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1  Discussions / Business and Project Management Discussions / Re: Crowdfunding in 27 Easy Steps video on: 2016-12-02 20:34:56
To me it's no surprise... That you continue to be critical without actually being constructive for the most part. I guess that is just you.

To me it's no surprise that merely sub-1% of JGO's active members, and sub-1% facebook friends were interested in TyphonJS.
So true, classic me!

As mentioned on general principal I back all crowd funding efforts from active JGO members.
I applaud the gesture, but I think it's a bit out there, and one cannot expect people to return that favor. I wouldn't even fund my friends projects blindly, I think that goes for most people, but it might be classic me again.

I read your kickstart, and commented on it previously, on how its content would even have alienated your actual target-audience, but we agreed to disagree on that one.

Actually if you read that post you'll see I listened and did not disagree on relevant points; though you had far more critical and moot musings on it all, but I didn't point that out until now.
My moot musings are the best, I'm glad you finally take the time to set the record straight on this one.

Having no actual budget I could not change the video. Could I have hired a more professional firm for $30-50k sure... Could I have paid PR firms to blast out a perhaps slightly more polished message sure. I did what I could within my means at the time and with the knowledge I have now things will be different on my next go at it perhaps with results to match.
I respect that you sank $10K into that video, but it simply - to me - didn't look like it. I actually think you could have done a better job yourself (this is somewhat of a compliment, you see). The firm that delivered on a budget made some rookie-mistakes IMHO (like that 8 second (!) fade out, in the middle of the video), that I seriously think that *you*, given a day to work on it, could have done it better than what that firm delivered. I wouldn't have invested $10K, not even for the best possible video, mainly because I'm not much of an entrepeneur, and secondly because I'd even find a mere $10K quite a lot of money for a promo video. If regular rates are $30K-50K, then you got a great deal, financially - although I'm still convinced with a bit of effort a more convincing video would have arisen from your own hand in a day or two - for free (or your hourly wage).

Would I make the video differently now; yes... I also know that beating the street and showing demos to ~1000+ people primarily at tech conferences is nebulous in return. It takes multiple impressions to get folks to follow through. The best fruit of all the in person demos came from the Phandroid coverage where several people in the comments brought up meeting me / seeing the demo at the Big Android BBQ which adds confidence from the passer by reading that post.

I was on the leading edge of what was possible at the time (and still now). A bit too early and a buck short. With some small tweaks and a budget of $50-100k things might have been different.
Given that quite a few kickstarters succeed with minimal investment, I think it's more of a hype/goodwill centered issue than a financial one.


There are plenty of other things left unsaid in regard to the difficulty of bootstrapping and working in waves on any creative effort; 13 years and counting. There also was my parents ongoing failing health and a desire to get a moonshot realized before they passed which happened this year. Given the latter alone I took a shot at it...

Either you have the money to blast things out PR wise, get lucky and meet a need; do both... OR you need about ~500 strong advocates who will be active in getting the word out. The latter achieved through hitting the street and doing some sort of alpha / beta early release. That is now possible with Android which wasn't back then; re staged alpha / beta releases via Google Play. For games I'm not sure the whole green light / GOG work in progress release is the way to go per se as it is a bit to uncontrolled.
I'm sorry to hear about your parents.

I'm not sure what actually changed with Google Play though - couldn't you always release a 0.x version of your app and publish it in Google Play? Surely even your alpha/beta version beat a lot of existing 'proper' apps, capability wise, that were in the store, back then?
2  Discussions / Business and Project Management Discussions / Re: Crowdfunding in 27 Easy Steps video on: 2016-12-02 16:03:59
There's 'friends' and there's a target audience, and there's people with such frustrations with their current solution, that they are willing to invest in something unproven.

To me it's no surprise that merely sub-1% of JGO's active members, and sub-1% facebook friends were interested in TyphonJS. I read your kickstart, and commented on it previously, on how its content would even have alienated your actual target-audience, but we agreed to disagree on that one. Either way I think that kickstarter mainly works for feel-good campaigns: if you can't amaze people or put a smile on their face, you'd going to have a tough ride.
3  Games Center / WIP games, tools & toy projects / Re: Forest audio ambience on: 2016-11-10 19:04:27
Why don't you share some of the generated audio as files.

For games we have screenshots, to lower the effort of getting a feel for the project - same could be done here (i'm on my phone, couldn't run a jar to save my life...)
4  Discussions / General Discussions / Re: Hard shadows in real life on: 2016-11-06 11:09:00
Actually, true hard shadows should be impossible due to light diffraction close to the edge of the surface. Photons also have wave characteristics.
Sure, I realized that, but wasn't sure it was in the scope of this question - this seems like a lame excuse, but it's true Smiley
5  Discussions / General Discussions / Re: Hard shadows in real life on: 2016-11-05 09:12:40
If the photons do not diverge, there is nothing smooth about shadows.

If the sun would be a massive grid of parallel lasers pointing at earth, and we would have no athmosphere to scatter the photons, each part of any object on earth would only receive light from one of these laser beams, which would make them either fully illuminated or fully occluded.
6  Discussions / General Discussions / Re: Hard shadows in real life on: 2016-11-04 21:26:18
You assume perfectly radial attentuation: photons moving apart.

Now think lasers.
7  Game Development / Newbie & Debugging Questions / Re: Multi thread Memory Visibility inside Synchronized keyword on: 2016-11-04 20:24:45
Usually you can greatly simplify inter-thread communication by using queues (like ArrayBlockingQueue).
8  Game Development / Newbie & Debugging Questions / Re: Multi thread Memory Visibility inside Synchronized keyword on: 2016-11-04 14:47:24
is 10 value guaranteed to be visible to all other threads?
Nope, it isn't.

The synchronized keyword on the SunSync's run() method also won't help you here. If other threads would, however, synchronize with that RunSync instance, it would be properly synced between threads.
9  Game Development / Newbie & Debugging Questions / Re: Polygon corners with GL_LINE on: 2016-11-01 17:56:54
where is glEnd() ?
10  Discussions / General Discussions / Re: All threads marked as read on: 2016-11-01 14:40:04
This is an SMF bug Sad It has stricken me too a few times over the years.
11  Java Game APIs & Engines / OpenGL Development / Re: Vertex cache shenanigans 2 - WTF, Nvidia??? on: 2016-10-27 21:26:09
I'd say that vertex-caches are never overwritten, because the GPU is this async machine that will be reading that vertex data long after the indexed geometry is processed by the vertex-shader. Allocating a new vertex-cache upon filling one seems almost the only option...?
12  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Generic Multiplayer Connector on: 2016-10-24 04:55:46
For example, once the client has called connect() and joinGame(), they can just call "sendStringDataByTCP(myJsonData)" whenever they want to.  All the other clients will then receive the data with the dataReceivedByTCP() method in the interface.  Those 4 methods are literally the only ones that need to be used to send data between clients.
So this is basically a simplified text based broadcast protocol? I wouldn't consider a single pub/sub-channel a proper base to implement multiplayer.
13  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-10-14 21:35:10
I'm thinking of trying to get past the zoom level inhibited by the precision of a double.

Are you sure? That's quite a trip down the rabbit hole persecutioncomplex
14  Game Development / Shared Code / Re: Converting floats/doubles to 10/11/16/N bit floats on: 2016-09-23 19:49:05
@Cas: the hardware will never catch up, because the hardware will never be fast enough.

Even in hardware 20 years from now, when we have realtime photon-mapping, memory bandwidth will be a bottleneck.
Any way or form to halve your data size is bound to yield performance gains.
15  Games Center / Contests / Re: JAVA4K GAMES DOWNLOAD on: 2016-09-14 23:51:10
How is not 'anybody' a responsible party? Just upload all those jars/classes to a dropbox account - these files were publicly available once, after all. Numerous people have offered before to take over the java4k data/code - including me. What are you looking for in this responsible party? How do we know whether we qualify?
16  Java Game APIs & Engines / OpenGL Development / Re: *testing needed!* Vertex cache shenanigans on: 2016-09-12 16:24:17
I am so sorry. Friends don't let friends buy Intel GPUs.
Nah, it's a work laptop. I blame my boss. Anyhoo - enough derailing.


Oh, these might help:

Intel HD 530 driver:
   Version: 10.18.15.4271
   Release date: 2015-08-11

Installing the latest drivers now - let's see if I can brick this thing.
17  Java Game APIs & Engines / OpenGL Development / Re: *testing needed!* Vertex cache shenanigans on: 2016-09-12 16:18:45

1  
2  
3  
java -jar VertexCacheTest.jar
Error: Pipeline statistics are not supported. Aborting.
  Renderer: Intel(R) HD Graphics 530


I started the gfx driver utility, to figure out the version - then my W10 system BSODed. You're welcome. Emo
18  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Java Graphics Github Organisation on: 2016-09-03 20:18:37
404 Emo
19  Discussions / General Discussions / Re: Used to compile, now doesn't?? on: 2016-08-29 12:34:50
Now that you solved your problem... we can frolic and laugh for a bit... right?


... shutting down which turned out to be thermal paste causing CPU to overheat.
Who in their right mind would assume that adding any more material between 2 objects, without significantly increasing their contact area, can increase the heat transfer between the original materials... The top of the CPU heatspreader and the bottom of the heatsink are already exceptionally flat - for a reason. There is very little margin for improvement, and huge room for adverse results.

Thermal paste should fill near-invisible cavities in both metal surfaces... if you see any thermal paste, you are doing it wrong. If you feel it sloshing about when pushing your heatsink on top of it, you're doing it wrong. Thermal paste manufacturers provide such rediculous quantities per sold unit, that it gives the wrong impression. The volume they provide could be used to 'treat' at least a few hundred CPUs.
20  Game Development / Game Mechanics / Re: Downloading and running jars from servers - Security? on: 2016-08-28 14:28:09
The theory behind applets was exactly that - lock the java code in a sandbox
that protects the user from harm.  Sadly, Oracle gave up trying to maintain that
model.
The sandbox model blacklists (locks and barriers), it doesn't whitelist.

Furthermore, the sandbox did checks at runtime, instead of whitelisting code at compile/load-time.
21  Game Development / Game Mechanics / Re: Downloading and running jars from servers - Security? on: 2016-08-26 17:13:52
You can write a bytecode analyser, block reflection, and then whitelist all privileges on each class/method/field that you want to expose (you can even only grant read-access on certain fields). There isn't any performance overhead with this approach. It's just quite advanced stuff.

Oh, and blacklisting never works. Whitelisting is your only option.
22  Game Development / Newbie & Debugging Questions / Re: Converting RGB images to a master palette on: 2016-08-24 18:43:46
Why is memory such a constraint?
23  Game Development / Newbie & Debugging Questions / Re: Converting RGB images to a master palette on: 2016-08-23 20:03:02
Don't forget you can use dithering to approximate colors (in groups of pixels).

Here I created code to approximate any RGB input in the EGA16 palette (obviously only 16 colors)
http://www.java-gaming.org/topics/tinygame-resources/22266/msg/184436/view.html#msg184436




If you add animation, you can dither in the 3rd dimension (time).
Click to Play
I remind you, these are just 16 colors, evenly spaced out colors in the RGB color space, which means I probably use only 8-12 per frame in this specific image.

Just run this JAR for yourself:
http://indiespot.net/files/ega-dithering.jar

It should be relatively easy to use this concept to match an arbitrary palette.
24  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-08-18 19:44:26
Define it as method then, you silly.
25  Discussions / General Discussions / Re: Programmer jokes on: 2016-08-18 19:38:58
Why did the developer stumble to an ATM?
 - He ran out of cache.









 Emo
26  Discussions / Community & Volunteer Projects / Re: Looking for a programming buddy on: 2016-08-15 22:12:16
Not even a link to your project? How would you find a stranger willing to finish / maintain 'this project' without even the slightest incentive.
27  Discussions / Java Gaming Wiki / Re: Quasi random number (low-discrepancy sequences) on: 2016-08-14 23:14:33





(click this page to load the PDF)
28  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Status of Riven's LibStruct? on: 2016-08-14 22:10:42
When you say structs don't get pushed into registers, do you mean that even the individual fields don't get pushed? I assumed that declaring a struct was semantically equivalent to declaring all of its fields in place. Otherwise, I have no expectations of this pushing entire structs into SIMD registers or anything. (Bytecode has no way of representing this, to my knowledge.)

Let's say  you have this code:
1  
2  
3  
thing.a = vec.x * -1;
thing.b = vec.y * 2;
thing.c = vec.x * -3;


With POJOs,
vec.x
will be stored into a register after the first read, with structs however, the memory (or L1-cache in this case) will be read twice.

As for the reordering: with POJOs, HotSpot will very likely swap line 2 and 3, whereas it won't with structs.



Both factors can result in a slowdown, depending on the bottleneck.
29  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Status of Riven's LibStruct? on: 2016-08-14 17:12:59
persecutioncomplex

LibStruct basically has these advantages:
 - zero-copy
 - zero-garbage
 - convenience (on sourcecode level)

The disadvantages are:
 - struct values are never pushed into registers by HotSpot
 - structs are not eligible for escape analysis
 - struct I/O is never reordered by HotSpot

There are quite a few pitfalls when using LibStruct:
 - a NPE or AIOOBE turns into a segfault/memory-access-violation
 - structs must never be used as objects (like adding them to a Collection, or in general: passing them to a function accepting a java.lang.Object)
 - conceptually wrong struct code but valid Java code can be rather hard to debug, as the JVM typically crashes.



As to come back to the original post: LibStruct is currently frozen, as the number of users is zero (me included).
30  Game Development / Game Play & Game Design / Re: Exaggerated Sprite Animation Sizes on: 2016-08-09 22:47:06
You could have 2 sprites, render one on top of the other.
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