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1  Discussions / General Discussions / Re: What does your dream language look like? on: 2016-08-17 06:20:18
Quote
You say that like there's something wrong with sounding like princec

I believe it's not Smiley

I agree with most Java improvements mentioned so far.
I also think about mixed languages. It's inspired by Arity Prolog. (though, I'm not sure they really help much)
E.g. Embedded C in Prolog (or Java to Prolog. It's quite near to Scala(?))
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... various Prolog declarations ...

:- c.
extern unsigned long ulNRlips;
extern char achNRtime[10];
#prolog

nrevbch(Length, Iters) :-
    do_nrev(Length, Iters, Lips, Time),
    float_text(Time, TimeAtom, fixed(2)),
    {
    Lips:long,
    ulNRlips = Lips;
    'MakeCString'(achNRtime, sizeof(achNRtime), &TimeAtom)
    }.

... additional Prolog code ...
2  Discussions / Community & Volunteer Projects / Re: Looking for a programming buddy on: 2016-08-16 05:30:08
Completely agree Smiley
3  Game Development / Networking & Multiplayer / Re: Issues with synchronisation of player movement on a multiplayer server on: 2016-08-09 14:04:21
I have the one question at the moment :
Why do you use multi-threading in your app? (Movement threads)
4  Game Development / Newbie & Debugging Questions / Re: Skeletal Animation on: 2016-07-24 10:53:45
I forget to say that my code implements the multimesh model animation.

And maybe obsolete  advice from http://www.gamedev.net/topic/665992-collada-animation-leads-to-distorted-model/?view=findpost&p=5212149
5  Game Development / Newbie & Debugging Questions / Re: Skeletal Animation on: 2016-07-23 12:36:08
Just to ensure we're talking about the same things here:

Skinning equation:

for i to n
v += {[(v * BSM) * IBMi * JMi] * JW}

    n:     The number of joints that influence vertex v
    BSM: Bind-shape matrix
    IBMi: Inverse bind-pose matrix of joint i
    JMi:   Transformation matrix of joint i
    JW:   Weight of the influence of joint i on vertex v

We should precompute (v * BSM) and (IBMi * JMi) since they are constants.
6  Game Development / Newbie & Debugging Questions / Re: getters and setters vs public vars on: 2016-07-09 06:01:56
The reason for using getters and setters instead of making your members public is that it makes it possible to change the implementation without changing the interface.
Also, many tools and toolkits that use reflection to examine objects only accept objects that have getters and setters. JavaBeans for example must have getters and setters as well as some other requirements.
Also, the fields of a class can be made read-only or write-only.   
 
7  Game Development / Newbie & Debugging Questions / Re: Skeletal Animation on: 2016-06-26 06:02:04
I'd recommend you to implement software-based animation system first.
You can use flag (useGPU) to switch between software and GPU implementations.

I also struggled with animation data (I implemented Collada loader at that time) and watched good bind pose and wrong animation that resembled something like devil's dances.

One of the first bugs I found was incorrectly computed inverse bind pose matrix.
Also I recommend you to implement skeleton as the flat array not the tree-structure.
8  Game Development / Newbie & Debugging Questions / Re: Skeletal Animation on: 2016-06-25 06:31:55
Hi.

I worked few years ago on the same problem.
I post fragments of my code. Maybe this will help.

Joint.java

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public class Joint implements NamedObject
{
    public final int NULL_PARENT = -1;

    private final short parentIndex;
    private final String name;
    private final Vector3f bindTranslation;
    private final Quaternion4f bindRotation;
    private final Tuple3f bindScale;

    private final Matrix4f invBindPoseMatrix;

    private short index;
    private boolean isAux;

    public final boolean hasParent()
    {
        return ( index > 0 );
    }

    public final void calcInvBindPoseMatrix( Joint parent )
    {
        Matrix4f m = Matrix4f.fromPool();

        MathUtils.compose( bindTranslation, bindRotation, bindScale, m );
        invBindPoseMatrix.invert( m );
        if( parent != null )
        {
            invBindPoseMatrix.mul( invBindPoseMatrix, parent.getInvBindPoseMatrix() );
        }

        Matrix4f.toPool( m );
    }
    public Joint( String name, short index, Joint parent, Transform bindTransform, boolean isAux )
    {
        this.parentIndex = parent == null ? NULL_PARENT : parent.getIndex();
        this.name = name;
        this.index = index;
        bindTranslation = bindTransform.getTranslation( null ).getReadOnly();
        bindRotation = bindTransform.getRotation( null ).getReadOnly();
        bindScale = bindTransform.getScale( null ).getReadOnly();

        invBindPoseMatrix = new Matrix4f();
        calcInvBindPoseMatrix( parent );
        this.isAux=isAux;
    }

    public Joint( Joint joint, Joint parent )
    {
        this.parentIndex = parent == null ? NULL_PARENT : parent.getIndex();
        name = joint.name;
        index = joint.index;

        bindTranslation = joint.bindTranslation;
        bindRotation = joint.bindRotation;
        bindScale = joint.bindScale;

        invBindPoseMatrix = joint.invBindPoseMatrix;
    }
}


SkinnedMeshUpdater.java

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public class SkinnedMeshUpdater
{  
    private static Map<Skeleton, SkinnedMeshUpdater> skeletonToUpdater = new HashMap<Skeleton, SkinnedMeshUpdater>();
    private final Skeleton skeleton;
    private final Shape3D[] shapes;

    private final float[][] weights;
    private final short[][] jointIndices;

    private float[][] bindPoseCoords;
    private float[][] bindPoseNormals;

    private final int[] influencesPerVertex;

    private final Vector3f[] worldTranslations;
    private final Quaternion4f[] worldRotations;
    private final Tuple3f[] worldScales;

    private Matrix4f[] matrixPalette;

    public Skeleton getSkeleton()
    {
        return skeleton;
    }

    public Shape3D[] getTarget()
    {
        return shapes;
    }

    public float[][] getWeights()
    {
        return weights;
    }

    public short[][] getJointIndices()
    {
        return jointIndices;
    }

    public int[] getInfluencesPerVertex()
    {
        return influencesPerVertex;
    }

    public static SkinnedMeshUpdater create( Skeleton skeleton,
                                             Shape3D[] target,
                                             float[][] weights,
                                             short[][] jointIndices,
                                             int[] influencesPerVertex )
    {
        SkinnedMeshUpdater smu = skeletonToUpdater.get( skeleton );
        if( smu == null )
        {
            smu = new SkinnedMeshUpdater( skeleton, target, weights, jointIndices, influencesPerVertex );
        }

        return ( smu );
    }

    public void update( IAnimationData data )
    {
        if( data == null )
        {
            return;
        }
        updateSkeleton( data );
        for( int i = 0; i < shapes.length; i++ )
        {
            updateGeometry( i );
        }
    }

    private void updateSkeleton( IAnimationData data )
    {
        SkeletalKeyFrame pose = ( SkeletalKeyFrame ) data;
        Skeleton skeleton = pose.getSkeleton();
        for( int i = 0, jc = skeleton.getJointsCount(); i < jc; i++ )
        {
            Joint joint = skeleton.getJoint( i );
            setAbsolutes( joint, pose );
            short ji = joint.getIndex();
            if( joint.isAux() )
            {
                matrixPalette[ ji ].setIdentity();
            }
            else
            {
                mul( joint.getInvBindPoseMatrix(),
                        worldTranslations[ ji ],
                        worldRotations[ ji ],
                        worldScales[ ji ],

                        matrixPalette[ ji ]
                );
            }
        }
    }

    private void updateGeometry( int shapeIdx )
    {
        Shape3D shape = shapes[ shapeIdx ];
        Geometry geom = shape.getGeometry();
        float[] bindPoseCoords = this.bindPoseCoords[ shapeIdx ];
        float[] bindPoseNormals = this.bindPoseNormals[ shapeIdx ];
        int influencesPerVertex = this.influencesPerVertex[ shapeIdx ];
        float[] weights = this.weights[ shapeIdx ];
        short[] jointIndices = this.jointIndices[ shapeIdx ];

        float x, y, z;
        float nX = 0, nY = 0, nZ = 0;
        float vSumX, vSumY, vSumZ;
        float nSumX, nSumY, nSumZ;
        float tmpX, tmpY, tmpZ;

        for( int i = 0; i < geom.getVertexCount(); i++ )
        {
            x = bindPoseCoords[ i * 3 ];
            y = bindPoseCoords[ i * 3 + 1 ];
            z = bindPoseCoords[ i * 3 + 2 ];
            if( geom.hasNormals() )
            {
                nX = bindPoseNormals[ i * 3 ];
                nY = bindPoseNormals[ i * 3 + 1 ];
                nZ = bindPoseNormals[ i * 3 + 2 ];
            }
            vSumX = 0f;
            vSumY = 0f;
            vSumZ = 0f;

            nSumX = 0f;
            nSumY = 0f;
            nSumZ = 0f;

            float wSum = 0f;
            float weight;
            for( int j = 0; j < influencesPerVertex; j++ )
            {
                if( j != influencesPerVertex - 1 )
                {
                    weight = weights[ i * ( influencesPerVertex - 1 ) + j ];
                    wSum += weight;
                }
                else
                {
                    weight = 1 - wSum;
                }
                if( weight == 0f )
                {
                    continue;
                }
                final int jointIndex = jointIndices[ i * influencesPerVertex + j ];
                if( jointIndex == 0 )
                {
                    JAGTLog.debug( "jindex=0, influencesPerVertex=", influencesPerVertex );
                }
                Matrix4f m = matrixPalette[ jointIndex ];
                //vertices
                tmpX = m.m00() * x + m.m01() * y + m.m02() * z + m.m03();
                tmpY = m.m10() * x + m.m11() * y + m.m12() * z + m.m13();
                tmpZ = m.m20() * x + m.m21() * y + m.m22() * z + m.m23();

                vSumX += tmpX * weight;
                vSumY += tmpY * weight;
                vSumZ += tmpZ * weight;

                //normals
                if( geom.hasNormals() )
                {
                    tmpX = m.m00() * nX + m.m01() * nY + m.m02() * nZ;
                    tmpY = m.m10() * nX + m.m11() * nY + m.m12() * nZ;
                    tmpZ = m.m20() * nX + m.m21() * nY + m.m22() * nZ;

                    nSumX += tmpX * weight;
                    nSumY += tmpY * weight;
                    nSumZ += tmpZ * weight;
                }
            }

            geom.setCoordinateWithoutOpenGlHandling( i, vSumX, vSumY, vSumZ );
            if( geom.hasNormals() )
            {
                geom.setNormalWithoutOpenGlHandling( i, nSumX, nSumY, nSumZ );
            }
        }
        geom.setBoundsDirty();
        geom.getOpenGLReference_DL_GeomData().invalidateNames();
        geom.getOpenGLReference_DL().invalidateNames();

        shape.updateBounds( false );
    }

    private static void mul( Matrix4f matrix, Vector3f translation, Quaternion4f rotation, Tuple3f scale, Matrix4f out )
    {
        //out.set( matrix );
        Matrix4f tmp = Matrix4f.fromPool();

        tmp.setIdentity();
        tmp.setTranslation( translation );
        out.set( tmp );

        tmp.set( rotation );
        out.mul( tmp );

        tmp.setIdentity();
        tmp.m00( scale.getX() );
        tmp.m11( scale.getY() );
        tmp.m22( scale.getZ() );
        out.mul( tmp );

        out.mul( matrix/* , out */ );

        Matrix4f.toPool( tmp );
    }

    //doesn't work  when non-uniform scales
    private void setAbsolutes( Joint joint, SkeletalKeyFrame frame )
    {
        if( joint.hasParent() )
        {
            short parentIndex = joint.getParentIndex();
            short localIndex = joint.getIndex();
            MathUtils.mul(
                    worldTranslations[ parentIndex ],
                    worldRotations[ parentIndex ],
                    worldScales[ parentIndex ],

                    frame.getTranslations()[ localIndex ],
                    frame.getRotations()[ localIndex ],
                    frame.getScales()[ localIndex ],

                    worldTranslations[ localIndex ],
                    worldRotations[ localIndex ],
                    worldScales[ localIndex ]
            );
        }
        else
        {
            short localIndex = joint.getIndex();
            worldTranslations[ localIndex ].set( frame.getTranslations()[ localIndex ] );
            worldRotations[ localIndex ].set( frame.getRotations()[ localIndex ] );
            worldScales[ localIndex ].set( frame.getScales()[ localIndex ] );
        }
    }

    public SkinnedMeshUpdater( Skeleton skeleton, Shape3D[] target, float[][] weights, short[][] jointIndices, int[] influencesPerVertex )
    {
        this.skeleton = skeleton;
        this.shapes = target;
        this.weights = weights;
        this.jointIndices = jointIndices;
        this.influencesPerVertex = influencesPerVertex;

        worldTranslations = new Vector3f[ skeleton.getJointsCount() ];
        worldRotations = new Quaternion4f[ skeleton.getJointsCount() ];
        worldScales = new Tuple3f[ skeleton.getJointsCount() ];
        matrixPalette = new Matrix4f[ skeleton.getJointsCount() ];

        for( int i = 0; i < worldTranslations.length; i++ )
        {
            worldTranslations[ i ] = new Vector3f();
            worldRotations[ i ] = new Quaternion4f();
            worldScales[ i ] = new Tuple3f();
            matrixPalette[ i ] = new Matrix4f();
        }

        bindPoseCoords = new float[ target.length ][];
        bindPoseNormals = new float[ target.length ][];

        for( int i = 0; i < target.length; i++ )
        {
            int numVertices = target[ i ].getGeometry().getVertexCount();
            Geometry geom = target[ i ].getGeometry();
            bindPoseCoords[ i ] = new float[ numVertices * 3 ];
            geom.getCoordinates( 0, bindPoseCoords[ i ] );
            if( geom.hasNormals() )
            {
                bindPoseNormals[ i ] = new float[ numVertices * 3 ];
                geom.getNormals( 0, bindPoseNormals[ i ] );
            }
        }
    }
}

9  Game Development / Newbie & Debugging Questions / Solved: ConcurrentModificationException using KRYO on: 2016-05-11 08:15:49
I've solved problem by overriding some methods in Kryo and writing a bunch of serializers for my classes.
10  Game Development / Newbie & Debugging Questions / Re: Libgdx Json serialization of HashMap on: 2016-05-06 13:43:33
Javadoc for intMap<V>:https://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/utils/IntMap.html

Quote
So I should change the HashMap to an IntMap? I don't really see why an IntMap (never have seen this before) should be better than a simple HashMap, can somebody explain that? I am just confused because I thought that the Json serializer should be able to serialize a simple HashMap a standard java datastructure but it doesn't seem to be able to do that and it's quite strange that I should adapt my datastructures because of that....
1. please look  at the previuos post.
2. IntMap is a bit faster than HashMap (at least get operation).
3. You still might use HashMap and convert it to IntMap (and back) when serializing/deserializing.
11  Game Development / Newbie & Debugging Questions / Re: Libgdx Json serialization of HashMap on: 2016-05-06 13:17:41
It's about HashMap and IntMap:

Quote
Second issue, for HashMap it treats keys as Strings, sorry. You could write a serialzier for HashMap that tried to write out the type of the keys. You'd be better off using IntMap though, which again will need a specialized serialzier.

12  Game Development / Newbie & Debugging Questions / Re: Libgdx Json serialization of HashMap on: 2016-05-06 11:07:47
Sorry, In slightly mixed up.
Hope this is more appropriate: http://sblackwell.com/blog/2014/05/loading-intmaps-from-json-with-libgdx/
13  Game Development / Newbie & Debugging Questions / Re: Libgdx Json serialization of HashMap on: 2016-05-06 04:38:35
Answer is here : http://stackoverflow.com/questions/12468764/jackson-enum-serializing-and-deserializer.
Look at  the answer labeled with "Actual answer".
14  Game Development / Newbie & Debugging Questions / ConcurrentModificationException using KRYO on: 2016-04-26 13:05:42
Hi everyone!

I'm currently using Kryo for serialization in my project.
While serializing I got ConcurrentModificationException.

At the Kryo support forums I found that it could happen when Kryo serializes some collection that's being modified by one of the threads of my application.

I tried almost everything except making all (possible) collections synchronized.
I'm also thinking about using standard serialization more and more.

Can anybody tell if you ran across the similar problem or simply knows the answer,
how to fix?

Any help is greatly appreciated.
15  Games Center / WIP games, tools & toy projects / Re: djoom3 - Doom 3 java port[HELP WANTED] on: 2016-04-18 09:47:25
As I get you don't use md5 models ( loading ASE and FWO models are above mentioned ).
Why, If it's true, EULA issue?

What you do with EAX sound? Under Windows indirect sound library can be used.

Maybe I'm curious too much - it's just memories about I attempted to do roughly the same some time ago Smiley
 
16  Games Center / WIP games, tools & toy projects / Re: djoom3 - Doom 3 java port[HELP WANTED] on: 2016-04-18 05:46:59
Do you make your own completely different gameplay, models, etc?
Or you mostly follow original game?
17  Game Development / Newbie & Debugging Questions / Re: Using the Java port of Theora on: 2016-01-28 06:06:13
I can't recall any info about pure Java solution...

the links you probably aware of:

Quote
Play - is a Java library to play Video / Music.

It would be based on VLC or multi based on VLC / QTMovie / gstreams.

http://www.xuggle.com/downloads

https://github.com/caprica/vlcj
18  Game Development / Newbie & Debugging Questions / Re: Using the Java port of Theora on: 2016-01-27 05:54:23
Hi,

here's some links:

http://fmj-sf.net/
http://www.jcraft.com/jorbis
https://github.com/Gagravarr/VorbisJava
19  Game Development / Newbie & Debugging Questions / Re: Problem with serialization on: 2016-01-16 12:39:12
You don't  close  both DataInputStream/DataOutputStream.
It can be the cause of your problems, I think.
20  Discussions / Miscellaneous Topics / Re: Looking for a old wipeout-like game on: 2015-12-26 13:52:17
Last trial : Grand Theft Auto III ...

if not try to search here.
21  Discussions / Miscellaneous Topics / Re: Looking for a old wipeout-like game on: 2015-12-23 07:01:22
Is it "Need for Speed"?
22  Game Development / Performance Tuning / Re: Using the sun.misc.Unsafe class to do crazy stuff with the JVM on: 2015-12-19 07:15:12
Hi,

Some time ago I was inspired by Unsafe too.

But I've resisted. Smiley

Just look at this :

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    public static long sizeOf( Object object )
    {
        return getUnsafe().getAddress(
                normalize( getUnsafe().getInt( object, 4L ) ) + 12L );
    }

    private static long normalize( int value )
    {
        if ( value >= 0 )
        {
            return value;
        }

        return ( ~0L >>> 32 ) & value;
    }

    public static long toAddress( Object obj )
    {
        Object[] array = new Object[]{obj};
        long baseOffset = getUnsafe().arrayBaseOffset( Object[].class );

        return normalize( getUnsafe().getInt( array, baseOffset ) );
    }

    public static Object fromAddress( long address )
    {
        Object[] array = new Object[]{null};
        long baseOffset = getUnsafe().arrayBaseOffset( Object[].class );
        getUnsafe().putLong( array, baseOffset, address );

        return array[ 0 ];
    }


Isn't it wonderful?

But, try to keep away from it.
23  Discussions / Miscellaneous Topics / Adobe PhotoShop CS2 (2005) on: 2015-12-15 07:36:10
Hi,

There's an old version of Photoshop from 2005 which is now offered for free.
24  Discussions / Miscellaneous Topics / Re: How to disable the DOTA game on my LAN? on: 2015-12-10 07:53:38
God will save this lost soul   Undecided
25  Discussions / Miscellaneous Topics / Re: How to disable the DOTA game on my LAN? on: 2015-11-30 15:42:52
How old are you?

I'm too young to die.  Wink

But it sounds more like you're annoyed with the noise he makes while he's playing- maybe get a nice pair of earphones for yourself? Or a nerf gun you can shoot him with when he's being too loud?

If he's screaming he does that so loudly that no earphones save you from being hurt. If you in another room you're damaged less. Besides, he's usually playing through the night starting usually at 3-5 pm ... though playing schedule varies in wide spectrum.

I really worry about his future. I wrote above posts which you meant just while he has demonstrated his voice power and language's taboo knowledge.
 
If you really want to try blocking dota, just go to the settings page for your router...

I did this and other actions for a few years starting from Parental Control (Windows / Kaspersky IS / Parental Control Software). All this stuff good for children looking for "ANY KEY" at keyboard Smiley .

So, I've discarded any plans to block games by technical means as a main strategy.
26  Game Development / Newbie & Debugging Questions / java-object-diff library problem on: 2015-11-30 05:51:32
Hi everybody.

Did anybody play with the java-object-diff library, author Daniel Bechler?

I thought it will be an adventure for 2 hours but I'm slipping for a week and still can't tune it.
Whatever I did, it diffs all the object properties ignoring my settings and, at the end, throws:
java.lang.IllegalStateException: Couldn't find a differ for type: [Ljava.net.URL;

Can anybody help?

Thanks.
27  Discussions / Miscellaneous Topics / Re: How to disable the DOTA game on my LAN? on: 2015-11-30 05:01:45
He said he plays in Dota 2 Reborn.
28  Discussions / Miscellaneous Topics / Re: How to disable the DOTA game on my LAN? on: 2015-11-29 18:57:51
Is he play dota original?
I recommend give him link to Dota 2 reborn – its something like war 3 custom maps
There are many fun maps
+ its better to play in “DOTA 2 REBORN Overthrow”

AFAIK he plays in newest DOTA 2.

Maybe problem in "hi think become pro gamer" - BAD BAD BAD BAD.. IDEA
tournaments have crap reword system - only 5-10 first places from thousands have money reword
all else 995+ ppl receive noting

He proudly says he's DOTA pro and also told about earning money this way.


p.s
Parents pay full price for studying as well as for the re-exams.
So happy - happy man ^^

He repeats all the time that he's deep in ass. Undecided
29  Discussions / Miscellaneous Topics / Re: How to disable the DOTA game on my LAN? on: 2015-11-29 14:58:39
Hi everyone.

Thank you for your replies!

@gouessej
Stranger shouldn't treat gaming as a pure waste of time even though some practices might seem to be very destructive for the social life.

I never told that I deem the gaming is the waste of time. I rather meant that еxcessive gaming is harmful as the waste of time, as the threat for health (both for gamer (excessive irascibility) and for his family: sudden wild cries may cause increasing of the blood pressure even may trigger heart-attack) and as the threat for social life, total gaming to the detriment of real life needs.

Quote
Some state that gamers sometimes use video games to either escape from an uncomfortable environment or alleviate their already existing mental issues - both possibly important aspects on determining the psychological impact of gaming.
It's so easy to reject any responsibility.

I don't reject any responsibility.

@Gornova
If your brother is at college and he's not a genius, he need time to study, then play DOTA. I'm asking you: how good are his grades ? In Italy is not possible to continue forever college without good grades, I think same everywhere, mainly because parents cuts money Cheesy

He's spending time for college study to play (mainly DOTA).
His grades is minimal, just to allow continue studying. Parents play full price for studying as well as for the re-exams.

So? So for me your brother is not crazy. He is inside a loop, but without his will, there is no hope. He must understand what he's right for him.

I didn't say he's crazy. He's rather excessive irritable, especially when playing

@Drenius
Are you sure you can call it an addiction already? How long has he been playing the game that excessively?
If it hasn't been long yet, it might just as well (as pointed out before) fade at some point, being just a little obsession.

So excessively ~2 years .
He's playing DOTA since the fall of 2013. In beginning of 2014 he uses voice chat. Now he is more silent. I hope it's kinda fade out

30  Discussions / Miscellaneous Topics / Re: How to disable the DOTA game on my LAN? on: 2015-11-27 15:58:19
In short: stay close to your brother, try to understand his world and game, not find a way to disable DOTA

I'm trying to understand him all the time: Partial success.
What about the game ... I ain't gonna really block it. I just want to stop the gaming madness in the critical situation.

In long. I think your last message point that you have a problem with your brother, not he with DOTA. Frankly I'm not sure you try to understand (from your messages) his passions with game. Game are rewarding but also demands time. A lot!

I definitely have the problem with my brother as well as he definitely has the problem as gaming (especially Dota) addicted.
Imagine:
there's a crystal silence in the room.  it lasts half an hour, hour, suddenly:
Quote
C-r-r-rap!!! Wadda hell?!! You, son of a bitch, what you're doing?!!! Where you're going now??!!! Stupid bastard!! Get f*ck you out of here!! Bitch!!!


and so on ... Even now when I'm writing, this the similar happen again ... "his passions"... it should rather think about his mental health ...

How old is your brother?

18 years old.

He's at school? University?

He's in college.

Where the money and food come from?

From parents.

Does he have a girlfriend?

AFAIK, not. Anyways, he is at home all the time.

Does he have friends? How much real-world friends and how much in DOTA?
A friend of mine stay in WOW loop for three years before he leaves and even now talks about Wow, not the game, but about virtual friends from all over the world.
He has. One real-world friend is from the college. A few friends are from the school. The rest are the DOTA-friends.

It's hard to understand but virtual relations could be powerful and meaningful in many ways.

And we are talking right now, "wasting time" on an online forum on line game. Maybe your brother cannot understand why you ask help or wasting time here, instead to go with him and play DOTA together Cheesy

A lot of questions, I know

Well, Excuse my familiarity but It seems to me that I speaking with a preacher ... "play DOTA together" ... Do you repeat this after all I posted here?
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