined attributes? on: 2015-06-11 18:26:58
If you're using a random technique to generate items based on some quality tier..then all you need for storage is the tier and a PRNG seed.
7  Discussions / Miscellaneous Topics / Re: What's your favorite OS and why? on: 2015-06-08 07:53:13
I'm starting to quite like emacs.  persecutioncomplex ducks
All other programming edtiors are a bad joke.  After over 30 years of using it I've barely scratched the surface.

Quote
I would absolutely love to be able to dual boot with Linux, not that I have any practical reason for it. However laptops are limited to 4 partitions,
VirtualBox and grab a preconfigured image(s).

8  Game Development / Newbie & Debugging Questions / Re: Does one change vertex positions in 3D space or only use matrices for that? on: 2015-06-08 07:47:06
Rendering and physics are separate tasks...no one requires that they share data.  The results simply need to be plausible to the player.
9  Discussions / Miscellaneous Topics / Re: What's your favorite OS and why? on: 2015-06-06 09:20:51
What's your favorite type of surface you like you slamming your head against?  Me: none.
10  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-06-05 07:40:55
So has anyone tried this game: TIS-100

My twitter is getting spammed with people talking about it.
11  Game Development / Game Mechanics / Re: Creating a planet texture with noise? on: 2015-06-01 12:01:03
Sample a 3D noise function.
12  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Fast, reliabe & crossplatform Javascript API/Library for Java? (for game dev.) on: 2015-05-29 11:19:44
The first question to ask yourself is:  Do I really need dynamic typing.  If no then do something else.
13  Game Development / Newbie & Debugging Questions / Re: HashMap issues... on: 2015-05-29 11:00:12
Yeah that's an example.
14  Game Development / Newbie & Debugging Questions / Re: HashMap issues... on: 2015-05-29 08:09:04
As an aside:  putting vertices into a hashmap (in general) seems like a really bad idea.

Otherwise...some points:

If you do, then having constant precision through the domain is probably better than direct FP (multiply by constant and covert to integer).

You'll probably get better results using a modern hashing function than old school (the smaller the size of the map, the lesser the importance)

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public static int floatToIntBits(final float f)
{
   Float.floatToIntBits(f+0.f); // adding zero flushes any negative zeroes.
}


With IEEE compliance, you never need to compute the epsilon.
15  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-05-28 05:28:46
On FFI - anyone paying attention to how this is going? http://openjdk.java.net/projects/panama/
16  Game Development / Artificial Intelligence / Re: Architecture for behaviour trees with scheduled tasks [SOLVED] on: 2015-05-28 05:21:47
I'd pass on this reset based notion.  It doesn't help you define behaviors, adds extra state, state manipulation and runtime costs.
17  Game Development / Newbie & Debugging Questions / Re: HashMap issues... on: 2015-05-26 08:12:36
The strictfp does nothing here.
18  Game Development / Shared Code / Re: A convenient method that tells you if a rectangle is intersecting a line on: 2015-05-22 14:12:18
Thanks.  Google ray-slope.
19  Game Development / Shared Code / Re: A convenient method that tells you if a rectangle is intersecting a line on: 2015-05-22 07:34:32
Assuming you're going to test more than one...you don't do it this way.
20  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-05-21 11:28:39
Ah..if you've include the voxel library...that should make some people very very happy.
21  Games Center / WIP games, tools & toy projects / Re: Synthclipse - GLSL demo development environment based on Eclipse IDE. on: 2015-05-21 08:24:53
Thanks for your work on this tool.  One of these years I'll put up some shaders.
22  Discussions / Miscellaneous Topics / Re: Rust 1.0 has been released on: 2015-05-19 11:14:51
iCMS.  What are you using?  Is G1 making any progress?  (Haha...thread hijack!)
23  Discussions / Miscellaneous Topics / Re: Rust 1.0 has been released on: 2015-05-19 10:54:25
http://openjdk.java.net/jeps/173
24  Discussions / Miscellaneous Topics / Re: Trouble with 3D hitscan on: 2015-05-19 10:36:44
Don't attempt this.  It's broken beyond repair.  You're attempting to test an intersection with a ray via points on the ray...that doesn't work (or is prohibitively expensive).  Consider the ray passing through a corner of a box.  No choice of distance to move along the ray is insure to return an (approximately) correct result.
25  Game Development / Game Play & Game Design / Re: Perlin Noise? on: 2015-05-19 07:56:33
...and there's a search box in your upper right hand frame of this forum.  Your question has probably been answered.
26  Discussions / Miscellaneous Topics / Re: Rust 1.0 has been released on: 2015-05-18 17:28:15
Oh and while I'm on a tangent:  hard and soft realtime is like java and javascript.  The names are about the only thing common to them.
27  Discussions / Miscellaneous Topics / Re: Rust 1.0 has been released on: 2015-05-18 16:47:19
Android is an awful pro-GC statement.  The best GC in HotSpot for the problem space is being removed.  Azul's is for a different design domain.
28  Discussions / Miscellaneous Topics / Re: Can Word Lists be Copyrighted on: 2015-05-15 07:28:12
Copyrights, Trademarks and patents are distinctly different things.
29  Discussions / Miscellaneous Topics / Re: Most unusual/weird syntax features in non-joke languages on: 2015-05-11 13:24:17
http://www.java-gaming.org/topics/anonymous-local-inner-class-gotchas/32409/view.html
30  Game Development / Artificial Intelligence / Re: Architecture for behaviour trees with scheduled tasks [SOLVED] on: 2015-05-11 12:52:01
I couldn't find the description of 'reset' in the provided link...am I missing it or is it the wrong one?

The running of a sequence node's tick does not have to depend on any results of the previous tick.  BT's can be structured in many different ways.  As a class based example one could do something logically like this (I'm ignore putting state data on the blackboard...and I'm just typing this so beware):

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public abstract class BTNode
{
  int state;
 
  abstract void reset();
  abstract void terminate(int state);
  abstract int  update();

  public int tick()
  {
    if (state != RUNNING) reset();
    state = update();
    if (state != RUNNING) terminate(state);
    return state;
  }
}


This way each 'tick' automatically handles the implementation choice such as you've mentioned...assuming I'm following you.
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2015-06-14 11:34:43

List of Learning Resources
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Intersection Methods
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List of Learning Resources
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2D Dynamic Lighting
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