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1  Games Center / Contests / Re: Contest with CPU/RAM usage resrtiction? on: 2013-09-18 16:37:10
@Damocles Yes, although I would find this quiet interesting to do, this would indeed result in very odd looking code and would be very hard to judge. Judges would have to look through the source code of every game to make sure they don't store anything in another variable. Also, I don't think there would be very many participants for a competition like that. And I don't even wanna think about what a pain it would be to be unable to use a String, but instead be forced to save the ASCII code of every character in an array of intergers. xD

@kappa Yes, I guess that would be the best way indeed, unfortunately, like SHC stated, you have little to no control over the garbage collector and thus it would be very hard to write a game of wich you can be the memory usage stays just under the maximum.

I was just trying to think of a new way of limitation, came up with this idea and thought I'd throw it here and see other peoples opinions. However, I think I am convinced now that this is not going to work at all.
2  Games Center / Contests / Re: Contest with CPU/RAM usage resrtiction? on: 2013-09-18 14:47:26
Oh yeah, how could I forget that...

Well, nevermind then xD
3  Games Center / Contests / Contest with CPU/RAM usage resrtiction? on: 2013-09-18 14:27:58
Hey all,

I don't know a lot about hardware, nor do I have any idea what's going on inside my computer when it's running a game/program, but I thought of something and I was wondering of this would be possible.
The idea is to have a game contest with a maximum amount of memory you can use at any time while running the game. I don't mean file size, but more like RAM or CPU usage, so your have to be carefull with your calculations and release eny memory immediately when you don't need it anymore and stuff like that. Only I'm not sure if this is measurable and if the results are reliable, or if this is also dependent on wich hardware the game is running and maybe some other factors.

So, what do you think? Would this be possible? And just as important: Would this be fun?
4  Java Game APIs & Engines / OpenGL Development / Re: 2D Translucent Sprites in 3d (2.5D) on: 2013-09-07 12:06:20
I've had this exact same problem. (thread)
When initializing your OpenGL, you should put the folowing 2 lines in:
glAlphaFunc(GL_GREATER, 0.1f);

This will tell openGL not to write pixels with a depth (equal to or) lower than 0.1 to the depth buffer and will thus solve your problem.

I hope it helps, it worked for me.
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