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1  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.
2  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.
3  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.
4  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:

https://quantumexperience.ng.bluemix.net/qstage/
5  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.
6  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
7  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
8  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.
9  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
10  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: https://github.com/CMatri/8080Emulator

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
11  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?
12  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).
13  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: https://github.com/Warlander/DeedPlanner-2 ). 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:
https://dl.dropboxusercontent.com/u/67758055/Wurm/DeedPlanner/14_05_2015__04_34_01.png
https://dl.dropboxusercontent.com/u/67758055/Wurm/DeedPlanner/14_05_2015__04_32_42.png

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?
14  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-07-01 10:20:46
Written last exam in this semester... And got accepted on summer internship I wanted literally hour later (first in my life as well)! Smiley
15  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-06-23 22:49:47
Found these... Things, playing with them at the moment:

Basically feature-complete JVM together with compiler and some other stuff built in browser (first link) and library built on top of it which allows you to use Java code just like JavaScript in HTML (second link). Both look and work surprisingly well, but their startup time is terrible so not very useful for usual tasks.

http://doppiojvm.org
https://www.javapoly.com
16  Game Development / Game Play & Game Design / Re: request: receipe/materials approach? and/or design pattern? on: 2016-06-20 11:21:45
Can recipes output more than one item or always just one?
17  Java Game APIs & Engines / JavaFX / Re: JavaFX For Pixel Games on: 2016-06-02 09:09:35
JavaFX is actually nice, but still young. Smiley Ironically thing which causes it to be not yet commonly used and developed for more platforms is.... Older GUI API, Swing. Other than that, in JavaFX you can basically do everything you could in Swing + much more.
18  Discussions / General Discussions / Re: Interesting proposals: Java 9 and beyond on: 2016-05-26 13:29:15
If only for value classes (aka structs)... This is very, very good idea.

Otherwise, I don't agree.

What else could it be for?

If operator overloading would be possible for "normal" classes as well, I am sure that this possibility would be abused a lot: things like events/setters done with overloaded "+" operator and similar code smells.
19  Discussions / General Discussions / Re: Interesting proposals: Java 9 and beyond on: 2016-05-26 12:05:42
I really really really miss operator overloads

If only for value classes (aka structs)... This is very, very good idea.

Otherwise, I don't agree.
20  Discussions / General Discussions / Re: Interesting proposals: Java 9 and beyond on: 2016-05-26 01:48:02
Personally I am looking forward to structures - currently any abstractions for stuff like vectors or matrices are often resource-intensive (unless used sparingly).
21  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-05-26 01:23:04
Swing listeners are problematic, but JavaFX ones should work just fine.
22  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-05-24 21:31:22
Posted minimal JOGL in JavaFX example: http://www.java-gaming.org/?action=pastebin&id=1451

From other stuff - I did some work on my little Java-inspired language, finished scanning and lexing stuff already:

23  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-05-18 10:44:47


Did a little experiment and compared few different implementations of pseudo random number generators, for example above you see path drawn with Java built-in generator.

UPDATE: I added possibility to see a path being drawn in real time, few iterations every frame... This is really hypnotizing. Cheesy
24  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-05-10 00:03:03
Hi lads! Smiley
'Til now, this is how my loading screens worked:

[Fade-in starts]....[Fade-in ends][Loading starts]....[Loading ends][Fade-out starts]....[Fade-out ends]

Very suboptimal.
It worked all right, because I didn't have a lot of resources to load so it would just fade in then fade out. However, I've been adding quite a lot of textures and fonts lately, so the loading time became longer. Today, I decided to change my loading screen patterns to:

[Loading starts]...........................................[Loading ends]
[Fade-in starts]....[Fade-in ends]........................................[Fade-out starts]....[Fade-out ends]

As you can observe, the fade-in and the loading now start at the same time; the fade-out starts whenever the loading ends. However, as resources become longer and longer to load (this afternoon I hit ~450 ms), I'm thinking of removing the fade-out in order to gain extra time and make it more bearable. But with no fade-out, it just looks awkward Emo
Of course, it would be impossible to make the fade-out end exactly at the same time as the buffering. I guess I could find a way to start the fade-out at an approximated time so that it would end more or less at the same moment as the buffering.
How would you cope with this problem? Delete completely the fade-out, leave it as is, approximate?

(I should probably mention that the fade-in and fade-out times are about 150 ms each)

J0 Smiley

As long as you are below 5 or 15 seconds (depending on if you show loading screen on every level/area loading or only once when game is starting) you don't have anything to worry about. Smiley
25  Discussions / Miscellaneous Topics / Re: Where I came from on: 2016-05-05 12:32:28
Personally I had my first attempts at scripting around 2005 already (when I was still in elementary school), when I was experimenting with RPG Maker and similar software. I made dozens of small games during that time, in few last years of this period editing and writing some "real" code as well. Piece of software I remember best from that period is (sadly no longer existing) PlayCrafter.

Programming my own things using widely used languages began around 2011 (high school period) and was initially focused around creating useful tools for Wurm Online. This taught me mostly about general programming, languages and patterns and - when I thought my knowledge is sufficient already - I begun adding gamedev-related elements into my programs, with pretty good results - for example here is one large, finished project called DeedPlanner: link to topic. I didn't released publicly even one game from this period, but did lots of various experiments, mostly with gameplay mechanics, networking and graphics.

Around one year ago I got an offer to join Wurm Online development team, which I accepted naturally. This was a very important moment - while you learn a lot while doing personal projects, working on already existing projects will teach you "how the stuff is actually done", which you can't learn from personal projects and is very hard to learn from just reading the code/learning programming theory. On the other hand, I think that everyone must find balance between personal projects and work/open source - both teach you important things about development.

Currently, I am on 2nd year of CS engineering studies. While I don't think it influenced my programming ability directly, it shown me some new ways to do things and taught useful things that I would most likely never use otherwise, most notable example being LaTeX.

When it comes to tips for gamedevs and programmers in general... The most important: experiment first. Programming is all about experimenting, learning. Sometimes you will fail, in some cases even abondoning weeks or even months old project going nowhere, but you will not lose the most important thing - experience which will prevent you from doing the same mistakes twice and will make ALL your future programs even better.

What is needed to be considered a programmer? I personally think that you can consider yourself a programmer if you start thinking algorithmically in real life to the degree which influences it in many ways. For example, take most obvious example: mathematics. This is hard to describe, but - when you start looking at math in purely alghoritmic way, bringing programming concepts into your thinking - you will notice that. The same applies to lots of other areas - the more experienced you become, the more areas are getting affected by this effect. I don't think there is any kind of knowledge needed to be considered programmer. While some concepts are used far more often than others, everyone have different needs and preferences.

Motivation is rather complex topic. Personally the thing which motivates me most is any kind of feedback, both negative and positive - without it I find it hard to stay focused on one project without starting side project or coming back to projects that are already receiving feedback. That's why I find iterative and/or feature-driven approach to the development being the best for personal stuff and small groups. Start small, think big.

"Right" learning atlitude? Hmm... Just keep trying, experiment, learn new stuff. Everyone have different ways of learning, but - as long as you don't stay in one place in this rapidly changing programming world - you should be fine.
26  Discussions / General Discussions / Re: How does Steam handle free games with micro transactions? on: 2016-05-05 11:18:41
war thunder is in the steam store and they have micro transactions via their own system but also a few pieces of steam dlc.
They basically did what you are suggesting, but they might also have a special deal.

When playing via Steam, the default payment option for everything (including non-Steam DLC) is Steam wallet as well, so I guess Steam takes their part from that as well.
27  Java Game APIs & Engines / OpenGL Development / Re: LWJGL 3 vs JOGL on: 2016-04-28 13:39:46
- javafx support is tricky afaik

Not really, you can easily use JavaFX built-in Swing panel integration to embed GLJPanel and everything works just fine.
28  Discussions / Miscellaneous Topics / Re: The "impressiveness" of games on: 2016-04-12 01:33:18
If this is just something done as a hobby or for learning (preferably both at the same time) - sure, go for technical challenge. Smiley

If you actually want to finish and maybe even sell something, "fun" projects are usually way to go. On the other hand, if all of us followed this approach, we most likely wouldn't have games like Dwarf Fortress or Minecraft (two examples that came to my mind as first) that push the genre forward, create genre/subgenre or even completely change the gamedev world.
29  Discussions / Miscellaneous Topics / Re: lambdas rant on: 2016-04-09 23:35:07
To be honest, I think that this depends on use case - while since Java 8 release I tend to avoid using anonymous inner classes, in case of complex lambda methods I often move them to new (static or non-static) function and reference it using "::" operator. On the other hand, when doing simple operations like working on streams simplified lambdas are usually just fine.
30  Game Development / Game Play & Game Design / Re: Blender or GIMP ? Libgdx or what ? on: 2016-04-05 10:57:15
Caspian's First Law of Indie Game Programming: don't do 3D.

Cas Smiley

Second law of Indie Game Programing (for experts only!) - don't do 3D yet. Smiley

And seriously, "full" 3D is usually much more time consuming than almost anything done in 2D... Altrough game itself can be 2D while graphics are 3D.
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