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1  Game Development / Newbie & Debugging Questions / Re: Object is null even though I initialized it on creation! on: 2013-10-30 08:15:23
I was just going to say the same thing as nsigma, the error is visible in the stack trace.

This method,

1  
com.wessles.MERCury.Core.<init>(Core.java:39)


is run before your hashmap is initialized.
2  Games Center / Featured Games / Re: Minecraft on: 2013-10-25 07:29:55
Yes, Grum is still working here!

What you are talking about, I believe, is the now abandoned project to rewrite the client. The intention was to better separate game logic from rendering, and looking into a more efficient way of handling chunks. The project was abandoned because it didn't really lead anywhere... just a lot of work.

The idea is not completely dead, though. As we're working on making the game suitable for modding, we have to decide on where to put the API's boundaries. For example, should a mod be able to modify how chunks are stored, or should the game always assume the current system? I guess we'll see...
3  Games Center / Featured Games / Re: Minecraft on: 2013-10-24 15:43:00
The current world format in Minecraft is inspired by the Cubic Chunks mod in the sense that parts of the world are completely unloaded if they're empty. The old format had chunks that were 16x128x16 blocks, and the new format has 16 cubic chunks of 16x16x16 blocks that allows players to build up to 256 without adding much memory or performance overhead (empty chunks are not loaded).

This system was chosen as an acceptable simplification. Placing blocks under 0 didn't add any real gameplay value, and placing blocks way up in the air made lighting and heightmap calculations (for rain particles etc) a lot more tedious.

It's not a bad technique, but maybe something more suitable for space building games.
4  Games Center / Featured Games / Re: Minecraft on: 2013-10-24 15:01:05
opiop65: I think JESTERRRRRR here answers your question quite nicely Smiley Minecraft is a sandbox game that can be played in many different ways. The original inspiration for the game was Dwarf Fortress, so the development has taken a lot of role-playing and survival elements from there. Obviously every single feature has pissed off some people, regardless how small or big the change has been. I guess my skin has grown thicker over the years Wink

It's also a crazy project to work on since it has had such a cultural impact. Three years ago I wouldn't have dreamed about partying with celebrities (I've met deadmau5 and Justin Timberlake, for example), or being regularly invited to talk at various conferences (nowadays I tend to say no to most invitations, though). I've been in Swedish National TV twice, in Swedish newspapers several times, interviewed by BBC once about the N-word appearing in the game, participated in a video documentary (by 2 player productions), participated in 2 books, awarded as one of the 100 most influential people according to TIME magazine, as well as talking in front of 7,000-people strong audiences at Minecon...

So things have been pretty crazy!
5  Games Center / Featured Games / Re: Minecraft on: 2013-10-24 12:59:33
In about 3.5 weeks the "official release" of Minecraft turns 2 years old. I.e. the same amount of time I've been lead developer, for what it's worth.
6  Game Development / Newbie & Debugging Questions / Re: Player moving faster than game scrolls on: 2013-10-22 11:24:21
I'll try to explain...

Basically, what you want to do is to render the whole game relative to the screen's coordinates, and those coordinates never change. The upper left corner is always [0, 0]. That means that if you want to render something from the camera's perspective, you will have to recalculate the position from its world coordinates to the screen's coordinate system.

This code,

1  
cameraX = (int) (Player.getX() - (Frame.CANVAS_WIDTH / 2));


doesn't move any coordinates. All it does is to calculate an integer, which tells you where the camera is located in the world. Lets say it's calculated to be "100". Since you want this to be the upper left corner on screen, everything has to be moved relative to the camera.

For example, if your player is located at "250", it should be rendered at screen coordinate "150".

Another way to think about it is, what if the player is standing still (for example, at world coordinates [500, 500]), and instead of moving the player you are moving the camera? How would you render the tiles and the player?

Hope this helps.
7  Game Development / Newbie & Debugging Questions / Re: Player moving faster than game scrolls on: 2013-10-22 09:39:47
I might be missing something, but shouldn't you compensate for the camera position when you render the player too?

E.g,

1  
t.translate(Player.getX() - cameraX, Player.getY() - cameraY);
8  Game Development / Newbie & Debugging Questions / Re: Player moving faster than game scrolls on: 2013-10-22 07:45:53
I repeat my question, how do you calculate where to render the player?
9  Game Development / Newbie & Debugging Questions / Re: Player moving faster than game scrolls on: 2013-10-21 07:25:30
How do you calculate where to render the player?
10  Discussions / General Discussions / Re: Java-Gaming at Minecon on: 2013-10-16 07:14:48
@jeb: The best thing you could teach them is to use Google first when trying to solve problems.

Yes, this will probably be the number one thing I will nag about Cheesy

Thanks for the input! It definitely makes sense to tell people to learn how to code first, and to do text-based apps, and so on. The problem is that it's not what people want to hear. When I started out programming (some 22 years ago), I wasn't interested in doing text adventures. What I did instead was to modify the QBASIC examples (Nibbles and Gorillas) to do weird stuff. Obviously I had no idea what I was doing, but I enjoyed it!
11  Discussions / General Discussions / Re: Java-Gaming at Minecon on: 2013-10-15 15:32:15
Ah ok, thanks. I'll keep this in mind then.
12  Discussions / General Discussions / Re: Java-Gaming at Minecon on: 2013-10-15 15:26:01
Re Mac70:

Can you explain why I shouldn't tell them to use Java2D? Because that was what I had planned to do, and in that case maybe I shouldn't send them here... don't want to send them into forum fights the first thing I do Wink

I mean, this is made with Java2D, http://www.youtube.com/watch?v=8Wstk32elv8 so to me it feels like a good way to begin.
13  Discussions / General Discussions / Java-Gaming at Minecon on: 2013-10-15 14:45:53
Hey

At Minecon this year (i.e. in roughly 3 weeks), I will hold a presentation called "Getting Started with Game Development". This presentation will mainly target really young newbies that have nearly no programming knowledge, and I will bring up several ways of getting started. Since it's at Minecon, most listeners will be Minecraft fans and will be most interested in hearing about creating games in Java, and the key point I want to tell people is to learn how to find information (I can't teach anyone programming in 60 minutes anyway).

So, I want to tell people about this forum. My question then is, is there any specific tips or guidelines you want me to share with the audience before I send them here?  Cool

// jeb_
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