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1  Games Center / WIP games, tools & toy projects / Re: TreeML markup language on: 2016-05-27 14:43:58
That document is as relevant as the reason it gives for the line-width of 80 characters Pointing



Why are we hijacking this innocent little thread?
2  Games Center / WIP games, tools & toy projects / Re: TreeML markup language on: 2016-05-26 19:54:28
BTW: Here is a working JavaCC grammar for your language, which accepts your example file: https://gist.github.com/httpdigest/ce6479b041dec9efe3b42b54f6836461
Negative floats! Pointing
3  Discussions / General Discussions / Re: RSS feeds for JGO still broken since October 2015 on: 2016-05-25 08:31:03
I have no time to investigate this. The main problem is that during PHP-script execution, the PHP executable is terminated. Hard to debug without spending quite a bit of time on it.
4  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-05-21 17:35:54
Err, it would take 3 days.
5  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-05-17 04:47:03
Got this in the mail today and just finished solving it! It took a good hour or two, was a lot of fun. As with the 7x7 and gigaminx, I'm sure my solve time will be halved the next time. Something about the first solve seems to take a very long time even when it's just a larger version of another puzzle.


How many of such cubes would you solve for me if I paid you $0.02 an hour?
6  Game Development / Newbie & Debugging Questions / Re: [SOLVED] QuadTree fails after updating each frame on: 2016-05-15 01:43:12
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boolean topQuadrant = r.getY() < horizontalMidpoint && r.getY() + r.getHeight() < horizontalMidpoint;

This will never yield true, unless r.getHeight() returns a negative number ofcourse.
7  Game Development / Game Mechanics / Re: Blending Colours on: 2016-05-15 01:33:14
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t = 0.25f;
blended.r = lerp(t, a.r, b.r);
blended.g = lerp(t, a.g, b.g);
blended.b = lerp(t, a.b, b.b);

public static float lerp(float t, float a, float b) {
   return a + t * (b - a);
}
8  Java Game APIs & Engines / Java 2D / Re: BufferStrategy on: 2016-05-13 05:22:55
I have this code with me (it's even working in 2016, but originally I wrote it in 2012). http://pastebin.com/TABWDFUE

Ask me if you have any questions regarding it.

You have 3 bugs in that code:
 1. You check for a displaymode with 32 bit color depth, as opposed to the color depth of the current displaymode. Just use device.getDisplayMode() as a reference, or use it directly. No need to mess with Toolkit.
2. You 'center' the mouse by dividing width and height by... four.
3. You set the displaymode N times in rapid succession when there are N displaymodes with the same width, height and bit-depth, but different refreshrates. N is likely to be >= 4
9  Java Game APIs & Engines / Java 2D / Re: BufferStrategy on: 2016-05-12 20:53:09
Never ever do this:
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device.setDisplayMode(new DisplayMode(d.width, d.height, depth, refresh));


Java AWT just cannot cope with your own DisplayMode instances. Pick one from the DisplayMode[] reported by your device. Even a completely identical manually created instance will not function well. This has been the case for over a decade, learn from my mistakes. Pointing

It might not even be related to the issue you are facing, just fix it anyway Smiley
10  Game Development / Game Mechanics / Re: OBJ conventions on: 2016-05-12 19:28:22
This is a highly unlikely pattern.

Use {0,1,2}, {2,3,0} as mappings.

I was just showing the exact indices coming from another array so OP gets a good idea.
And I was just saying that your indirection layer is highly unlikely to be correct.
You create two triangles that partially overlap and do not fill the whole quad.
11  Game Development / Game Mechanics / Re: OBJ conventions on: 2016-05-12 17:06:24
You can manipulate this to turn quadrilaterals to triangles:
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int[] vertexIndicesRectangle = new int[]{1, 2, 3, 4}

int[] vertexIndicesTriangle1 = new int[]{vertexIndicesRectangle[0], vertexIndicesRectangle[1], vertexIndicesRectangle[2]}
int[] vertexIndicesTriangle2 = new int[]{vertexIndicesRectangle[1], vertexIndicesRectangle[2], vertexIndicesRectangle[3]}


This is a highly unlikely pattern.

Use {0,1,2}, {2,3,0} as mappings.
12  Discussions / General Discussions / Re: Analytics on JGO? on: 2016-05-09 14:29:37
Use HTTP, not HTTPS in your links.
13  Java Game APIs & Engines / OpenGL Development / Re: LWJGL 3 vs JOGL on: 2016-05-02 19:15:27
Offtopic: passing null to glTexImage2D is tricky, not because it is theoretically incorrect, but it trips up drivers occasionally. Among other issues, it can leave a texture in a state that makes it unusable in an FBO (non-deterministically). I had a loop that created a few hundred FBOs and 1-3% would be 'incomplete' and always render as white. After forcing the textures to be initialized with arbitrary texels, the problem went away. Just allocate 1 buffer in your app and use it to initialize all textures that are not 'naturally' filled with data.
14  Game Development / Game Mechanics / Re: Hardware-like software cursor. on: 2016-05-01 20:16:56
Preferably you would want to smear every gameplay-frame over N render-frames - but... what a contrived solution for a problem that might be fixable in a much more sensible way (aim for 60fps, you can do it!)
15  Game Development / Game Mechanics / Re: Hardware-like software cursor. on: 2016-05-01 16:35:08
I (honestly) was thinking about that solution too - but it makes your (gameplay) framerate issues even worse, especially when vsync is on.

16  Game Development / Game Mechanics / Re: Hardware-like software cursor. on: 2016-05-01 13:15:34
There is no simple solution here. As you expected: either increase the framerate or use the hardware cursor.
17  Games Center / WIP games, tools & toy projects / Re: ExoSim - Exoplanet Simulator (CWSF 2016) on: 2016-04-24 09:32:40
I'd prefer experience over awards. When you have a proper job the former is what matters.
18  Discussions / Jobs and Resumes / Re: [3dFoin] Female centaur - 55% off all items Spring Sale on: 2016-04-16 14:57:56
This is just sexist. Why don't you balance it a bit and have a male mythical creature with 25% of his dick furred up?
19  Discussions / General Discussions / Re: Blog six replies limit on: 2016-04-14 13:25:53
In my opinion it is a disadvantage for readers and writers, if a new thread is started for the same game.
It's not even allowed to have multiple threads for 1 game.

Your options when you run into this 'harsh/unfair' limit:
- You hope somebody posts in your thread
- You just have to request somebody to post in your thread
- You amend your last reply
- You copy the contents of your last post, delete it, add it to a new post, make the post more interesting, add whatever you want.

You can easily play the system, it's trivial. It's just meant as a hint that you might have to change your ways somewhat.
20  Java Game APIs & Engines / Android / Re: Google releases vulkan samples on: 2016-04-14 09:28:01
So I've got to write 800 LOC to draw a triangle? Ridiculous. Short live Vulkan!
And it's still a relatively high level abstraction layer...

Think of the console engines, where engine-developers interact with the GPU directly.
21  Discussions / Miscellaneous Topics / Re: Realistic graphics -- how can it be achieved? on: 2016-04-13 12:56:54
Realism is pretty hard when you've only got 3 wavelengths of light to use to generate colours, too...
Not sure if sarcastic Smiley

But as long as these 3 wavelengths match our eye's 3 types of color-receptors, we're all set for a healthy chunk of virtual realism Smiley



RGB colorspace, however, is indeed a mess, hardly useful for anything, except in the very last phase, on a monitor or image file.
22  Game Development / Networking & Multiplayer / Re: Kryonet hosting? Where and how? on: 2016-04-11 20:40:23
Linode: slightly higher end? lol first time i ever heard that.
Compared to Digital Ocean Pointing
23  Game Development / Networking & Multiplayer / Re: Kryonet hosting? Where and how? on: 2016-04-11 19:37:00
AWS EC2 has a free tier: 750 CPU hours / month for the first year (months with 31 days have 744 hours).

Digital Ocean is nice for cheap but sturdy VPSes.

Linode is slightly higher end, has lots of scripts for you to configure your server with a few clicks.



Those are bare bones Linux boxes though. You'd have to do some sys-admin to get everything to work nicely.
I have no experiences with 'push to deploy' hosters especially for anything else than services running on web-containers (tomcat, jboss, etc) - that may be tricky.

24  Discussions / General Discussions / Re: Blog six replies limit on: 2016-04-11 19:17:06
How can 'odds are...' not be entirely true? (or any other of the sentences in my reply, for that matter). I know right, semantics, but still Tongue
25  Discussions / General Discussions / Re: Blog six replies limit on: 2016-04-11 16:35:44
Like SHC said, JGO should not be used as a blog. If people haven't responded after you made 5 consecutive posts, odds are you're not doing it quite right.
It's okay to reach out to the community to work around this limit, the point of it is mainly to address the issue and hopefully alter the behavior somewhat Wink Even on a technical forum such as this you have to think a little about your 'marketing'.
26  Game Development / Game Mechanics / Re: [SOLVED] Limiting camera rotation? on: 2016-04-11 06:04:49
Please share your solution so that others can build upon it too. Smiley

27  Game Development / Performance Tuning / Re: Fastest binary search on 4GB worth of long[] on: 2016-04-08 10:49:30
Depending on what the "important" operations are, there's also bloom-filters.
Interesting concept.

There are no important operations though, as I don't have a use-case yet where a factor 3 performance increase in memory access is actually meaningful. Whatever accesses this read-only 'index' is going to be the bottleneck.
28  Game Development / Performance Tuning / Re: Fastest binary search on 4GB worth of long[] on: 2016-04-08 10:09:13
Big-O notation is about performance degradation over a growing data-set. O(1) can be dreadful.

Hashing is not so usable for 1:N indexes. You'd need a fairly large data-structure behind every hash-key, and how do you optimize that?

Also, you can't traverse (in-order) a hashed data-structure.


Anyway, I'll give it a shot, for direct lookups (when time permits).
29  Game Development / Performance Tuning / Re: Fastest binary search on 4GB worth of long[] on: 2016-04-08 10:05:59
The break even point for linear vs binary-search is:

*drum roll*

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long[12]

norm took 3.757029ms (100%, 49906K op/s)
linr took 3.698955ms (101%, 50689K op/s)


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   private static int linearSearchLo(long[] data, long key) {
      for (int i = 0; i < data.length; i++) {
         if (data[i] == key) {
            return i;
         }
         if (data[i] > key) {
            return -(i + 1);
         }
      }
      return -(data.length + 1);
   }
30  Discussions / General Discussions / Re: SMF is falling apart. on: 2016-04-08 10:04:59
You are working way too hard. I only have a 42hr week including travel, and I still get next-to-nothing else done!
But you have kids to hunt down.
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