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1  Games Center / WIP games, tools & toy projects / Re: TreeML markup language on: 2016-05-27 19:51:25
You mean defined entirely in trigraphs of invalid unicode code points.
2  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-04-29 12:37:41
Indeed. I'm also aware of (a possible, I forget if they're using it yet) racket's macro expansion solution, which I will be taking a thorough look at: https://www.cs.utah.edu/plt/publications/popl16-f.pdf

Aleph is definitely inspired by Clojure, but one thing I want to make sure I don't wind up with is anything resembling Clojure's terrible namespaces: mutable (!) collections of Vars at runtime. Given the language's advocacy of REPL-driven development and immutability, the fact that it is very easy to accidentally mutate your namespace into an erroneous state is ridiculous. The namespaces almost feel like they came from a poor fork of the language, even though they're core component.
3  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-04-29 01:23:07
Not java or (directly) gaming related, but I'm feeling good about it so I'll post:

Some may remember the tiny little stack-based language I wrote a while back: https://github.com/BurntPizza/ghost

I'm finally making good progress on a more serious language I've been kicking around in my head for a while: https://github.com/BurntPizza/aleph

It's a lisp, with a (hopefully, as it's not implemented yet) static type system.
Today I got my first macro implemented: the `let` form:

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// "let a = 4, b = 6, and c = 8 in a + b + c"
(let (a 4
      b 6
      c 8)
  (+ a b c))

// will return 18


It's implemented (currently) by expanding into an anonymous function which is immediately called:
(anonymous functions are currently the only way to assign labels in a new scope, just like lambda calculus)

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((fn (a b c)
  (+ a b c))
 4 6 8)

// will return 18


This in turn compiles to the following program:

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---- interpreter::test::let_form stdout ----
SymbolTable:
| id | ident |   kind   |
|----|-------|----------|
| 12 |   def |  special |
| 13 |    fn |  special |
| 14 |    do |  special |
| 15 |     + |  special |
| 16 |     a |      var |
| 17 |     b |      var |
| 18 |     c |      var |
| 21 |  fn$0 |       fn |

Constant table:
[0] 4
[1] 6
[2] 8

Bytecode:
0:     ldc    4
3:     ldc    6
6:     ldc    8
9:     call   fn$0
14:    exit  
  fn$0:
15:    save   %2  // I don't have an optimization pass for
17:    save   %1  // pointless stack-shuffling like this yet
19:    save   %0  // or inlining for that matter
21:    load   %0
23:    load   %1
25:    load   %2
27:    add    3
29:    ret    


I can prove it works because the following test passed:  Wink
https://github.com/BurntPizza/aleph/blob/9dada89e537820da85ca5ab40c79b8ac96364e45/src/interpreter.rs#L303-L308

Now just to figure out how to do namespaces well...
4  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-04-23 16:29:53
@SHC @ra4king

https://github.com/avinassh/rockstar
5  Game Development / Newbie & Debugging Questions / Re: What is the granularity of branching? on: 2016-04-12 15:47:31
Yes, it is two branches, as the '&&' is short-circuiting, leading to it being equivalent to:

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if(a < b)
    if(c > d)
        ...


With only a '&', it would be one branch.

Of course the optimizer might do something different in either of these situations, like a conditional move.
6  Game Development / Performance Tuning / Re: Fastest binary search on 4GB worth of long[] on: 2016-04-08 13:05:08
I'd be curious as to where the break even point between hierarchical indices and something like binary search on level-ordered storage. Might not need as many levels in the hierarchy.
7  Game Development / Shared Code / Re: Fastest Way To Clear Screen? on: 2016-04-07 04:46:03
Be careful with such assumptions within a highly optimizing runtime: http://psy-lob-saw.blogspot.com/2015/04/on-arraysfill-intrinsics-superword-and.html
8  Game Development / Newbie & Debugging Questions / Re: Exception in thread "Thread-0" java.lang.IllegalArgumentException: input == null on: 2016-04-07 03:17:09
Game.java: 47:
BufferedImage charSheet = loader.load("textures/chars.png");

ImageLoader.java: 11:
BufferedImage temp = ImageIO.read(getClass().getResource(path));


getClass().getResource(path) is null, which means the resource "textures/chars.png" is not being found.

I suggest using Riven's tool: http://www.java-gaming.org/topics/faq-cannot-find-the-resource-file/33226/msg/311678/view.html
9  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-04-05 22:43:11
This includes Prim's Algorithm, which computes the minimum spanning tree.
Other algorithms via Wikipedia: https://en.wikipedia.org/wiki/Minimum_spanning_tree#Algorithms
10  Game Development / Newbie & Debugging Questions / Re: Time, delays, etc on: 2016-04-01 02:54:08
http://www.java-gaming.org/topics/how-to-delay-somthing-without-stopping-the-gameloop/33752/msg/317647/view.html#msg317647
11  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-03-26 02:08:43
Also: QuickCheck
12  Game Development / Game Play & Game Design / Re: Weighted Voronoi Diagram - Wrapping on: 2016-03-11 04:45:46
Can't remember if I've posted it, but this reminded me of a render I did a year ago of movement along an axis of 3D worley noise:

http://gfycat.com/PastelGroundedInexpectatumpleco
EDIT: and inverted: http://gfycat.com/CooperativeAridGodwit
13  Game Development / Game Play & Game Design / Re: Weighted Voronoi Diagram - Wrapping on: 2016-03-10 16:49:15
See this link: http://hi.gher.space/forum/viewtopic.php?p=16758&sid=73bd89e1161633e60ec562e293a5fc5f#p16758

Any time you want a wrapping rectangular plane, it's a torus.
14  Game Development / Game Play & Game Design / Re: procedural music, drum composition, proof of concept on: 2016-02-24 06:39:38
Yes. https://www.google.com/search?q=instrument+multisamples
15  Game Development / Game Play & Game Design / Re: procedural music, drum composition, proof of concept on: 2016-02-24 00:53:08
Those are definitely multisamples. Effects/mixing sounds live to me.
16  Game Development / Game Mechanics / Re: Best data structure for triangle collision meshes on: 2016-01-21 20:03:04
You pretty much have it right.
 - Yes.
 - (just to be explicit) Specifically the minimal AABB that fits the children's (you knew this)
 - Minimize node area, perimeter and overlap while maximizing number of children per node
 - R-Tree: split an overflowing node in place; R*-Tree: when a node overflows, first attempt to remove some of it's children and insert them elsewhere before having to do an actual split

The good news is that the STR construction handles splitting, indeed probably better than the R*-Tree topological-sort-like split method.
No other splitting needs to be delt with, since your tree would (hopefully) be static.

EDIT: found my old rtree/str post here: http://www.java-gaming.org/topics/what-i-did-today/33622/msg/335424/view.html#msg335424
_basil responds further down the page.
17  Game Development / Game Mechanics / Re: Best data structure for triangle collision meshes on: 2016-01-21 19:41:39
I would have a separate datastructure for dynamic objects if possible, at least when auditioning the R-Tree structure, as the insertion and deletion functions are where the bulk of the complexity is. The 2 query types could be potentially done in parallel as well, although they might be too fast to gain much.
18  Game Development / Game Mechanics / Re: Best data structure for triangle collision meshes on: 2016-01-21 19:33:46
Quote
If you know of a small minimal implementation of R* trees that'd probably help me a lot.

The only ones I know of aren't at all minimal (think enterprise-grade...): [1], [2] and are mostly intended for stuff like geospatial applications.

All you would need is two functions: bulk-load construction (since you have pre-known, static data, no insertion/deletion functionality is required) and intersection query, correct?
19  Game Development / Game Mechanics / Re: Best data structure for triangle collision meshes on: 2016-01-21 16:57:07
Quote
Do you have any good resources for them?

Mostly just the paper(s) cited on wikipedia: The R* Tree

I forgot that STR bulk loading works on  regular R-trees, so I'd just start there; here's that paper: STR
You know it's good if NASA came up with it!  Pointing
20  Game Development / Game Mechanics / Re: Best data structure for triangle collision meshes on: 2016-01-21 03:03:26
R-Tree? Should be faster than  Quad/Oct-trees I believe, it's at least highly tune-able. Look at the R* variant with it's Sort-Tile-Recursive construction method since you can exploit the fact that your data is static. Those are stupid fast for spatial queries in my experience.
21  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-01-06 14:23:25
You should link were it's from: https://github.com/adonaac/blog/issues/9
22  Discussions / Miscellaneous Topics / Re: Benchmark this JAR - yes, a Vangard demo! on: 2015-12-10 22:57:48
CPU-Z is reporting that it is single channel. That's annoying.
23  Discussions / Miscellaneous Topics / Re: Benchmark this JAR - yes, a Vangard demo! on: 2015-12-09 20:17:25
i7 4700MQ 2.4 GHz
Intel HD Graphics 4600
1080p

zoom 1:
  logic 0-2 ms
  render 63 ms

zoom 10:
  logic 0-2 ms
  render 28 ms

zoom 75:
  logic 1-2 ms
  render 35 ms

Logic times display as '0' most of the time, so no problems there. Task manager shows all 8 (virtual) cores at about 1/4 to 1/3 usage, with one of them at 3/4 (probably hosting the render thread).

I couldn't get the process to pick the GT 755M for the GPU unfortunately.
24  Game Development / Newbie & Debugging Questions / Re: String processor? on: 2015-12-01 01:20:06
I, and I'll bet others, have no idea where you extrapolated that meaning from that quote. OP needs to define an actual problem.
25  Discussions / General Discussions / Re: What version of Java do you use on: 2015-11-16 22:54:08
Kotlin.  Pointing
26  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-11-14 03:06:03
Quote
Posts Link

But that's sonic...
27  Discussions / General Discussions / Re: Library Performance vs. Stupid Mistake Friendly on: 2015-11-08 07:40:21
For your specific example, caching and passing the current thread id through underlying calls would all but remove the overhead.
28  Discussions / General Discussions / Re: Programmer jokes on: 2015-11-04 19:42:04
That was on page two.

Thread.gc();
29  Discussions / General Discussions / Re: JGO IDE Survey on: 2015-11-03 19:03:41
No love for Emacs?

I haven't used it for Java yet, but I'll probably be trying this, which looks interesting. It'd be nice if I could stay inside Emacs for everything.
30  Discussions / Miscellaneous Topics / Re: Battlestation Thread on: 2015-10-29 22:13:31
This thread again, huh?

I haven't changed much from this picture, although I now have a laptop as primary in place of the keyboards and have the big monitor up and behind it.

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