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1  Games Center / WIP games, tools & toy projects / Re: [Slick2d] Retro-Pixel Castles > Now on IndieDB! < on: 2014-07-28 08:40:00
Look at the insidious knowledge gained from the Skinnerbox experiments. Introduce random perks (loot) to keep them pressing that 'lever', [with loot that gets exponentially stronger, like the monsters get exponentially stronger], and you'll entertain them for months.
2  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-07-25 20:13:24
Ah, the <font> tag... now he has to unlearn it. Smiley
3  Discussions / General Discussions / Re: Component Systems: Artemis style systems vs. traditional fat entities on: 2014-07-25 16:01:28
CA
CA
CA
CA
Emo

Google says NO. Care to expand this acronym?
4  Discussions / General Discussions / Re: Component Systems: Artemis style systems vs. traditional fat entities on: 2014-07-25 00:36:47
I think it's fair to say most ES tutorials barely contain interesting information. They talk about Components and Systems for: position, velocity, sprite, health, and that's about the depth of the article.

The problem is that these things are no problem whatsoever in OO, when using encapsulation/composition, where you can toggle functionality at will (using inheritance is a rookie mistake). This approach obviously doesn't scale with the number of components, but... does it need to scale in this manner?

What would be a simple use case for a game with limited scope, where an ES clearly excels over proper OO? Given your lengthy posts, ESs are clearly saving you enough time to elaborate, yet again Smiley
5  Game Development / Newbie & Debugging Questions / Re: Create a separate JFrame ontop of a fullscreened LWJGL display on: 2014-07-23 13:31:53
In theory, this is the layering in a window-manager:
  • desktop
  • z-ordered windows
  • taskbar
  • z-ordered always-on-top windows
  • User Account Control modal dialogs
  • fullscreen exclusive mode window (not plural)

If you can visualize anything on top of a fullscreen window, the window-manager implementation is b0rked.
6  Discussions / General Discussions / Re: dalvik, you suck on: 2014-07-22 22:21:52
FYI: I configure Eclipse to flag auto-boxing/unboxing as an error.
7  Discussions / General Discussions / Re: dalvik, you suck on: 2014-07-22 22:17:05
Which issue...
8  Discussions / General Discussions / Re: dalvik, you suck on: 2014-07-22 22:13:49
List.remove(Object) and List.remove(index) are easily confused in the case of List<Integer>

Your (supposedly) original code is extremely error prone, Dalvik or not:
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int v = ...;
if (isBonus.contains(v)) { // will be boxed to an Integer VALUE
  isBonus.remove(v); // removes arbitrary value at INDEX v
}
9  Discussions / General Discussions / Re: Component Systems: Artemis style systems vs. traditional fat entities on: 2014-07-22 09:24:56
Years of work, 3K classes and only 750 module names to remember, effectively supporting video engine tech, which would otherwise have been a nightmare to maintain.
Surely this is a misleading conclusion, but this seems to be a lot of bootstrapping, creating this elaborate foundation, that has the potential to be awesome, yet the only outcome is a product that didn't warrant this huge investment in time and effort. It seems like this Hollywood style Transformer washing the dishes.

I firmly believe generalization to this extent is counter productive. I can see the potential of Entity Systems, I just haven't seen a use case, only people describing them as the ultimate answer to customizable Entities, while hardly any game ever created requires, or benefits from this complete lack of restrictions.

In return we get significant code overhead, memory overhead and performance overhead, to achieve this pinnacle that nobody really gets that excited about, while actually developing a game. People fall in love with the potential of clean code, but so far every game ever developed is a tangled mess, regardless of the framework it was built on.
10  Game Development / Game Mechanics / Re: A Star path finding on: 2014-07-21 23:35:00
Try to get a feel for the topic you're dealing with by implementing flood-fill, and then Dijkstra. Once you grasp that (which doesn't mean you just converted pseudo code to java code), you can easily cope with A*.
11  Discussions / General Discussions / Re: New feature: Embedded PDFs on: 2014-07-21 21:42:49
Whoops, accidently hot linked the icon persecutioncomplex Fixed Pointing
12  Discussions / General Discussions / Re: New feature: Embedded PDFs on: 2014-07-21 21:11:46
May you implement a small Link right above the Box to open the PDF in a new Window?
I dont like to read in small Fonts and if i zoom in i have to scroll horizontally and this sucks  Undecided
Thanks for your feedback - I added a link (in the lower half of the page) to open the document in a new tab.
13  Discussions / General Discussions / Re: New feature: Embedded PDFs on: 2014-07-19 16:02:58
This feature spams my download folder on Android with a new file each time i'm reloading the page. Not very nice...
Should be solved now. Pointing

Update: some mobile browsers download content when it is styled "display:none" - give me a few more minutes

Update 2: click-to-view should work properly now
14  Discussions / General Discussions / Re: What? Your game isn't a pixelated retro masterpiece? on: 2014-07-19 15:40:33
Can't we all just get along? AcidFaucet made 3 posts, all confrontational and indicative of a larger than life ego. This can only lead to a lot of back and forth about what was said, and how things should be interpreted.

If there is anything I learned in recent years, it's that bickering is exceptionally damaging, regardless of who's started it, or who's right. AcidFaucet has been escorted to the padded room (no medals, no post editing, for 2 weeks) - consider this a first and last warning.
15  Game Development / Newbie & Debugging Questions / Re: My bullet(missile,magic) doesn't want to go to mouse x,y!? on: 2014-07-19 15:20:57
The angles are snapped to multiples of 15 degrees. This is usually not what truncation to integers results into.
16  Game Development / Newbie & Debugging Questions / Re: My bullet(missile,magic) doesn't want to go to mouse x,y!? on: 2014-07-19 15:10:18
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public class vec2 {

   public float x, y;

...

   public int getX() {
     return (int) x;
   }

   public int getY() {
     return (int) y;
   }

}


My guess would be that you're using integer positions instead of float positions somewhere.

It's a bit ironic... but... maybe there?
17  Game Development / Newbie & Debugging Questions / Re: My bullet(missile,magic) doesn't want to go to mouse x,y!? on: 2014-07-19 12:36:28
Patronising much?

Anyway, for somebody with such attitude, you'd at least think the suggested code was flawless. Your atan2(x, y) must be atan2(y, x). Last but not least, I agree with NegativeZero: his code is faster, simpler, easier to grasp.

People calculating an angle using atan2, then passing that to sin and cos, should be brushing up on their vector math. The spurious casts to int are equally a red flag.
18  Discussions / General Discussions / Re: New feature: Embedded PDFs on: 2014-07-18 20:42:03
SMF doesn't provide that information, so I'm tempted to implement it as click-to-view.
19  Discussions / General Discussions / Re: New feature: Embedded PDFs on: 2014-07-18 08:44:24
Your PDF can have any number of pages. As for existing articles, converting them to PDFs would be a ton of work.

And... what about your game? Clueless Are you refering to the termination of the applet tag? Maybe it's a relief to know hardly anybody could execute the applet anyway Emo
20  Game Development / Articles & tutorials / Re: Math/Physics tutorials for Game Programming on: 2014-07-17 22:16:58
Happy? Pointing
21  Discussions / General Discussions / New feature: Embedded PDFs on: 2014-07-17 22:02:09
Due to a certain observed need persecutioncomplex and some spare time, I implemented the feature of embedding PDFs in your forum post.

There are certain undisclosed rules to mitigate the possibility of random people embedding malicious PDFs. The default PDF reader of the browser is used. In the case that there is no default PDF reader associated with the browser, which is often the case on phones and tablets, a download of the file is initiated. I'll work no this later, to prevent such 'unexpected' downloads on potentially bandwidth limited devices.

The PDF is (crudely) validated, cached and served from the JGO server, to ensure the content is not replaced with malicious bits and bytes after the one time validation has occured.

Quote from: Legal Department
By embedding a PDF file in a post, you acknowledge that duplication and redistribution occurs and grant JGO full rights to serve the content to any third party. It is forbidden to embed content that has a license which does not grant these rights to JGO.

The UBB syntax for embedding a PDF file is as follows:
[pdf ]http://java-gaming.org/pdf-sample.pdf[/pdf]


The content box is 95% of the available width in the post and 950px long.





(click this page to load the PDF)



In other news: support for embedded applets has been terminated.
22  Game Development / Newbie & Debugging Questions / Re: How to load an image from a jar? on: 2014-07-17 19:43:57
There is no need to store archive entry contents to disk to read them, just like there is no need to store socket data to disk to read it. Just read bytes from the stream.
23  Game Development / Articles & tutorials / Re: Math/Physics tutorials for Game Programming on: 2014-07-17 16:47:37
I'll see what I can do - i'll report back in a few hours persecutioncomplex
24  Games Center / WIP games, tools & toy projects / Re: [Slick2d] Retro-Pixel Castles > OFFICIAL WEBSITE LAUNCHED! < on: 2014-07-17 15:30:16
Thanks for the pennies you toss in my general direction! Smiley
25  Game Development / Newbie & Debugging Questions / Re: First Java Game on: 2014-07-17 12:43:03
Please don't use dropbox as a file-host. It's a sure way to make nobody but you see the image. Use an image-hosting service like imgur.
26  Game Development / Articles & tutorials / Re: Math/Physics tutorials for Game Programming on: 2014-07-17 12:38:17
You are meant to post an article in this board, not just a link to an article. If writing formulas is the problem, just turn them into images.
27  Discussions / Miscellaneous Topics / Re: How would you define "Coding Experience"? on: 2014-07-17 12:35:41
Interesting stuff, although OP is talking about the "Coding Exp / Java Exp" profile feature of JGO Pointing
28  Game Development / Newbie & Debugging Questions / Re: BlockBreak brick flicker on: 2014-07-17 11:27:22
Look at my code that handles Display.sync(..) in LWJGL.

https://github.com/LWJGL/lwjgl/blob/master/src/java/org/lwjgl/opengl/Sync.java

It balances Thread.sleep(ms) and Thread.yield(), using self-monitoring, for a good balance of high accuracy and low CPU load.
29  Game Development / Game Mechanics / Re: Vectors and Reflection - Ball bouncing messed up by simultaneous collisions? on: 2014-07-16 14:23:42
One approach to this problem is to detect it, and re-run the simulation for that particle at a higher rate - meaning: running it, say, 10 times within the current tick, with delta-time reduced by factor 10.
30  Games Center / WIP games, tools & toy projects / Re: MERCury - 2d Game Library | Experimental release in development; test it out! on: 2014-07-16 14:12:54
Just render from a corner (it makes most sense in the low-level code) and let the Sprite class define the origin (around which to rotate), and make the necessary conversions in the code that renders the Sprite using the batcher - the 'SpriteBatcher'. Keep in mind though, that the 'rotation' parameter in the batcher is pretty much useless, if the callsite determines the point of rotation, as you'd need sin/cos to calculate the x/y offset, prior to the actual rotation - when using this approach.

It's not always best to build in layers of abstraction, as - as just described - it may introduce a lot of overhead. Especially in a SpriteBatcher, it's essential for performance to get as 'close to the metal' as possible, at the expense of (object oriented) code structure. My humble advice would be to refactor it beyond recognition.
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