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1  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-02-14 01:29:30
Today in the IRC we were discussing the JGO stats and noticed some interesting things.

In the last couple of years:
  • User count has stayed pretty much the same.
  • The number of posts and topics made have dropped off significantly.
  • New account activations have dropped off
  • New account abandonments have dropped off.

From this it seems that it means that we've got fewer new people but more people sticking around, which by an extension of such logic would mean that overall our community is becoming more experienced, which is nice Smiley
It also means that the people who are here are posting less.

A personal observation is that the quality of projects here has risen significantly in the last while, so my theory is that while we are getting fewer posts, we are getting higher quality ones (thanks to the likes of theagentd).

Or maybe I'm totally wrong. I'm sure that Riven will inform me if the latter is correct.
2  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-02-06 13:00:22
Today I played around with post-processing effects. Quite fun.

3  Games Center / Featured Games / Re: State of Fortune on: 2016-02-06 08:54:30
Sorry for the necro, but is this dead? D:
4  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-02-02 23:38:41
Here is a video of yesterday's three hours worth of work plus two today:
<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>
Scene shows the HUD of the player with marker around "bogey" position/distance and marker around intercept shot direction as well as "velocity compass".

EDIT: Executable jar download: (requires at least OpenGL 2.0 and Java 1.6)
Standard output gives instructions how to fly.

The nebula background is beautiful. Did you create that yourself?
5  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-01-31 09:16:00
Today I sailed ~35 nautical miles (= 65km = 40miles). It took about 6 hours and a lot of mental and physical energy.
I sailed down from Kawau Island after spending a couple of days there.
My route:

The island itself was pretty damn cool, the water was a awesome colour.
Unfortunately, I couldn't get a good picture without trees in the way, because the trees were everywhere.

The wildlife there was pretty incredible because everything was comfortable with coming right up to people.
I nabbed a cute picture of two peacocks getting intimate.

Anyway, back to coding I guess...
6  Discussions / General Discussions / Re: AMD announces GPUOpen -- Open Source alternative to Nvidia's GameWorks on: 2016-01-26 22:41:03
Update: GPUOpen is now on Github!
7  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-01-23 10:37:36
I took another sunset photo on a beach tonight.

Note: the ball in the sky is actually the moon, not the sun.
8  Discussions / General Discussions / Engaging the Voyage to Vulkan on: 2016-01-16 23:47:44

New Nvidia article about Vulkan.

If you cannot access the article for whatever reason, here's a copypaste:

Engaging the Voyage to Vulkan

Vulkan is currently in its final stage of development and we want to share with you what makes it a great graphics API and what some of the differences to OpenGL are. NVIDIA believes strongly that Vulkan supplements OpenGL, and that both APIs have their own strengths.

Vulkan’s strengths lie in the explicit control and multi-threading capabilities that by design allow us to push more commands to the GPU in less CPU time and have finer-grained cost control. OpenGL, however, continues to provide easier to use access to the hardware. This is especially important for applications that are not CPU-limited. Current NVIDIA technologies such as “bindless”, NV_command_list, and the “AZDO” techniques for core OpenGL, can achieve excellent single-thread performance.

To make the introduction a bit easier to follow, we omit some details in both text and illustrations and not all API objects are explained at their full detail.

Command Submission

In this post we want to look at the basic operations that normally happen in a rendering frame and which API mechanisms are used. Let’s look at doing a draw-call in Vulkan.

Where OpenGL’s state and drawing commands are often immediate, for Vulkan most of these operations are deferred. The CommandBuffer hosts the typical set of commands to setup rendering state and is then submitted to the Queue for execution.

The actual operations within the CommandBuffer should not sound too unfamiliar. A RenderPass is similar to framebuffer-object binding, and a DescriptorSet handles uniform bindings (buffer, texture…), more about those later.
  • Device: The device is used to query information, and to create most of Vulkan’s API objects.
  • Queue: A device can expose multiple queues. For example, there can be dedicated queue to copying data, or the compute and/or graphics queue. Operations on a single queue are typically processed in-order, but multiple queues can overlap in parallel.
  • CommandBuffer: Here we record the general commands such as setting state, executing work like drawing from vertex-buffers, dispatching compute grids, copying between buffers… function wise nothing fundamentally different. While there are still costs for building, the submission to the queue will be rather quick.

Command Buffer Usage

We can build and submit multiple CommandBuffers in parallel, and re-use them. Re-use is particularly useful in scenarios that were traditionally CPU heavy. Imagine re-submitting a scene for multiple shadow-maps, or left and right eye for VirtualReality glasses, or submitting multiple complex objects, or entire scenes for several frames at very low CPU cost. The Vulkan driver doesn’t need to do guessing or use heuristics about their usage, as the developer provides the information at creation time up-front. The following illustration shows that Vulkan distinguishes between primary and secondary CommandBuffers.

  • Primary CommandBuffer always handles RenderPass setup. All the other typical rendering operations can be either directly recorded, or provided by secondary CommandBuffer.
  • Secondary CommandBuffer can encode a subset of commands.
    It is important to note that in core Vulkan there is generally no state-inheritance between CommandBuffers. The only inheritance is that a secondary CommandBuffer does use the active images that are being rendered into, as defined by the primary CommandBuffer.

Common Objects for Rendering

What makes CommandBuffer recording fast? A key aspect of Vulkan is to use more objects with pre-validated state and references those in the CommandBuffers. Therefore, it overcomes some deficits of unextended OpenGL. While OpenGL’s multi-draw-indirect buffer is re-usable and fillable in parallel as well, it doesn’t allow state changes (NV_command_list does to a degree). Going back even further display-lists just allowed way too many changes which resulted in only a subset being implementable fast. Display-lists also stored the data immutable along with them, while the modern way is to reference data. This means a scene represented by a CommandBuffer can still be fully animated, as the referenced data such as matrices or vertices reside in buffers whose contents can be changed independently.

The next image shows what objects are used for the various commands.

  • Image: Represents formatted data organized in regular grids used in texturing, render-targets… Equivalent of an OpenGL texture.
  • FrameBuffer: A set of Image attachments that are being rendered into. It must match the configuration of the RenderPass it is used with.
  • RenderPass: In principle encodes the format of the framebuffer attachments, what type of clears, whether we do multi-pass effects, pass dependencies… This is one of the bigger new features that Vulkan has to offer which will be subject of a later blog post.
  • Buffer: Represents raw linear memory used for vertex, index, uniform data… Equivalent to an OpenGL buffer.
  • Pipeline: Encodes rendering state such as shaders being used, depth-testing, blending operations… All captured into a single monolithic object. Because all important state is provided upfront at the creation time of the object, its later usage can be very quick. OpenGL’s internal validation may have to do state-dependent compilation of shaders that at worst could create stuttering at draw-time. With Vulkan you have precise control over when such validation is triggered.
  • DescriptorSet: A set of bindings for shader inputs. Instead of binding resources individually in OpenGL, Vulkan organizes them in groups. You can re-use such a binding group as well. In a later blog post we will cover the various ways how to provide uniform data to your compute or draw calls.

Allocation Management

There is a new level of complexity to Vulkan, that didn’t really exist in OpenGL before. We will only briefly touch on the topic of allocation management here. In Vulkan various API objects are generated from other resources, as hinted in the image below.

  • CommandBufferPool: The CommandBuffers and their content are allocated from these pools.
  • DescriptorPool: Many DescriptorSets can be allocated from a single pool.
  • Heap: The device comes with fixed amount of limited heaps, which memory is allocated from.
  • Memory: Buffers and Images are bound to Memory depending on their requirements and the developers preference. This allows manual sub-allocation of resources from a bigger block of memory or aliasing the memory with different resources.
The pools simplify deletion of many resources that were allocated from them at once and they also ensure allocations can be done lock-free by using per-thread pools. For example one can use a different CommandBufferPool per-frame and create all temporary CommandBuffers from it. After a few frames when all these CommandBuffers have been completed by the GPU, the pool can be reset and new temporaries generated from it.

Memory management also allows for greater control and new use-cases such as aliasing memory. A memory allocation is rather costly and some operating systems also have fixed overhead for how many allocations are active at once. We therefore encourage developers to sub-allocate resources from larger chunks of memory.

NVIDIA’s Vulkan Driver

Starting with a new API can involve a lot of work as common utilities may not yet be available. NVIDIA will therefore provide a few Vulkan extensions from day zero, so that you as developer can enjoy less obstacles on your path to Vulkan. We will support consuming GLSL shader strings directly next to Vulkan's mandatory SPIR-V input. Furthermore we leverage our industry leading OpenGL driver and allow you to run Vulkan inside an OpenGL context and presenting Vulkan Images within it. This allows you to use your favorite windowing and user-interface libraries and some of our samples will make use of it to compare OpenGL and Vulkan seamlessly.

With this we conclude our first overview on how Vulkan operates in some basics. We hope some of the core principles of the API were conveyed and didn’t look too complex. While the actual responsibilities in the detailed usage as well as the verbosity of the API may be a struggle at times, the actual principal mechanisms of Vulkan are not that “alien” to graphics programmers.

9  Discussions / General Discussions / Re: Programmer jokes on: 2016-01-08 01:42:05
<Sonium> someone speak python here?
<lucky> SSSSS
<Sonium> the programming language

10  Discussions / Miscellaneous Topics / Re: Starcraft 2 on an Atom Z3775 or Celeron N3150? on: 2016-01-07 21:00:32
I know the AMD chip is pretty old but it performs well on multithreaded tasks... Anyway, this should play starcraft. But it's for work, honest!

I have the same CPU, I don't think I've found myself being bottlenecked in any games so far, I hit 60FPS in most games. The only time it trips up is during CPU intensive tasks that aren't optimized for multi-core.

EDIT: The only thing I will say is that AMD are set to announce a whole new range of chips called "Zen" later this year, so it might be worth staving off until then in case there are some really well performing chips in that batch and/or its release causes discounts in the older lineup.

Unfortunately, no one has any idea about when they're going to announce this lineup.

Still working on this. I have started working from home more frequently so I'm thinking of getting something more potent. Also I've found a site that builds PCs for a €65 charge.

I would recommend building it yourself and using that extra €65 on getting a better GPU. It's not hard to build a PC, you're paying some dude €65 for an hour's work. There are a number of guides on the internet about building a PC.

At the €125 + € 65 price point, I think you'd be looking at either an AMD Radeon R9 380 or a Nvidia GTX 960.
In recent benchmarks, they seem to perform pretty much identically. I'd personally be inclined to recommend AMD, as the r9 380 is based an a relatively recent GPU architecture, meaning driver updates will improve its performance over time, while the 960's architecture is a few years old now. Although ultimately, I have an AMD bias, so it may be best to ignore me Tongue

1 x be quiet! Shadow Rock Slim, CPU-koeler HXLVBB44,99*

The CoolerMaster Hyper 212 EVO seems to be the goto CPU air cooler right now, and its quite a bit cheaper than that cooler.

Anyway, have fun with your PC ^.^
11  Discussions / General Discussions / Re: AMD announces GPUOpen -- Open Source alternative to Nvidia's GameWorks on: 2015-12-25 09:55:15

Hey, to be fair,

Their efforts seem to be paying off to at least a minor extent.
12  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-12-16 22:05:33
One question that I hope can go on the open forum... If Empire Strikes Back was 8/10, and Phantom Menace was 1/10, how does the new one rate?

I mean it might be the hype talking... but I enjoyed Force Awakens more than I enjoyed the original trilogy.
It takes a lot of stuff from previous movies and improves upon them.

EDIT: Put spoiler tags in case anyone doesn't want to see that.
13  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-12-16 21:37:07
Went to the midnight release of Star Wars about 11 hours ago.
If anyone has any questions, feel free to PM me.
14  Discussions / General Discussions / AMD announces GPUOpen -- Open Source alternative to Nvidia's GameWorks on: 2015-12-15 23:41:04
AMD have announced their open-source (hosted on GitHub) alternative to Nvidia's GameWorks today. It provides tools, graphical effects libraries and SDKs.

For more information, here are various articles about the announcement:

AMD Unleashes a New Era of Development with GPUOpen - AMD's Youtube
AMD embraces open source to take on Nvidia’s GameWorks - Arstechnica
GPUOpen Will Give Game Developers Unprecedented GPU Control - LegitReviews
AMD GPUOpen: Doubling Down On Open-Source Development - tom's HARDWARE
AMD’s Answer To Nvidia’s GameWorks, GPUOpen Announced – Open Source Tools, Graphics Effects, Libraries And SDKs - WCCF Tech

If you haven't heard of GameWorks, it's a set of innovative technologies that Nvidia has developed and provides to game developers to enable various effects in games. However there has been a lot of controversy as it is very closed source, developers have only been provided with the .dlls, making debugging much harder, and meaning that other hardware vendors cannot optimise their drivers to make the applications runs as fast as possible.
They have been accused of contractually forcing game developers into using many GameWorks features when they only wanted to use a small number, causing the applications to run much worse than they need to, in an attempt to make Nvidia GPUs perform better, especially at launch, than other vendors' GPUs.
Furthermore, Nvidia have been accused of making developers using GameWorks features that will knowingly perform poorly on all vendors' GPUs, but simply less poorly on Nvidia's. An example is the tessellation in the Batman: Arkham series, Batman's cape is tessellated to subpixel levels, but as Nvidia's GPUs handle tessellation better than other vendors', it looks good in Nvidia benchmarks, and sells Nvidia cards.

The technologies introduced by Nvidia's GameWorks include:



AMD's GPUOpen will introduce the following technologies:

  • TressFx 3.0
  • GeometryFX
  • AOFX
  • ShadowFX

  • CodeXL static analyzer CLI
  • CodeXL DX12 plugin
  • Tootle (Triangle Order Optimization Tool)

Libraries and SDKs:
  • AMD LiquidVR
  • Firerays
  • Rapid Fire
  • AMD Compute Tools
  • DX11 Services
  • DX12 Services
  • AMD Graphics Services

Most of the features from Nvidia's GameWorks seem to have a parallel in AMD's GPUOpen, and then a few more. The main advantage of GPUOpen is of course the Open Source nature of it, which circumvents all the issues and controversy that surrounded it. Hopefully GPUOpen will be able to work on Nvidia hardware, although Nvidia may not want to support it as it will undermine everything they have done with GameWorks, and give AMD an edge.

I posted this here as, while these technologies are made for DirectX 11 and 12, the open source nature may lead to a Vulkan and/or OpenGL port. Also, I have heard talk (perhaps incorrectly) that there are thoughts of a DX binding in LWJGL3, although I'd need Spasi to confirm and/or deny.
15  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-12-13 04:22:22
I just got home from a couple of days camping at the beach.
It was really great. A bit sunburnt, salty, and sandy but fun nonetheless.
I probably won't have time to do Ludum Dare because I was there but it worth it.

Took a photo from a bay nearby to where I was staying at dusk.

(for confused populants of the North Hemisphere, its summer here in New Zealand)

EDIT: I also encountered an endangered animal in the bush in the middle of the night, which was cool.
16  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-12-07 10:59:49
I've been messing around with fractals on shadertoy. Accidentally made a frozen over lake or something.

Please check it out, it looks much better with movement Cheesy

17  Games Center / WIP games, tools & toy projects / Re: Shard Master Classic - WIP on: 2015-12-07 03:11:37
From best to worst, 0 3 2 1.
Also, I feel as though this wasn't supposed to be possible, but I went full jesus.

18  Discussions / Miscellaneous Topics / [WARNING] AMD GPU Users on: 2015-11-29 22:00:13
I'm guessing that since this is a forum revolving around a community of people doing graphically intensive things on a daily basis, it might be a good idea to put a warning here.

The recently released AMD drivers, Crimson, have a variety of issues pertaining to automatically setting the fan speed to be very low (most reports are at 20%, but there are reports as low as 0%), causing a number of people to have their GPUs overheat and die while doing graphically intensive things.

AMD have committed to a fix for Monday:

If you are having this problem, here is the temporary fix:

19  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-11-27 09:37:09

I live by the sea. I wake up everyday, and I can see the ocean. I frequently sail. I love the sea.
But every time I play a game set near an ocean, I get frustrated that whomever developed said ocean seems to live in a totally landlocked country because its always just some big blue slightly-transparent wobbly thing, not a large nautical mass.

Ant then there's your screenshots.
Well.. damn son.

Next time I wake up and see the sun hitting the waves, I'm going to be thinking of your game Smiley

20  Games Center / WIP games, tools & toy projects / Re: Questica -- A procedurally generated rpg adventure! on: 2015-11-17 21:12:35
You could also consider Patreon.

If you're not familiar, it's sort of like a Kickstarter, but instead of a month-long, make-or-break campaign, its a subscription based service.
It has differently tiered packages like Kickstarter, so you can give out monthly builds to your backers to keep them entertained.

In my opinion, Patreon is much more suited to the game development cycle, as its often hard to estimate costs from the beginning of a project.
However, it is harder to convince people to commit to a monthly payment for an indefinite time.
21  Discussions / General Discussions / Re: SMF is falling apart. on: 2015-11-17 08:02:15
Riven, have you ever strongly considered open sourcing (parts of) the forum?
There's a small legion of committed and capable programmers on this site, and you've only got so much time to work on it yourself.

You don't have to do it all yourself.
22  Java Game APIs & Engines / OpenGL Development / Re: Vulkan release imminent?! on: 2015-11-17 01:28:18
Khronos released the SPIR-V (the new shader language) specifications.
23  Discussions / General Discussions / Re: SMF is falling apart. on: 2015-11-16 23:17:55
The IRC log has been missing in action for a number of days now.
24  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-11-14 03:10:42
This looks like one of those sexy raycasting false 3D engines. Is that what it is?
No.Over 90% of the text in your attempted post consisted of quotes.
Please either remove (nested) quotes or write something interesting.
25  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-11-13 02:01:46
Longarmx, I achieved this specific effect through the use of 'portals'.
Consider the following the screenshot:

From above, it has the following layout:


represents a wall,
represents the blue cube,
is the camera and
represents a portal.

So even though there is only one blue cube on the map, it would appear as though there are two. The interesting  thing is here is that I could walk between the two pillars, go through the portal and despite only walking a straight line, I'd have rotated 90°.

EDIT: LiquidNitrogen suggested a version with moving cubes.

Thus, here is the gfy
26  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-11-12 23:14:49
So for the last couple of weeks I've been working on a project based around the idea of "Impossible Spaces". I've made a video showing off the first type of impossible space here:

<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>

Due to my poor texture choice, its kinda hard to see in the video, however the idea is that the wall you see when you look through the pillars at the beginning is the same wall as the one you see when you're not looking through the pillars, so when you're looking through the pillars, the space between the camera and the wall is lesser than it otherwise would be.

EDIT: I also turned 18 today.

EDIT2: Riven baked me a birthday cake.

27  Discussions / Miscellaneous Topics / Re: Battlestation Thread on: 2015-10-29 22:01:32

edit: wessles was unhappy with the purple:

28  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-10-23 08:57:52

What have I done...
29  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-10-20 05:10:48

I made a thing
Click on the image for full resolution

Did some colour variations.

30  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-10-14 08:51:10


Recently I've scaled back and just tried to finish a project (namely the one pictured above), however I've struggled to make what I'm working on very compelling or fun.
I'm going to try focus on school for the final month of the school year leading up to exams, then I'll work on something new afterwards.

Premise of the game:
Collect the balls with your paddle (controlled by mouse or A/D)
As you missthe balls, your paddle gets smaller. When you have no more paddle left, you lose.
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List of Learning Resources
by SilverTiger
2016-02-05 09:39:47

List of Learning Resources
by SilverTiger
2016-02-05 09:38:38

List of Learning Resources
by SilverTiger
2016-02-05 09:35:50

Rendering resources
by Roquen
2015-11-13 14:37:59

Rendering resources
by Roquen
2015-11-13 14:36:58

Math: Resources
by Roquen
2015-10-22 07:46:10

Networking Resources
by Roquen
2015-10-16 07:12:30

Rendering resources
by Roquen
2015-10-15 07:40:48 is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑
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