Java-Gaming.org Hi !
Featured games (90)
games approved by the League of Dukes
Games in Showcase (732)
Games in Android Showcase (218)
games submitted by our members
Games in WIP (805)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
   Home   Help   Search   Login   Register   
  Show Posts
Pages: [1] 2 3 ... 309
1  Game Development / Shared Code / Re: Tagged Human JSON (THJSON) Parser on: 2017-07-19 15:27:41
Who's demanding this super-efficiency anyway? Get it to be 'fast enough', like everything else in a library/engine/game.
2  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-07-16 22:41:41
I think he meant capturing Pointing
3  Games Center / WIP games, tools & toy projects / Re: TritonForge || 2D RPG Sandbox (New DL Soon, project revived) on: 2017-07-09 20:08:05
Topic unlocked! Pointing
4  Discussions / General Discussions / Re: [Solved] No Email Confirmation on: 2017-07-07 20:44:47
Apologies if this is in the wrong place.

I recently registered under another username (phunni), but, when I set my email address, I never got the confirmation email and now I can't log into that account.  I tried filling in the resend email form, but it just took me round in circles with no emails being sent...

Is anyone able to help me?
Okay, but how did you register? If you look at the register form, it doesn't ask you for an emailaddress at all. Yes, you're reading that correctly, JGO doesn't care about your emailaddress during registration. It's an 1999-era solution to fight spammers and bots, and a 2010-era solution to harras you with notifications, preying in your fear of missing out.

It's very likely that you did not receive your activation-link, because JGO doesn't send those as it doesn't have your mail, it just accepts anybody as a member that can solve the registration quiz. Did I miss some register-form that still asks for an emailaddress? (SMF contains like a dozen login/register html-blocks)
5  Game Development / Shared Code / Re: Faster Than Light JSON Parser on: 2017-07-06 20:15:55
XOR'ing a boolean with true is quite faster (benchmarked with lots of escapes) than the not operator, since the latter incurs a branch.

XOR may be faster, but there is no reason that NOT would incur a branch.

It's just an unconditional bit-flip, unless HotSpot screws up. Clueless
6  Discussions / General Discussions / Re: [Solved] No Email Confirmation on: 2017-07-06 20:07:22
Google considers mails from JGO spam, and doesn't even deliver them into your spam-folder.
7  Discussions / Miscellaneous Topics / Re: Passion Projects and Life: Spreading Yourself Too Thin? on: 2017-06-30 07:43:22
Since a few weeks (2 actually) I picked up my old hobby, programming micro-controllers.

These ATTiny45 chips have 4K ram, 1MHz (up to 20MHz, with an external clock), and are fun to integrate in your handcrafted circuits.



You can get a lot done in a day, as by the time you wrote >200 lines of code you realize you screwed up because the chip's flash memory is full. This forces you to keep everything tiny, hence you (almost always) get things done quicker. Getting 2 chips to communicate wirelessly over 433MHz with a few inductors, resistors, some wires as antennas (cut at 1/4 the wavelength), and custom noise-filters programmed in C or ASM... is just great. (for me). It makes you realize how bloody hard wireless communication is, trying out half a dozen algorithms/approaches to up the bandwidth and range (over 20m and things get really noisy).

It's cheap, these micro-controllers cost about $2, low-end 433MHz modules are $4, so if you damage one, by stepping on it, short-circuit the wrong pins, or passing the wrong voltage through it (none of which happened to me, yet), you'd just grab another chip from the chip-bin Smiley

Debugging is either done over the serial bus, with LEDs indicating certain states, or my favorite: creating a high resistance voltage-divider and wiring your signal into your PC's audio-in, then using a software two-channel (left, right audio) oscilloscope.

8  Game Development / Shared Code / Re: "Better" LinkedList implementation on: 2017-06-22 07:52:33
Does your LRU cache need to be perfect? If not, I'd just create buckets of items, and transfer items among buckets, which is cache friendly.

List<List<Item>>
where the inner list is an ArrayList, and the outer list... probably too (as that is still bound to be faster than the LinkedList, even on random insert/remove) given that you probably won't have more than 100 buckets for 10.000 items.
9  Java Game APIs & Engines / OpenGL Development / Re: Optimizing Performance on: 2017-06-12 20:37:47
I mean that you may be fragment shader bound, hence chunk 0 may be responsible for much more rendered fragments than the other chunks.

What happens to the stats when you look up to the sky, without any pixel showing terrain?
10  Java Game APIs & Engines / OpenGL Development / Re: Optimizing Performance on: 2017-06-12 19:09:29
Although I'm also curious as to why the timings change for each chunk of terrain rendered. The first chunk takes 42x as long to render as the fourth chunk even though they are all the same size
Are they also the same size on the framebuffer?
11  Java Game APIs & Engines / Java 2D / Re: Triangle fill algorithm on: 2017-05-31 20:41:47
And I want a pony.
12  Game Development / Newbie & Debugging Questions / Re: Lwjgl 3 - difficulties trying to use VBO's on: 2017-05-16 16:08:48
http://www.java-gaming.org/topics/introduction-to-vertex-arrays-and-vertex-buffer-objects-opengl/24272/msg/203739/view.html

It's showing its age somewhat, but should be enough to get you started Pointing
13  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-05-10 06:53:16
Not exactly today, but this past Saturday I have finally graduated from Georgia Tech with Highest Honors!!
Congrats!

You are well prepared now for the job-interviews where they ask you to reverse a float[] Pointing
14  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-05-05 20:39:30
1. Do you communicate all that gps, battery usage and other info using that radio signal device? If so, did you use some API that can encode binary data over such a device? I thought radio waves are analog and therefore so lossy so I'm interested in how this is done.
Every signal is analog, as the world is analog Smiley Your wifi, your TV remote, the transistors in your CPU, over time they have many values between 0 and 1. Thresholds and noise-filters make them digital, redundancy adds error detection and/or correction. A good start would be googling for the protocol of an IR TV remote. That is a seriously lossy signal, but we make it work. Bonus points if you calculate how many pulses you send to instruct the TV to 'go to channel 2'.  Pointing
15  Game Development / Newbie & Debugging Questions / Re: [Solved] Returning specific type of Object that extends Object? on: 2017-05-02 07:06:04
Ofcourse persecutioncomplex
16  Game Development / Newbie & Debugging Questions / Re: [Solved] Returning specific type of Object that extends Object? on: 2017-05-02 06:18:12
1  
2  
        if (klass.isInstance(c))
}

I'd opt for:
1  
klass.isAssignableFrom(c)
which is the conceptually equal to
c instanceof klass
.
17  Game Development / Newbie & Debugging Questions / Re: Java ScriptEngine-Like step by step execution on: 2017-04-30 19:05:37
Add ASM to the classpath.
18  Game Development / Networking & Multiplayer / Re: Best - and currently active - networking lib? on: 2017-04-30 16:06:37
Before I jumped in, I've done some research and found that the common recommended lib for that is Kryonet, which is not active for a year now, so I think I'll skip it.
If it aint broke, don't fix it. KryoNet is well tested, broadly used. Surely it's good enough.
19  Game Development / Newbie & Debugging Questions / Re: Java ScriptEngine-Like step by step execution on: 2017-04-30 15:59:41
Follow the instructions, or use my library that does the work for you.
20  Game Development / Newbie & Debugging Questions / Re: [LibGDX] Returning specific type of Object that extends Object? on: 2017-04-29 17:07:29
This ought to work:

1  
public <T extends Component> T findComponentOfType(Class<T> componentType){
21  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-04-27 08:33:04
I'm starting to consider getting myself a second monitor. Anyone here coding with two monitors? Does it increase productivity? Smiley
I work with 3 monitors. With 2 I feel a bit restricted, with 1 I feel a tad handcuffed, with zero I feel detached from this world.
22  Discussions / Miscellaneous Topics / Re: Annoying Interview Q on: 2017-04-25 20:50:56
... been forced to learn rapidly and be able to teach new hires. But I feel like all of that will fall to the wayside if someone with a degree applies to the same position I did.
After 3-5 years of experience, nobody cares about your education - it only affects your salary. Usually this is 'too bad', and a life long punishment for not finishing your education, but you'll manage just fine with a few hundred / month less to spend.

I guess it doesn't help that I would really love to work a remote position, from what I can tell those are even harder to get a hold of...
Working remote is a blessing and a curse - I'd be against it, because you'll be highly productive, but due to the impared face-to-face communication you'll miss a lot of signals from 'the business' on what they want, versus the spec.
23  Discussions / Miscellaneous Topics / Re: Annoying Interview Q on: 2017-04-24 17:36:18
Ah, come on. You should be able to work your way out of ambiguous questions - just keep asking questions, that's your job - coding is a given.
24  Discussions / Miscellaneous Topics / Re: Annoying Interview Q on: 2017-04-24 12:46:26
I think the question wasn't about configuration, but about the flows:
  • repo -> test -> artifact
  • artifacts -> deployments
25  Game Development / Shared Code / Re: Simple orthographic camera controls on: 2017-04-22 16:20:41
And with 1.1 or 1.0/1.1 you easily get into inaccuracies in the zoom factors, accumulating errors (you might be zooming in/out for hours, ingame), which will ultimately cause off-by-one rendering issues where sprite-texels drift into unwanted neighbouring screen-pixels.

When the scrollwheel only controls an integer, and a float is converging to it (and actually reaching it, with a bit of nudging), it will always end up at exact zoom-levels in arbitrary orders of magnitude.
26  Game Development / Shared Code / Re: Simple orthographic camera controls on: 2017-04-22 16:16:16
It's not smooth Smiley (changing the zoom level at 60fps)
27  Game Development / Shared Code / Re: Simple orthographic camera controls on: 2017-04-22 16:10:29
When I did something similar for the SpriteEngine for Cas, the target scale was pow(constant, targetZoomLevel), the actual scale was a float which converged to targetZoomLevel over time: pow(contant, currentZoomLevel), where currentZoomLevel simply linearly approached or accelerated to targetZoomLevel. Using this approach you get smooth zooming across arbitrary orders of magnitude in linear time, similar to, say, zooming in Google Maps.
28  Game Development / Shared Code / Re: Simple orthographic camera controls on: 2017-04-20 17:48:54
Post a video of a demo Pointing
29  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-04-20 12:53:19
And never forget: things always get better, no matter what happens.
My poor brain just exploded.
30  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-04-18 08:12:19
And a site thumbnail shortcut thing:

http://qs.jin.fi/?url=https://slashdot.org
Ah, the joys of proper image scaling Smiley
Pages: [1] 2 3 ... 309
 
Archive (397 views)
2017-04-27 17:45:51

buddyBro (583 views)
2017-04-05 03:38:00

CopyableCougar4 (1040 views)
2017-03-24 15:39:42

theagentd (1070 views)
2017-03-24 15:32:08

Rule (1046 views)
2017-03-19 12:43:22

Rule (1028 views)
2017-03-19 12:42:17

Rule (1023 views)
2017-03-19 12:36:21

theagentd (1158 views)
2017-03-16 05:07:07

theagentd (1102 views)
2017-03-15 22:37:06

theagentd (828 views)
2017-03-15 22:32:18
List of Learning Resources
by elect
2017-03-13 14:05:44

List of Learning Resources
by elect
2017-03-13 14:04:45

SF/X Libraries
by philfrei
2017-03-02 08:45:19

SF/X Libraries
by philfrei
2017-03-02 08:44:05

SF/X Libraries
by SkyAphid
2017-03-02 06:38:56

SF/X Libraries
by SkyAphid
2017-03-02 06:38:32

SF/X Libraries
by SkyAphid
2017-03-02 06:38:05

SF/X Libraries
by SkyAphid
2017-03-02 06:37:51
java-gaming.org is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑gaming.org
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!