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1  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-12-29 18:47:19
More like "What I bugged today": in movie linked below I'm pressing "w" key all the time.
2  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-12-13 22:14:39
Implemented isometric projection in my application:

This took MUCH more time than it should due to codebase being pretty massive and many years old, with assumption of only two kinds of camera existing (top-down and FPP) everywhere.
3  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-11-29 00:09:39
Started making automatic updater for one of my applications receiving long-time support:

It fetches informations about last updates from GitHub releases API and then compares version number to currently installed version - if it's higher than current version, changelog entry gets appended. UI is not finished yet and automatic updating and installing is work in progress, but I'm happy with how it turned out so far.
4  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-11-14 12:20:25
Working WebKit based web browser in LWJGL 3:

Click to Play

It still requires lots of work, but is very convenient to use (using JavaFX built-in WebEngine and no external libraries at all). The biggest and pretty much the only problem for now is that texture of rendered page is transferred from CPU to GPU on every frame, some kind of streaming should remove most of that overhead.
5  Discussions / Miscellaneous Topics / Re: Programming in schools - opinions? on: 2017-02-23 02:39:10
Coding on the other hand (and which I suspect is what the OP is actually talking about?)

If I understand the new law correctly, it will be focused on programming as a whole, but with the intention to use this knowledge to teach students coding as the primary task of this new subject.
The intention is to bring new programmers into the job market.
6  Discussions / Miscellaneous Topics / Re: Programming in schools - opinions? on: 2017-02-23 01:09:24
My personal opinion (in different post to avoid blending it with the main topic - sorry for double post Smiley):

I think that - while showing young people that programming exists and how it looks like could be a good idea if executed well - trying to teach programming to everyone is rather bad idea. Why? Three most important reasons:
  • Most people lack enough logic/math capabilities to be able to even actually learn programming
  • Programming is much more specific than, for example: physics, biology or geography
  • Finding good programming teachers can be a very difficult task

Most people lack enough logic/math capabilities to be able to even actually learn programming - this point is pretty obvious.
I remember I had a few very basic HTML lessons back in the last year of high school - despite new topics being introduced very slowly, almost everyone from the class had difficulties with using even the most basic HTML tags. Situation was looking slightly better on the separate science subjects faculty, but even there most students were struggling with basic subjects like C language variables, "for" loops or conditional statements.
I can't imagine improvement of this situation even with additional "programming" subject being introduced next to "informatics" and not instead of it. Learning programming requires lots of learning on your own, and most people refuse to self-improve in the areas they are not interested with.

Programming is much more specific than, for example: physics, biology or geography - learning physics, biology or geography can lead to lots of potential future jobs and various interests/hobbies. Programming leads to just one.

Finding good programming teachers can be a very difficult task - I don't think many schools will employ additional teacher(s) just to teach programming - this leads to situation where current math or/and informatics teachers will teach programming as well, in most cases not knowing it earlier, so their knowledge will be not good enough to be able to teach programming at any reasonable level. Of course there are exceptions, but I doubt there are many of them. I think that the basic requirement to teach anyone programming is to actually know it well enough (the same can be said about any other field of study as well).
7  Discussions / Miscellaneous Topics / Programming in schools - opinions? on: 2017-02-23 01:09:11

Government in my country wants to introduce programming as mandatory subject of all children starting from 1st year of elementary school until the end of high school education.
First 3 years of elementary school are meant to familiarize children with the computers, while "actual" programming (programming languages like C/C#/Java) will be introduced in the last 2 years of high school.

This made me think about one question...
What do you think about teaching programming to everyone and starting with a very young age? I would like to focus about teaching programming in general, not in the specific countries (but examples of good/bad working solutions are very welcome).
8  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-12-07 17:58:27
Had Digital Electronics exam, did one of tasks in The Powder Toy just for fun after coming back home :

9  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-11-26 17:09:38

Completed my first map for my VR FPS Smiley

Hmm... Are you using Unity editor or other tool for that? Smiley
10  Game Development / Game Play & Game Design / Re: What's the design approach to rogue-likes? on: 2016-10-07 01:36:39
I think this largely depends on what kind of game you (exactly) want to create, solutions that work in one game might not work in case of another game.

There are some general approaches to procedural level generation in roguelikes:
  • Fully random world (example: Dwarf Fortress Adventure Mode)
  • Mostly random world with some predefined areas - for example, in places where this is important for a story/progression (example: Desktop Dungeons)
  • World composed from predefined nodes connected randomly (example: Binding of Isaac)
There are also some roguelikes with no random level generation at all, for example the Hammerwatch.

Complexity of level generation depends mostly on selected approach and aspects specific to your game - for example, doing Binding of Isaac style random generation is very easy to implement, while the one in Dwarf Fortress took months or even years to create and polish. If you want to have good looking levels, the more randomness you add the harder it gets to achieve that.
11  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-09-17 09:55:32
To be honest, this game is just perfect for mobile. Smiley

How about the other ones now? Cheesy
12  Games Center / Contests / Re: JAVA4K GAMES DOWNLOAD on: 2016-09-10 22:02:32
Yeah seems like the host to the files no longer responding.I got when tried every games on java4k website.

000webhost is well known to take down websites when they never used paid services, so if the site used their hosting this was just a matter of time.
13  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-09-09 16:13:38
I have +/- 18000 km to NZ... Pretty far away sadly. Smiley
14  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-09-05 16:23:07
Had my first C++ lesson at University today Smiley I'm actually surprised by the apparent similarity between Java and C++!

Both Java and C++ belong to the same family of C-like languages (well, actually Java is meant to be simplified C++ with most of its advantages and less flaws), so expect lots of similarities...

...Well, at least until you will dive deeper. C++ concepts of memory, objects, references etc. are VERY different. Smiley
15  Discussions / General Discussions / Re: Comparison between 2 IDE's - Netbeans and Eclipse on: 2016-08-31 05:31:49
To be honest, on newest Ubuntu (16.04) Eclipse is so unstable that it is almost impossible to use it, and not possible at all without switching back to old GTK 2... While NetBeans and IntelliJ are still working perfectly good. Smiley

Biggest project I took part in so far was +/- 7m LOC split into 16 projects - both Eclipse and NetBeans are able to handle that, but Eclipse seems to often have problems with layout and stability (especially when navigating to new class), while NetBeans takes considerable amount of time to start (2-3 minutes on PC with HDD only and 32 gb RAM) and still processes things in a background for few more minutes.
16  Discussions / General Discussions / Re: Comparison between 2 IDE's - Netbeans and Eclipse on: 2016-08-30 05:31:35
This probably doesn't affect your choice, but I think netbeans has a graphical tool for use with JavaFX GUI building. I haven't used it. Eclipse doesn't offer this as far as I know, though there may be a plug-in. I'm in the minority here, but I do like JavaFX more than Swing and have not gotten very far with LWJGL despite a couple starts. (Am hoping the 3rd time is the charm.)

I'd consider asking this question over on the LWJGL board, too, and reporting back what you find out. Maybe Spasi will weigh in. He's been very helpful for me over on that board and is a JGO member as well.

Personally I like NetBeans due to its excellent GUI making capabilities - especially as most of my bigger applications so far are using desktop GUI's features extensively. Smiley If you will need to make desktop GUI-based application, then NetBeans is the best IDE for that.

And when it comes to JavaFX... It have its flaws and does some stuff in a way which tries to hide some syntatic sugar non-existing in Java, but property binding makes it very easy to integrate model and view almost seamlessly by simply writing properties/bindings transforming model state into view state. Smiley
17  Discussions / General Discussions / Re: Comparison between 2 IDE's - Netbeans and Eclipse on: 2016-08-29 04:53:53
From my experience, Netbeans vs Eclipse can be compared to hammer vs sledgehammer (I added a few points about IntelliJ Idea as well):

  • Is supported by Java creators, Oracle (former Sun)
  • Is very very stable
  • Handles very large projects well
  • Have very "slick" and "integrated" workflow (it is hard to get lost, integration of most tools with IDE is seamless)
  • Looks relatively good, especially when compared to Eclipse
  • Is very good for Java and HTML5, bad for anything else

  • Is de facto standard in most workplaces
  • Offers a lot of plugins
  • Have relatively quick release cycles
  • Is much more than just Java IDE

IntelliJ Idea
  • Appearance! (seriously, the best looking Java IDE)
  • Excellent code inspector
  • Many built-in useful small features useful from time to time, for example bytecode inspector
  • In form of Android Studio, it is best for mobile development
  • It is ONLY Java IDE (there are many other IDE's from JetBrains for other languages, but most of them are paid)

This is mostly matter of preference, but I personally tend to use NetBeans for hobby/in-home projects, Eclipse for more professional stuff and IntelliJ Idea when I need to use one of its specific features (or in form of Android Studio).
18  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-08-18 10:56:48
Code is not secured, but I didn't modified it directly and used external programs approach because it is faster and I just wanted to make it working as fast as possible - client program captures input from the OS, checks if you are using keys associated with keybinds in-game, and - if yes - sends actions to the server. Because only actions and not keystrokes are sent, client and server can map these keys in completely different way.

Server accepts players actions, translates them into gamepad actions on server. It also takes care of streaming, so in fact there is only one instance of game running (all others are watching a game stream sent real-time by server). I am thinking about sending game state and receiving them via in-game modification to reduce bandwidth usage and delays, but this would be something much more complex already.
19  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-08-18 05:52:46
Today I took the offline local co-op game and turned it into online co-op game. Smiley (Lovers in a Dangerous Spacetime)

Unlike the original version you can play together over the web, but it also allows to map keys according to the preferences - not keys already taken. (so for example all 4 players can move character with WASD) The only problem right now is relatively high delay (up to half second) combined with no client prediction, but I am still working on that.

The best part? This took about 3 hours to implement. I am still surprised why developers of this game didn't added online co-op in vanilla.
20  Discussions / Miscellaneous Topics / Re: HTML/CSS Is Gross on: 2016-08-17 06:03:24
Templates and JQuery are a way to go nowadays. Smiley I didn't seen any serious code NOT using them since years, they just make layout/code a lot cleaner while not abstracting both too much.

But I still hate JavaScript anyway... I wish we had any viable alternatives that aren't as limited as Haxe or are just JS extensions.
21  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-08-14 12:54:33
More like "what I did yesterday" (or well, technically today very early morning) - found this:
22  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-08-13 23:38:47
Lost a couple of days of Vangard prototyping due to computer malfunction. The power saving mode laptop CPU was set to 100% and cooling was set to passive... so it cooked itself while doing a system update. How did that even happen?

Just Windows. (I guess?)

And when it comes to overheating... Shouldn't CPU automatically shut down when its sensors detect that temperature gets too high? Intel CPU's have special sensor that do emergency halt on hardware level when reaching high temperature (something like 90-95 degrees, exactly 93 on my old laptop), without communicating with OS or even BIOS.
23  Discussions / General Discussions / Re: Why is Minecraft bad? on: 2016-08-11 18:27:48
Coding well...
... does not mean to require much more time
... does explicitly include simple solutions
... does not mean to predict the future
... does not mean to love or hate oop, functional programming or whatever methods there are
... is quite difficult to achieve

I would also add the next one:
... takes lots of time
Time you could spend, for example, on actually making a game instead of beautiful code. As long as the code is not completely hopeless, "write once, refactor (maybe) later" is a way to go. Smiley
24  Discussions / General Discussions / Re: Why is Minecraft bad? on: 2016-08-11 05:40:41
To be honest, I wouldn't code anymore (or maybe only a little) in his situation as well. Roll Eyes While in many other fields he could still be able to accomplish a lot, in case of indie gamedev his second 'big' game would need to be at least partially as good as the original, and - while we all have different views on this game - I think we can all agree that it started a new era in gaming. Due to that all of his future games would be compared to Minecraft, and I doubt this is something any hobby gamedev would want.

When it comes to Notch coding, all I can say is that his games simply work and codewise are much better than what I often see both at my current job and other games I worked/work on. Smiley
25  Game Development / Newbie & Debugging Questions / Re: What piece of software and IDE do I need to make games in J2ME ? on: 2016-07-29 05:07:18
Why would you need J2ME? If you want to make games for Android in Java, you could use LibGDX, one of "raw metal" OpenGL libraries or even Android libs directly.

Just like said above, if you really need J2ME NetBeans have good support of it.
26  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-07-25 11:27:45
Yep, managed environments have their flaws, some more direct control over GC cycles could be nice in case of games, but... Is there anything better? Most AAA games are GPU-limited anyway, and you don't need all that extra CPU power from native environments in almost all cases anyway (well, maybe unless you make some really, really complex RTS game... But I know only few of them, and all of them are indie titles... OK, MAYBE we can count first Supreme Commander). Smiley
27  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-07-25 08:35:49
Been reverse engineering Evolve Free to Play for the past few days. It's ridiculously easy because CryEngine is open source and a LOT of stuff is client side. In a few days I was able to implement flying (with noclip), infinite ammo, primitive rendering (to render AABBs), and an aimbot with smoothing using game functions. Currently working on a bounding box update work around for infinite health. Also, since a decent portion of the actual game's logic (not engine, I can only access the engine's source) is in lua, I'm attempting to dump that as well. I mean it's like they didn't try to protect it at all. This was done using dll injection, IDA, scylla x64 to dump the game, and github to search the engine source.

The graphics portion is really fun; I'm able to hook into the direct x context and use it to draw 3D stuff in game, including textures and models. So it all looks pretty fancy Cheesy

Also programming an 8080 emulator on the side, check it out here:

I am still waiting for a day when (especially non-indie) devs will finally start caring about security and doing online games right instead of just complaining that their game got hacked... Smiley
28  Game Development / Newbie & Debugging Questions / Re: JavaFX sound: no exceptions, but no sound? on: 2016-07-08 22:58:56
Did you tried playing the sound (and loading it as well) inside Platform.runLater?
29  Discussions / General Discussions / Re: Interesting proposals: Java 9 and beyond on: 2016-07-07 00:22:35
Keep in mind Java EE != Java JDK.
Yes, but who knows - what next?
(what point support them Java if they drop commercial Java EE, its Oracle - they leave not profitable projects Sad )

I don't think that Oracle would stop supporting Java platform - if it wouldn't be profitable for them, they would most likely just sell it to someone else (and I am sure there would be at least few companies willing to buy it).
30  Java Game APIs & Engines / OpenGL Development / Major (3d) render rewrite - need pointers on: 2016-07-03 01:34:16
Hello everyone!

I am developer of DeedPlanner program (source is available here: ). In a nutshell this is a program which allows you to rapidly design villages for Wurm Online/Unlimited games, preview it in 3d and evaluate costs before actually starting doing anything in-game. The program is relatively large, with over 100 versions published and its original version is over 3 years old.

The program is heavily depending on customized Swing GUI's, with JOGL GLJPanel doing the actual 3d rendering. Due to Swing dependency, it is impossible to switch to any non-JOGL based library easily. In action, it looks like this:

Rendering itself without going into details looks like this:
  • Interface and JOGL panel is initialized
  • For each frame:
    • Buffers are cleared
    • Set current camera (perspective or orthographic projection depending on view)
    • Render map: iterate all tiles in radius of "x" tiles around camera, in case of 3d view rendering everything but labels/2d borders, in 2d view - everything on current floor + 2 floors below
    • In 3d view, render skybox

When it comes to optimizations used, textures are pre-loaded on first use and models are pre-rendered to display lists on first use. Everything else is done every frame, including ground/cave rendering. Currently program uses mostly OpenGL 1 rendering with OGL 2 elements, but I can use OGL up to 4.1 easily.

The question

I want to rewrite the rendering in program. Why?
  • Program performs relatively bad when there are many objects in radius around user (can easily slow down even good PC)
  • Rendering seems inflexible
  • Shader support is minimal (especially as I want to implement lighting and water which actually looks like water)

Are there any specific resources I should take a look at or general guidelines I should follow? Maybe some pointers on how to refactor current rendering to make it easier to extend now and in a future?
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