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1  Discussions / General Discussions / Re: Virtual Reality on: 2016-04-04 02:33:46
We have a Vive at work which we've prototyped a few different games with.  I think it's true to say that first person is the most reasonable POV for VR but I don't think there are going to be a lot of FPSs.  One of the major issues is that people don't think you should move the camera and without motion, a modern FPS isn't possible.  I think you will find a few strategy games with the God-view and a few first person games where you interact with a environment rather than enemies.  But the thing that REALLY bothers me is this idea of not moving the camera.  If people can't get over that, I doubt how varied VR experiences are going to be.  No variety == no market.

Off-topic: You do professional game dev in NZ? Where do you work?

On-topic: There are confirmed to be ~60 games utilising roomscale at launch for the Vive.
https://www.reddit.com/r/Vive/comments/4brd45/list_of_roomscale_games/

For those not in the know, roomscale is the ability to move throughout the game world by moving through the real world, and is being heavily pushed by Valve through the HTC Vive.

I work at Rocketwerkz in Dunedin.

The Roomscale feature is cool - I think it's a major reason why Vive VR has less of a problem making players nauseous.
2  Discussions / General Discussions / Re: Virtual Reality on: 2016-03-24 11:41:28
We have a Vive at work which we've prototyped a few different games with.  I think it's true to say that first person is the most reasonable POV for VR but I don't think there are going to be a lot of FPSs.  One of the major issues is that people don't think you should move the camera and without motion, a modern FPS isn't possible.  I think you will find a few strategy games with the God-view and a few first person games where you interact with a environment rather than enemies.  But the thing that REALLY bothers me is this idea of not moving the camera.  If people can't get over that, I doubt how varied VR experiences are going to be.  No variety == no market.
3  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-03-04 11:16:24
Meet up with some local indie devs here in NZ. We have quite a big group here. The game meeting was over 250 people. There is also a indie dev space partially funded by the government. So that is cool.



WHich city?  Meetups here in Dunners are reasonably small
4  Java Game APIs & Engines / OpenGL Development / Netbeans GLSL editing mode? on: 2015-12-14 09:51:24
Is there a GLSL editing mode for modern NetBeans (v8+)?
5  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-12-13 23:58:14
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.

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


Hey! Fellow NZr here!  Just saying Hi from Dunners
6  Game Development / Newbie & Debugging Questions / Re: New to the Java scene and looking to begin developing games on: 2015-10-12 08:35:46
I know Swing pretty well.  Are there any advantages to picking up JavaFX for someone who knows Swing inside and out?
7  Games Center / Showcase / Re: You. Me. Heaven. on: 2015-10-06 07:05:05
Nice art style.  A small thing re: your video - your friend "queue" not "cue".  The latter is something you use to whack billiard balls with.
8  Game Development / Performance Tuning / Re: Sharing data between threads on: 2015-10-03 11:30:46
I am doing the thread's work in a contiguous hunk of rows already.  I tried increasing the image size and as you said, that increased the improvement from threading.

Thanks for your advice!

9  Game Development / Performance Tuning / Re: Sharing data between threads on: 2015-10-03 11:05:27
Sooo.... does that mean the best thing to do is to have each thread having a local buffer for their own portion of the work and copy that to the render thread when complete?
10  Game Development / Performance Tuning / Sharing data between threads on: 2015-10-03 10:54:50
Hiya.  Just for fun I was wanting to see what speed difference would come from doing Conway's game of Life multi threaded vs single threaded.  I'm using a naive implementation where I keep a front and back buffer and swap between these as I process. I didn't want to implement any clever hashing or dead space detection since I'm interested in seeing the difference threading makes, not in implementing the fastest algorithm.

The results I got were these:

Single threaded: 28 million cells/sec
Multithreaded (4 cores): 40 million cells/sec

So that's about a 30% increase.  Now, I've never seen huge speed increases by multithreading and I think my CPU is pretty shit for multithreading (intel Q6700) so I wasn't too surprised but there was one thing I was wondering about which I couldn't find any definitive information about.  The approach I'm taking is to get each thread to render 1/4 of the data.  What I was wondering is whether there is any penalty getting each thread to write into the same array?  I had assumed that as each thread writes to a different area in the array then that should not suffer any kind of slow down due to the threaded access.  Is that correct?

Thanks!
11  Java Game APIs & Engines / Java 2D / Exception on drawing Path2D on: 2015-03-20 22:01:42
Hi All

I wonder if anyone can help me with an exception I'm getting using Path2D.  I'm generating a line for a river like so:

    
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        float px=0;
        float py = dimM/2;        
               
        Fbm fbm = new Fbm(2.0f, 1.5f, 8f);
        float s = 0.0005f;
        float offset = rnd.nextFloat() * 999f;
       
        river = new Path2D.Double();      
        river.moveTo(px,py);  
       
        for(int i=0; i<dimM; i++){
            px = (float)i;
            py += fbm.fBm(offset + px*s, py*s) * 5;
            river.lineTo(px,py);    
        }


and rendering with:

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 public void paint(Graphics g1){
            Graphics2D g = (Graphics2D) g1;
            g.setColor(Color.BLUE);            
            g.draw(river);
}


The exception I'm getting is:

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Exception in thread "AWT-EventQueue-0" java.lang.ArrayIndexOutOfBoundsException: 2280
   at java.awt.geom.AffineTransform.transform(AffineTransform.java:3405)
   at java.awt.geom.Path2D$Double$TxIterator.currentSegment(Path2D.java:1686)
   at sun.dc.DuctusRenderingEngine.getAATileGenerator(DuctusRenderingEngine.java:442)
   at sun.java2d.pipe.AAShapePipe.renderPath(AAShapePipe.java:152)
   at sun.java2d.pipe.AAShapePipe.draw(AAShapePipe.java:64)
   at sun.java2d.pipe.PixelToParallelogramConverter.draw(PixelToParallelogramConverter.java:148)
   at sun.java2d.pipe.PixelToParallelogramConverter.draw(PixelToParallelogramConverter.java:148)
   at sun.java2d.SunGraphics2D.draw(SunGraphics2D.java:2461)
   at city.City$CityPanel.paint(City.java:163)

        etc....
12  Discussions / General Discussions / Re: Why are people jerks? on: 2014-09-27 07:48:30
Yuppers.  They are bog standard literary criticism applied to games. About as controversial as breathing.

The reaction to them was childish, stupid, boorish, ill-educated and entirely predictable.  The problem is that literary criticism is usually consumed by academics who are interested in discussing themes in art. In this case, a bunch of people who are too stupid to understand it watched the series (or more likely got a half-baked opinion second hand from someone else who actually watched one) and figured that their sandpit was being pissed in by a big nasty bully.  Which is... indescribably wrong and muddle-headed.

As for Cas: man I loved your tirade.  Reading it, I was getting pissed off part way through, but I got your point in the end and it certainly did make for a perception shift as your point about the worth of individual customers sank in.  

You were way more provocative than Sarkeesian so I hope you've not had your family threatened, bomb threats et al?

There have been some people that have overreacted a bit. But to be honest, mentioning academics discussions and the sarkeesian videos in one sentence is a bit of a joke to me. While the topic surely would be interesting, those videos are innaccurate and very narrow sighted. Anita manages to show up the things she deems wrong but basically leaves out things that don't fit into her world view.

Seriously, have you watched some of the videos? In hitman, the goal is to murder innocent sexualized women, drag them around and put them in a box. The dragging mechanics have been implemented solely to satisfy mans need to overpower women.


Yes I have watched all of the videos.  I thought they were thought provoking.  I note that the developer behind Saints Row - which was covered in the videos - said that the criticism was warranted and they're taking that into account for future games.
13  Discussions / General Discussions / Re: Why are people jerks? on: 2014-09-24 02:59:13
Yuppers.  They are bog standard literary criticism applied to games. About as controversial as breathing.

The reaction to them was childish, stupid, boorish, ill-educated and entirely predictable.  The problem is that literary criticism is usually consumed by academics who are interested in discussing themes in art. In this case, a bunch of people who are too stupid to understand it watched the series (or more likely got a half-baked opinion second hand from someone else who actually watched one) and figured that their sandpit was being pissed in by a big nasty bully.  Which is... indescribably wrong and muddle-headed.

As for Cas: man I loved your tirade.  Reading it, I was getting pissed off part way through, but I got your point in the end and it certainly did make for a perception shift as your point about the worth of individual customers sank in. 

You were way more provocative than Sarkeesian so I hope you've not had your family threatened, bomb threats et al?
14  Discussions / Miscellaneous Topics / Re: What other programming languages do you use & why? on: 2014-09-05 03:47:09
Hmmmm....

Personally I like to using Java and BluePrint (Unreal Engine 4)
For work I have to use Javascript, C#, VB, SQL, HTML

I know a load of other languages but don't get to use them all that much these days: BASIC (various), assembler (various), C, C++, D, Pascal, Delphi, Lisp, Clojure, Shell script (various), Python

IMO you should know the major different paradigms: imperative programming, object oriented programming and functional programming. Most other language differences are syntactic sugar.

That said, C++ is objectively poorly designed.  Powerful, but messy.
15  Discussions / Miscellaneous Topics / Re: Is our Universe Simulatable? on: 2014-05-13 03:50:00
I think the chief problem you guys are having with this thread is that you are using terms without defining them.  For example, 'universe' - do you mean everything that there is, or something else?  This is important.  If you mean the former, then there is no 'getting out of the universe' to simulate 'this' universe.  The whole idea of a meta universe doesn't work on that basis.  If you mean something else: then what?  A many-worlds interpretation of quantum mechanics?  If so, that's infinitely branching so in principle impossible to simulate every branch though perhaps possible to simulate one path.

16  Discussions / General Discussions / Re: Blender Character Animation formats on: 2014-04-17 00:29:41
Ahh!  I didn't know the collada export did animation.  I'll give that a go then.  I did see some comments about the Collada format being a bit non prescriptive to be useful but I guess I only need to worry about the files that Blender exports rather than every possible Collada file :o)

Thanks very much for the feedback
17  Discussions / General Discussions / Blender Character Animation formats on: 2014-04-11 04:04:32
I have some character animation in Blender that I'd like to use in code but I can't find a good format to export to.  Has anyone got experience exporting animated meshes from Blender 2.69?  What approach would you recommend?

I'm happy to write an exporter and I'm also considering getting the FBX SDK to write a C++ based FBX -> my own format converter.
18  Discussions / Community & Volunteer Projects / Re: Clocktower Games looking for Java Programmers (Profit Share Project Only) on: 2013-11-09 09:25:13
Just FYI: the "Clock Tower" games were a well known Japanese horror game series and "Clocktower Games" is a New Zealand indy game developer (now called Aero).  Your chosen name won't Google well and potentially might have legal issues.
19  Discussions / General Discussions / Re: Your feeling on discovering that your game is uncannily similar to another game? on: 2013-08-29 02:47:07
Yeah, totally.  I've seen people run down Minecraft because zomg! Dwarf Fortress is teh 4we5ome!  Yeah, DF is great, Minecraft is actually playable by normal human beings.  That doesn't mean DF sucks, nor MC - they're both cool. 
20  Discussions / General Discussions / Re: Java on PS4 Initiative on: 2013-08-06 10:46:17
*SIGH* Hey everyone.... Grin Been to this dance twice before....hoping 3rd times the charm!

Heh.  Deja vu all over again, huh?  Well hopefully this time will be different - the stated attitude towards indies and the fact that Minecraft is one of the biggest indies games out there might work in our favour this time.

Anyway, Hi Chrism!!!  How the hell have you been?
21  Game Development / Newbie & Debugging Questions / Re: Noise Problem on: 2013-04-30 02:52:03
This is noise for java written by Perlin himself.  It's what I use:

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// Copyright 2001 Ken Perlin
public final class Noise {

    public static int seed = 100;
    private static final int P = 8;
    private static final int B = 1 << P;
    private static final int M = B - 1;
    private static final int NP = 8;
    private static final int N = 1 << NP;
    //private static final int NM = N-1;
    private static int p[] = new int[B + B + 2];
    private static double g2[][] = new double[B + B + 2][2];
    private static double g1[] = new double[B + B + 2];
    //private static int start = 1;
    private static double[][] points = new double[32][3];

    static {
        init();
    }

    private static double lerp(double t, double a, double b) {
        return a + t * (b - a);
    }

    private static double s_curve(double t) {
        return t * t * (3 - t - t);
    }

    public static double noise(double x) {

        int bx0, bx1;
        double rx0, rx1, sx, t, u, v;
        t = x + N;
        bx0 = ((int) t) & M;
        bx1 = (bx0 + 1) & M;
        rx0 = t - (int) t;
        rx1 = rx0 - 1;

        sx = s_curve(rx0);
        u = rx0 * g1[p[bx0]];
        v = rx1 * g1[p[bx1]];

        return lerp(sx, u, v);
    }

    public static double noise(double x, double y) {

        int bx0, bx1, by0, by1, b00, b10, b01, b11;
        double rx0, rx1, ry0, ry1, sx, sy, a, b, t, u, v, q[];
        int i, j;

        t = x + N;
        bx0 = ((int) t) & M;
        bx1 = (bx0 + 1) & M;
        rx0 = t - (int) t;
        rx1 = rx0 - 1;

        t = y + N;
        by0 = ((int) t) & M;
        by1 = (by0 + 1) & M;
        ry0 = t - (int) t;
        ry1 = ry0 - 1;

        i = p[bx0];
        j = p[bx1];

        b00 = p[i + by0];
        b10 = p[j + by0];
        b01 = p[i + by1];
        b11 = p[j + by1];

        sx = s_curve(rx0);
        sy = s_curve(ry0);

        q = g2[b00];
        u = rx0 * q[0] + ry0 * q[1];
        q = g2[b10];
        v = rx1 * q[0] + ry0 * q[1];
        a = lerp(sx, u, v);

        q = g2[b01];
        u = rx0 * q[0] + ry1 * q[1];
        q = g2[b11];
        v = rx1 * q[0] + ry1 * q[1];
        b = lerp(sx, u, v);

        return lerp(sy, a, b);
    }

    static double noise(double x, double y, double z) {

        int bx, by, bz, b0, b1, b00, b10, b01, b11;
        double rx0, rx1, ry0, ry1, rz, sx, sy, sz, a, b, c, d, u, v, q[];

        bx = (int) Math.IEEEremainder(Math.floor(x), B);
        if (bx < 0) {
            bx += B;
        }
        rx0 = x - Math.floor(x);
        rx1 = rx0 - 1;

        by = (int) Math.IEEEremainder(Math.floor(y), B);
        if (by < 0) {
            by += B;
        }
        ry0 = y - Math.floor(y);
        ry1 = ry0 - 1;

        bz = (int) Math.IEEEremainder(Math.floor(z), B);
        if (bz < 0) {
            bz += B;
        }
        rz = z - Math.floor(z);

        if (bx < 0 || bx >= B + B + 2) {
            System.out.println(bx);
        }

        b0 = p[bx];

        bx++;

        b1 = p[bx];

        b00 = p[b0 + by];
        b10 = p[b1 + by];

        by++;

        b01 = p[b0 + by];
        b11 = p[b1 + by];

        sx = s_curve(rx0);
        sy = s_curve(ry0);
        sz = s_curve(rz);

        q = G(b00 + bz);
        u = rx0 * q[0] + ry0 * q[1] + rz * q[2];
        q = G(b10 + bz);
        v = rx1 * q[0] + ry0 * q[1] + rz * q[2];
        a = lerp(sx, u, v);
        q = G(b01 + bz);
        u = rx0 * q[0] + ry1 * q[1] + rz * q[2];
        q = G(b11 + bz);
        v = rx1 * q[0] + ry1 * q[1] + rz * q[2];
        b = lerp(sx, u, v);
        c = lerp(sy, a, b);
        bz++;
        rz--;
        q = G(b00 + bz);
        u = rx0 * q[0] + ry0 * q[1] + rz * q[2];
        q = G(b10 + bz);
        v = rx1 * q[0] + ry0 * q[1] + rz * q[2];
        a = lerp(sx, u, v);
        q = G(b01 + bz);
        u = rx0 * q[0] + ry1 * q[1] + rz * q[2];
        q = G(b11 + bz);
        v = rx1 * q[0] + ry1 * q[1] + rz * q[2];
        b = lerp(sx, u, v);
        d = lerp(sy, a, b);

        return lerp(sz, c, d);
    }

    private static double[] G(int i) {
        return points[i % 32];
    }

    private static void init() {
        int i, j, k;
        double u, v, w, U, V, W, Hi, Lo;
        java.util.Random r = new java.util.Random(seed);
        for (i = 0; i < B; i++) {
            p[i] = i;
            g1[i] = 2 * r.nextDouble() - 1;

            do {
                u = 2 * r.nextDouble() - 1;
                v = 2 * r.nextDouble() - 1;
            } while (u * u + v * v > 1
                    || Math.abs(u) > 2.5 * Math.abs(v)
                    || Math.abs(v) > 2.5 * Math.abs(u)
                    || Math.abs(Math.abs(u) - Math.abs(v)) < .4);
            g2[i][0] = u;
            g2[i][1] = v;
            normalize2(g2[i]);

            do {
                u = 2 * r.nextDouble() - 1;
                v = 2 * r.nextDouble() - 1;
                w = 2 * r.nextDouble() - 1;
                U = Math.abs(u);
                V = Math.abs(v);
                W = Math.abs(w);
                Lo = Math.min(U, Math.min(V, W));
                Hi = Math.max(U, Math.max(V, W));
            } while (u * u + v * v + w * w > 1 || Hi > 4 * Lo
                    || Math.min(Math.abs(U - V), Math.min(Math.abs(U - W), Math.abs(V - W))) < .2);
        }

        while (--i > 0) {
            k = p[i];
            j = (int) (r.nextLong() & M);
            p[i] = p[j];
            p[j] = k;
        }
        for (i = 0; i < B + 2; i++) {
            p[B + i] = p[i];
            g1[B + i] = g1[i];
            for (j = 0; j < 2; j++) {
                g2[B + i][j] = g2[i][j];
            }
        }

        points[3][0] = points[3][1] = points[3][2] = Math.sqrt(1. / 3);
        double r2 = Math.sqrt(1. / 2);
        double s = Math.sqrt(2 + r2 + r2);

        for (i = 0; i < 3; i++) {
            for (j = 0; j < 3; j++) {
                points[i][j] = (i == j ? 1 + r2 + r2 : r2) / s;
            }
        }
        for (i = 0; i <= 1; i++) {
            for (j = 0; j <= 1; j++) {
                for (k = 0; k <= 1; k++) {
                    int n = i + j * 2 + k * 4;
                    if (n > 0) {
                        for (int m = 0; m < 4; m++) {
                            points[4 * n + m][0] = (i == 0 ? 1 : -1) * points[m][0];
                            points[4 * n + m][1] = (j == 0 ? 1 : -1) * points[m][1];
                            points[4 * n + m][2] = (k == 0 ? 1 : -1) * points[m][2];
                        }
                    }
                }
            }
        }
    }

    private static void normalize2(double v[]) {
        double s;
        s = Math.sqrt(v[0] * v[0] + v[1] * v[1]);
        v[0] = v[0] / s;
        v[1] = v[1] / s;
    }
}
22  Games Center / WIP games, tools & toy projects / Re: Gateway Heroes on: 2013-04-27 11:15:41
how did you find Batik?  Are you animating with it?  What's the speed like?
23  Discussions / General Discussions / Re: why are people trying to use Java2D to make games? on: 2013-04-09 04:40:43
AffineTransform works fine.  I got some pretty speedy animations running that used it.  What's the problem?

I like OpenGL Java2D is cool too.  I don't get all the angst - choose whichever you like.
24  Discussions / General Discussions / Re: A New Approach to Databases and Data Processing — Simulating 10Ks of Spaceships on: 2013-03-01 00:49:00
I read that post from the Hacker News link.  I disagree with what you imply about Java not being a language designed for concurrency.  Defining "designed for concurrency" as "doesn't have mutable state" is a religious argument, not a technical one.  Mutable state is has potential downfalls compared to immutable state but it's also less efficient.  This is a technical trade off, not a issue of capability nor appropriateness.

25  Games Center / WIP games, tools & toy projects / Re: Particle Editor Tool on: 2013-02-08 03:12:56
looks really nice - good work!
26  Java Game APIs & Engines / Tools Discussion / Re: Spine: 2D skeletal animation on: 2013-01-04 07:26:53
Oh my God!

You and people like you disparage the whole work of Open Source community, this is a shame.
Although it is really great what you've done, but this just is not fair, that you take someone's work and willingness to share their work to the community, and with that you want to earn money.


http://www.youtube.com/watch?v=uFMMXRoSxnA



There's nothing wrong with making money from OSS. You are simply factually incorrect. I like RMS but he's not trying to create a world in which software engineers can't make money, he's trying to create a world in which software cannot restrict your freedoms.

I'd suggest you learn a little about OSS before you open your mouth again.  And quite frankly, as the author of some great OSS software which other's have profited from, I think you should apologise to Nate.
27  Discussions / General Discussions / Re: New feature: crackdown on senseless posts on: 2012-12-17 01:38:00
Your vigilance is appreciated, Riven
28  Game Development / Shared Code / Re: Fast & simple AABB collision detection on: 2012-12-12 06:09:12
There's kind of a convention of tidying up code and making it readable when it's offered up to others.

But, whatever.
29  Discussions / General Discussions / Re: Where are you from? on: 2012-12-09 06:22:03
New Zealand.  Sunny Dunedin, to be precise :o)
30  Game Development / Game Mechanics / Re: Projectile Calculation in Discrete Time on: 2012-12-03 07:00:42
USE FIXED TIMERATE SIMULATIONS AND SIMPLE INTEGRATION.

For once, I agree with Roquen.  This is the simple & quick answer.
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