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1  Game Development / Game Mechanics / Re: 128 bit integer on: 2013-02-18 09:23:23
Thanks you all !

Actually, my fear using doubles is due to the epsilon value.
I remember we used to set epsilon = 10^-8 in my previous work.
I guess in theory, you can reach -12 but with sampling noise, -8 sounds fine.

well, i guess i will have to use this plus some tricks.
2  Game Development / Game Mechanics / Re: 128 bit integer on: 2013-02-15 18:13:28
Do you mean -10^15? You can't represent 10^-15 with ints. If you need 10^-15, you'll have to use floats.

Nope ! I do mean 10^-15.
In memory, i'll store from 1 to 10^30.. and when i will have to display to the user, i'll  divide by 10^15 after.


3  Game Development / Game Mechanics / Re: 128 bit integer on: 2013-02-15 18:03:38
If all you need is up to around 10^15, then just use longs, they can go to 2^63 or so, which is almost 10^19.

Actually, no Cheesy

Since its from 10^-15 to 10^15, its like if i want from 1 to 10^30. (Hence, it wont fit into a long).

To summerize, I want to do a "multiple scale game" where players could be HUGE or really small, in the same universe, yet interracting with each others.
And yes, i aimed at the proton/galaxy sizes  ratio and roughly approximated it to -15/15.
A simple scale factor would work for the sizes of the people, but not for the "absolute coords" of them. (Unless i have multiple origins .. which would be complicated ..)

I guess i'll have to use my own class with 2 longs then.
Haaa! i will have to do arithmetics again Cheesy
I hate <<'s and >>'s and &0xFFFF Cheesy

4  Game Development / Networking & Multiplayer / Viral RMI API on: 2013-02-15 17:50:12
Hello !
For my own need, I'm doing a "Viral RMI API" .
Dont freak out ! "Viral" is a word i choosed, because of the particularity of my engine.
Imagine that the network gives you a proxy to an object implementing a special interface which has a "addObserver(Observer e)" function, with Observer an interface.
You can retrieve the function from the network , and use it on a local object.  Your computer will do some magick stuff, and on the remote computer, operations done on "e" will be done on your local object.

On the server side, its really simple; all you have is to register the objects in a API (this is really simple, all you need is to associate your Class<T> to an object that can convert a User into a instance of your Class


I'm interrested in if someone would like to test or just have fun with my engine.
I'm going to use it, i already know some of its flaws in the design (It relies on client-side garbage collector..).
So if someone can have fun with it, i would be glad to share and discuss about that.


Here it goes !
http://pastebin.java-gaming.org/fc17c23204c

It's still in developpement, but for now, i can manage to have a descent file sharing system that handles custom URLs  .

If someone is interrested, raise a hand and i may share my JAR Tongue
Or if someone knows something that does the same as my API, i may look into it Cheesy

A.M.
5  Game Development / Game Mechanics / 128 bit integer on: 2013-02-15 16:53:48
Hello everyone !
I'm building a game in which i have to do physical simulation.
In this game , i'll have to manipulate huge value (from 10^-15 to 10^15), and i want to use integers.
I cannot afford to use double values, because small errors cumulation could ruin my game.

Thus, I'm considering using a 128 bit integer to handle all the calculations in my physic engine.

Do someone knows the best efficient way (CPU and RAM-wise) to have a "128 integer" in java ?
I just want to do the fallowing operations on this:
* Addition/substraction (often)
* Distance  (often)
* operator "greater or equal than"
* operator equal
* Conversion into long / int when no overflow occurs
* Scalar multiplication (with a int or long) (rare)
* Multiplication (rare)

I'm not wanting to use BigInteger because it is not efficient.

Bests Regards,

AM.
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