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1  Discussions / General Discussions / Re: Used to compile, now doesn't?? on: 2016-08-29 07:26:04
try reinstalling java, could be some corrupt files
2  Games Center / Android Showcase / Re: Morrowind on Android on: 2016-08-26 18:29:21
my code generator is run as a one off for compile time not run time so there is no performance overhead. I generate the code and then import the classes in to my engine. There is quite a lot of weird stuff there but I think I have catered for everything.

The animation / frame updates was interesting, I have it working (I can animate the skeletons with all the body parts added). I didn't like the nif format so when I built my own scenegraph I created my own animation components that were easy to switch on an off.

The bit that fooled me alot at the beginning was the fact everything was Y-Up but my engine can run in any configuration (right handed / left handed and any axis pointing up).
3  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Image Processing Program - Dayflower Image on: 2016-08-25 19:45:57
I'd move away from megaupload downloads as its never straight forward to ever download anything from those sites. Also google flags it a malicious and prevents the download happening completely. Haven't tried it yet but it sounds like its similar to gimp (which I use)
4  Games Center / Android Showcase / Re: Morrowind on Android on: 2016-08-25 19:31:25
Nice Smiley I wrote a class generator to parse the nif.xml from the NifTools project

I'll look through some more of your code when I have time

I use my own renderer / scenegraph, I used the project to learn opengl and built an engine around it. I haven't worked on it for quite a while as I gave myself lots of side projects which just kept growing.
5  Games Center / Android Showcase / Re: Morrowind on Android on: 2016-08-25 18:35:32
Congrats, I have a morrowind port in java too! Its not complete by any means but it loads the graphics / animations / game assets / start screens and videos etc. For me its just a personal project and I'm looking to target modern opengl only.

Just out of interest, what do you use to load the bsa nif files?
6  Discussions / General Discussions / Re: Gamedev group chat on Skype cloud, meet other game devs for networking on: 2016-08-22 18:32:11
nice idea (I genuinely mean that) but your target audience is not Java, and this is a java forum...
7  Game Development / Newbie & Debugging Questions / Re: Texture bleed? on: 2016-08-22 18:23:26
You might need to actual provide some information as to what is wrong and how you are currently doing what is wrong. We are not mind readers  Cheesy
8  Game Development / Newbie & Debugging Questions / Re: Floatbuffer memory leak on: 2016-08-21 06:38:55
System.gc() won't do anything as the underlying memory is held off heap. Have a read of this (has good explanation of what going on)

https://stackoverflow.com/questions/8462200/examples-of-forcing-freeing-of-native-memory-direct-bytebuffer-has-allocated-us

and this

https://stackoverflow.com/questions/3496508/deallocating-direct-buffer-native-memory-in-java-for-jogl
9  Discussions / General Discussions / Re: About The Mario Clone on: 2016-08-18 03:52:18
lets just all agree that Nintendo has some of the strictest copyright polices in place in the entire industry. This might suck, but so do many things in life.

Whether you like it or not, it exists. You may, if you choose, decide to ignore those policies and take a risk like many other people have in the past and use the copyrighted material but it is a personal risk in doing so.

And those poor little artists being abused? Well they got paid by Nintendo and gave up any rights to the images a long time back. For artists that actually do own the copyright to their own images, this is another storey entirely, I am 100% with the artists here in that their images get used, sold without their consent all the time and this is just plain wrong.
10  Java Game APIs & Engines / OpenGL Development / Re: Problem: Delete texture doesn't affect RAM on: 2016-08-17 20:42:05
textures aren't in RAM so what memory are you aiming to free? The only RAM involved is when you load the data from a file in readiness to be uploaded to the GPU. After loading this data you can let the GC remove the object (assuming all handles to the objects are no longer in any scope)
11  Game Development / Newbie & Debugging Questions / Re: Thread not starting on: 2016-08-12 04:16:34
If you are using swing then you need to use EventQueue.invokeLater(myRunnable), this is because of how swing threading works and prevents Swing blocking or you blocking the swing thread.
12  Discussions / General Discussions / Re: Why is Minecraft bad? on: 2016-08-11 18:19:46
The philosophy of coding is that you can always refactor, you just need to know when its good enough to stop!
13  Discussions / General Discussions / Re: JGO App on: 2016-08-09 18:38:27
Apps aren't for everyone but if someone wants to do it off their own back then that can never be a bad thing. I for one would be pro an android app, I can think of plenty of reasons why an app can provide more than a mobile version of a website.
14  Discussions / General Discussions / Re: Is my app decietful? on: 2016-08-09 18:34:14
returns could be because of :

- Didn't understand the game quick enough
- Didn't find it interesting enough
- Completed it in the return period
- Got bored
15  Games Center / WIP games, tools & toy projects / Re: When It Hits the Fan - Arcade Action Top-Down Shooter on: 2016-08-07 15:58:45
Is this a Java game or are you just trying to get free marketing? Does look like a pretty good game though from the video's you posted
16  Game Development / Newbie & Debugging Questions / Re: writing xml file to jar location on: 2016-08-07 15:52:16
The only way is to probably save the file to the temp directory of the file system and then run the jar process from with in java as an external process command
17  Game Development / Newbie & Debugging Questions / Re: getters and setters vs public vars on: 2016-08-07 04:56:27
Its 65k per class file, I think if you are approaching this limit you might want to refactor your code a bit!
18  Game Development / Newbie & Debugging Questions / Re: What piece of software and IDE do I need to make games in J2ME ? on: 2016-07-29 04:46:15
There are phones that still use J2ME?

From an ide perspective, NetBeans has a J2ME set of plugins
19  Discussions / General Discussions / Cross build apps for IOS in Android Studio on: 2016-07-27 20:08:03
Looks like Intel has created a plugin for android studio which will compile java in to objective c for IOS and also contains an IOS simulator.

https://software.intel.com/en-us/multi-os-engine/details

20  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Is it a good idea to make your own library to write less code in the future? on: 2016-07-22 08:32:30
Reusing code is always a good thing and making it easy by wrapping it up in an easy to use way us even better. So what you are doing is definitely not a bad thing.

@icecore - your comment was not really that helpful. The poster is already using a library, albeit not your favorite one. They were just asking if it was a good idea to wrap common functionality from Libgdx in to separate API, from a personal perspective that is never going to be a bad thing.
21  Game Development / Newbie & Debugging Questions / Re: LWJGL 3 glfwSetWindowIcon does not work - at all on: 2016-07-20 13:47:26
You don't necessarily need to use BufferUtils, just use BytrBuffer.allocateDirect then use the put method of the ByteBuffer to load the array data in to the buffer. BufferUtils is a useful utility method but it hides things you should really know about.
22  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-07-20 11:19:22
Philfrei is correct, for vorbis the entire decoding is done using floats and is then converted to bytes when creating the byte buffer for openal

The float buffer is structured so that channel data is sequential so it would be channel1, channel2....channel,channel1, channel2...channel etc

As the float array is created during decoding you aren't  losing much and you aren't using more memory. I do agree that a pojo is a good way to collate all the raw pcm data in to a separate object
23  Game Development / Newbie & Debugging Questions / Re: Skeletal Animation on: 2016-07-18 18:31:50
if the identity position works fine then it could be a matrix multiplication order issue where you have A*B rather than B*A
24  Java Game APIs & Engines / Engines, Libraries and Tools / Re: JGLOOm - Object Oriented OpenGL on: 2016-07-15 03:57:23
I see you support ImageIO for the image decoding. This is a project that creates its own plugins for the ImageIO repository

https://github.com/haraldk/TwelveMonkeys

They write the own versions of the standard supported image file formats and they extend to many other formats. I would give this a thumbs up for people to use, the plug in's are much better than the basic ones you get in Java (some of which have had no development for a very long time)

25  Discussions / Miscellaneous Topics / Re: MP3 Specification on: 2016-07-06 17:48:55
@philfrei Yes the Ogg / Vorbis was a pain to code up, mainly because the spec isn't 100% accurate and sometimes the interpretation is a little vague, was pretty happy once it was done though! I was hoping some sites would have more on the mp3 but it looks like they still don;t. Thanks for the links though, I'll check them out.

e^i*Pi is a fun equation, I did a maths degree at university and we proved this (its not actually that hard once you know a few tricks)

@hydroque everything I have is already coded up for openal and it works fine in my 3d world

@HeroesGrave you are right about mp3 not being a great format its just something on my to do list. Opus is my new targetted format as its meant to be better than vorbis.
26  Discussions / Miscellaneous Topics / Re: MP3 Specification on: 2016-07-06 04:38:56
Hydroque

Thanks for your reply, MP3 is typically referred to as MPEG1/2 Layer 3. The MPEG 1 specification is quite detailed and mentions 3 different layering techniques (for which MP3 uses the third) to help decode each frame in the MP3 file. The MPEG 2 and MPEG 2.5 specifications are just extensions of MPEG 1.

I already have my own OGG / WAV decoders written from scratch and I am partially through having an OPUS decoder too. I am just keen to get MP3 added to my belt!
27  Discussions / Miscellaneous Topics / Re: MP3 Specification on: 2016-07-05 20:11:27
Yes I am aware of that site, as I said I am aware of the official specification document. I am not especially looking for a free document, I was just looking for something cheaper. The scam sites looks like ebook sites or try to look genuine at the front before you get taken to dodgy looking pay to download sites and some scam by looking to charge higher than the ISO site for the document. I've also looked on Amazon but there isn't much to go on to really if the small number of books really does have the information.

I've looked at open source projects but I would prefer to read something explaining the why's, I quite like the learning aspect of implementing things too. The ISO document is my solution of last resort, just seeing if people know of other good sources of information
28  Discussions / Miscellaneous Topics / MP3 Specification on: 2016-07-05 18:39:50
Hi

Does anyone know of any good online resources for describing in detail the way to decode the MP3 file format? I am aware of the 11172-3 ISO specification document, you have to pay for that and I wanted to see if there were other documents  / books that explained things in just as much details but were cheaper. I am also aware of some mpeg 1 drafts floating around. They have the first part of the spec in them but are missing all the important appendices.

I've done a lot of searching for 11172-3 and mpeg 1 audio but haven't had much luck (found out there are a lot of scam download site for iso documents though Smiley)

Ziozio
29  Game Development / Newbie & Debugging Questions / Re: Fast color manipulation on: 2016-07-05 04:51:05
what is the value range for c? without any clamping you are liable to get strange results. For example, making a blue pixel become green. Your int r, int g, int b should really be clamped to the 0-255 range.
30  Game Development / Newbie & Debugging Questions / Re: Fast color manipulation on: 2016-07-04 10:13:47
That last optimisation won't work because you will either get 0, the same value, or potentially a number bigger than 255.

A potential fast way would be to not read an int value but to read the byte values directly. That way you don't need to bit shift

Can you maybe have type brightness go to 256 then just bit shift the division instead of dividing by 255?

I suspect the Java compiler will do quite a bit of optimisation behind the scenes
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