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1  Game Development / Shared Code / Re: Extremely Fast sine/cosine on: 2015-10-06 18:35:15
Personally I think it's a good idea to periodically think about the opportunity cost associated with any decision you make and decide from there if it's a good idea.

This also applies to the reader's decisions about what to read!

Yes, organizing the presentation of material so that it can be grasped easily takes time, is at the heart of a good writer's craft.

All this said, I have found many of Roquen's posts to be helpful. Some could be more helpful, but that is an ongoing challenge for all of us.
2  Games Center / WIP games, tools & toy projects / Re: Audio library demos on: 2015-10-05 05:57:49
Does this library support the loading and playing of sound files like wav and ogg?

So far, I have wav input and playback, not ogg.

I plan to have, for both desktop and android:
  - ability to load data via "CD quality" wav files,
  - ability to load data via a 16-bit, 44100 fps stereo PCM stream.

With the latter, the programmer can read ogg, decompress it themselves, and present the result as a PCM stream for loading. I wasn't planning to support playing back from compressed files as that chews up a lot of the audio thread's capacity, and is inherently inflexible (compared to composing and manipulating sequences for live playback--my main interest). But it could still be used for loading resources (with the programmer handling the decompression step).

For direct ogg playback, something like TinySound makes more sense.
3  Games Center / WIP games, tools & toy projects / Re: Audio library demos on: 2015-10-05 05:40:51
One thing I haven't tried yet is setting the priority of the busy audio thread to high.

This has been suggested by some on other posts on audio questions. Theoretically, it
should work, because I think the audio thread is in a blocked [state] most of the time.

Absolutely!  The audio thread should have maximum priority.  It's not when it's blocked
that's important, it's when it isn't!  Wink  I can think of at least one Java audio project
that goes as far as using native bindings to increase the thread priority above what can
be achieved normally.  My bindings to JACK also have that, although the thread in
question is created externally to the VM.

Incidentally, you don't have to block on the audio write either - you can use a larger
buffer and write smaller amounts to it based on System.nanoTime() or
line.getLongFramePosition() -

Quick experiment #1, I set my audio thread to Thread.MAX_PRIORITY and nothing blew up. The graphics remained smooth. It's getting late (dinner was served two hours ago and I'm still trying to get to it). Maybe I will send a copy with the MAX_PRIORITY to ags1 and see if she still gets the dropouts while running Vanguard...?

I'm not a very good code reader and am not sure about what I am looking for in the example you linked. Is your code counting frames or elapsed time and then putting itself to sleep? How should that help, theoretically? Or, is this needed because you are not using java sound and thus don't have a blocking line of any sort between your processing and the native playback?

I read and process one frame at a time from the core audio mixer, returning the stereo audio values to a "wrapper class". These output values are accumulated in an array in the JavaWrapper (or AndroidWrapper). For the JavaWrapper, I accumulate about 1/20th of a second's worth of data and then write that via the method. Android has a similar output method.

In both Java and Android, these write methods use blocking lines. I let them handle the rate at which their respective audio systems process the audio data.

I previously was having trouble with dropouts when using arrays holding less than 1/20th of a second, but perhaps by making the priority of the thread higher, a smaller buffer is both possible and helpful?

Quick test #2, with HIGH_PRIORITY, I can run the program with a write buffer of 4096 bytes instead of 8192, but I did get one dropout over the course of two minutes. However, running with a buffer of 8192 bytes and HIGH_PRIORITY for over five minutes, I have yet to hear a dropout.
4  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-10-03 03:34:57
Don't get me wrong, I think getting an internship at Google is great, especially for just starting out.

I was contacted by a fellow who does recruiting for Google and I was thinking maybe I had some job prospects based on a demonstrable history of tackling difficult and unusual problems and having some success with them. Some of the high level blather from Google that you see online seems to suggest this has replaced clever puzzle solving as a hiring metric. But when the recruiter started asking about whether I was a fast programmer or not, I figured this wasn't a good environment for me. I am as fast as I am, and that includes stops and starts and wrong turns when you are trying to figure out stuff for the first time. Figuring out proper architecture/structure so you end up with a decent framework, sometimes it takes doing it wrong a few times just to grow enough new brain cells around the problem to be able to see it properly. Not a production programmer. Besides, isn't a better question more like along the lines of how reliable the code is that you produce?

Anyway, I am glad Google didn't hire you princec. We all have benefited tremendously by your being here and not there. That includes the gaming public and fans of PuppyGames. Also, how is ownership of new games that you write (during the 10% or 15% time they supposedly give you to do your own projects) handled? I think it is much better to be your one's own boss, if you are one is clever enough to pull it off.
5  Games Center / Showcase / Re: Christ on: 2015-10-02 03:37:32
I was thinking, once you collect all 66 books, all zombies are removed.
You have to kill Satan. Grin

Satan would be the boss level?

Maybe Jesus should cure the zombies, not kill them.
6  Games Center / WIP games, tools & toy projects / Re: Audio library demos on: 2015-10-02 03:27:16
Now there are six sounds -- added a lower, slower voice. And I changed the wrap-around to be a fixed amount. Before, I was making the wrap occur as soon as the circle went off screen, regardless of size, making the off screen area inconsistent.

There was one other behind-the-scenes change. One of the faster parts required 14-note polyphony to play, but it only played 3 different pitches. I did some changes so that the pitches are restarted, so now this part only requires 3-note polyphony. Getting this to work required adding a way also enable transposition of pitches, even with the pitch set predefined.

One thing I haven't tried yet is setting the priority of the busy audio thread to high. This has been suggested by some on other posts on audio questions. Theoretically, it should work, because I think the audio thread is in a blocked most of the time.

But I also have to acknowledge, the approach I am taking will at first be limited in the number of notes polyphony that can be used. This demo has 44 synth notes being read every sound frame. There is still a fair bit of richness one can achieve with careful composing, but this does limit things, for now. More will eventually be possible as computing power continues to increase.
7  Games Center / WIP games, tools & toy projects / Re: Audio library demos on: 2015-09-29 05:56:26
I uploaded a slightly modified version. On the bottom left are little squares for turning individual circles on or off, color coded to the circles.

I am starting to switch over to JavaFX, so I think I'm going to stop investing in this GUI for a bit until I get a chance to rewrite it. Still going back and forth about adding a couple more concurrent themes/circles.

Meantime, am working on another demo that is more of an environmental soundscape.
8  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-09-28 08:16:06
@SHC - Neat! I'm kind of wishing the logo was maybe 3/4" higher so that it doesn't obscure the blocks as they go furthest into the distance.

Happy birthdays!

Debugged what I'm calling a "Blinker" sound tool. Found an error which involved mixing up relative vs absolute frame numbers. I'm using it to "blink" a set of continuous sounds. The example I'll post soon is a set of four "cricket" synths. The "Blinker" picks one or another of the sounds and turns it off for a short while, then restarts it. Also found some decent settings and added a slight random pitch change to the cheeps so they are not strictly uniform.

Have commenced on a rewrite of a more generic "Sound Field" tool that works kind of like a wind chime (or can be set to do so). Am trying a setup where a base set of frequencies, volumes and pans are entered for the various sounds (and can be changed anytime), but also a variance range for each can be entered. Thus the option exists to have the sound to randomly play back at a volume or pan or even pitch speed that is off of the baseline one entered for that sound. Motivation: I don't want to be writing multiple versions of this code, each with a different amount or type of variability.

Spent a little time composing/coming up with ideas for a couple more audio motifs for the sound demo I recently posted, and have been mulling some good ideas presented by ags1.
9  Games Center / WIP games, tools & toy projects / Re: Vangard on: 2015-09-28 07:56:59
I played through a pretty neat game from Steam called "The Banner Saga" which has a strong Norse theme, and good writing. The AI on the character interaction seemed pretty good, too, though it was entirely through dialog choices. I got it as part of a combo package, so it is probably inexpensive. The main draw for me was that the composer was the same one who wrote the score for "Journey." You might find it interesting to peruse, though the basic layout is very different from your game.

Am looking forward to seeing where you go with this.
10  Games Center / WIP games, tools & toy projects / Re: Audio library demos on: 2015-09-28 07:44:32
11  Games Center / WIP games, tools & toy projects / Re: Audio library demos on: 2015-09-28 00:38:00
@ags1 Thanks for the very useful feedback.
I'm curious what Vanguard is. I did a search but had multiple hits.

Re timing--there might be more that can be done to help. Timing issues occur on multiple levels. At the lowest level is playback continuity, which relates to the audio frame rate. Here, the low level audio frame rate is 44100 frames per second. At a higher level is the "pulse", which is happening about 8 times a second (plus or minus, depending on tempo selected). Many decisions or states don't become manifested as audio until the next pulse. So, a buffer system that supported the first level but didn't interfere with the second could be a good addition. (This is pushing a bit beyond the edges of my current abilities.)

Yes, it is hard to figure out what circle goes with which motif. I have to curb my enthusiasm for complexity if the goal is to make a "demo" where things are clear.

Coding various shapes could work. Another idea I'm getting is to give each circle an image that gets resized/redrawn. (Main prejudice against images, they require lots of bytes, and might weaken the point that the audio heard is done with very little. Having a jar with a complex system at 80KB is more impressive than 80KB + several hundred KB in images.) (OK then, draw something unique in each! Hmm. Spiral sprites!)

I could also start the thing off in a state where there is less going on initially. Couple ideas along those lines to ponder (I am open to others):

1) have a slider that controls the number of circles, or a control can turn circles on/off (makes them invisible and inaudible)

2) animate the "audible area" (gold background ring) so that it ranges from very small (where it is clearer what is passing through it, but will leave more silence or thinner textures) to very large (where everything is babbling at the same time). It is possible to manually change this area's size, but most people won't think to do so.

[EDIT -- added] Another solution: make a piece where the parts don't sound so similar! Instead, am playing around with composing and adding another track, more slow paced and deeper, compared to the others. It will probably be easier to spot compared to the others (aurally) but the others will still crowd a certain perceptual space.
12  Games Center / WIP games, tools & toy projects / Re: Skullstone - a dungeon crawler game on: 2015-09-27 02:04:49
From the Facebook link, I see that you have a collaboration going with this composer/musician. Very cool. The music has a lot of atmosphere and makes good use of ambient sound effects. The last dungeony sort of game I played was "Prince of Persia" with a pretty solid guitar/metal music track, that I liked. I haven't experienced many of these sorts of games. But I do think your collaboration could lead to a really nice, immersive experience, especially to the extent that there is mutual positive feedback between the game/graphics and music.

[Tangent alert.] Some really neat music coming out of Poland. I ran across a band I like called 'Moonlight' while listening to an Ethereal/Goth stream at called "In Dark Faith Eternal". For example, I like this song, called "Ergo Sum" a lot. <a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a> I'm not recommending this particular song/style for your game (or any game), just sharing it because it's a beautiful piece. It's one of their slow songs, most are more guitar-based/metal, more uptempo. There are a few other bands on that stream (IDFE) that seem to be in as similar neighborhood stylistically as your collaborator.
13  Discussions / General Discussions / Re: Make Android Apps with Java SE coding !!! on: 2015-09-26 12:23:05
Have you seen RoboVM?

I like their approach of ditching Swing/AWT and working towards implementing JavaFX instead. JavaFX is more similar to Android's GUI than Swing. Also, it has 3D support, and overall is getting attention and development where Swing is basically going nowhere.
14  Games Center / WIP games, tools & toy projects / Re: Plasmoid on: 2015-09-26 03:21:57
Gorgeous. I look forward to a video demo.
Have always been partial to fireflies.
15  Games Center / WIP games, tools & toy projects / Re: Skullstone - a dungeon crawler game on: 2015-09-26 03:17:57
Very nice!

I like the atmosphere of the music of the first clip you show. Seems like a very nice general style for mood and place. I couldn't find a facebook entry for "popiolikurhanow" though (name listed at end of video).
16  Games Center / WIP games, tools & toy projects / Audio library demos on: 2015-09-26 03:02:18

Jar is here.

I'm working on an audio library for sound that can readily interact with games. Some of the most important pieces are in place, but as part of building this, I also want to make some jars that illustrate "use cases," both to have demos to show and to personally get more experience with the usability of and issues around the tools I'm writing.

In this program, five circles (of random colors) are linked to five synth sequences each running at its own rhythm, but all locked onto a common Pulse. Each sequence is played by a different software PM synth. Volume and pan levels are continuously updated as the circles move around the screen. Each circle has a "NoteListener" that causes it to blink: fading up and down with the primary envelope (volume) of selected notes of the sequence, when those notes are played.

The background circle marks the "audible area." Area can be dragged larger/smaller. Center is the loudest point, beyond the edge is silence. Pan is calculated using the angle from the center (0 = right, 180 = left, 90 & 270 = center).

The pitch and tempo can be altered, independently, via clicking inside rectangles on the bottom right. BOTH pitch and tempo are moved at the same time when clicking the cyan or orange square on either side of the rectangles.

Colored circles can be resized (drag edge) which only affects how much time is spent in the audible area. Circles can be dragged and released (while still moving) to push in a given direction, though they aren't allowed to go very fast.

Mostly just trying to show some capabilities, and maybe tweak the imaginations of some artists or game designers who could easily go beyond these simple graphics.

99% of the audio code is core Java. There is a single "wrapper" class that links the core code to I also have a wrapper class for Android. My first tests on Android though were with a phone with a relatively weak cpu, and there were dropouts, even though sound code ran perfectly well in the AndroidStudio emulator on my Linux partition.

It would probably be simple enough to write an OpenAL wrapper as well. I don't know enough about OpenAL to do so. But all that is needed is a streaming output, and calls to the library mixer for the PCM data for that stream, and a routine to convert the PCM to the appropriate byte format.
17  Games Center / Contests / Re: [Idea] Would anyone be interested in a Pure Java game jam? on: 2015-09-22 20:35:03
I'm tempted, but more focused on coming up with use cases for my audio software and trying them out, than making a complete game. Am also not clear about using the sound code I've been working on for many months/years that is not available as a jar or library to anyone else. I am reluctant to publish in part because I want to retain the freedom to change elements of the architecture--I got in trouble once already for making important structural changes that broke a collaborators contribution on another project.
18  Java Game APIs & Engines / JavaFX / Re: JavaFX Game tutorials ? on: 2015-09-17 20:50:52
I decided to ditch the "JavaFX Introduction by Example". It's probably fine if you are the type that has read and understands "Effective Java" by Bloch. It's probably also fine if you don't mind learning all about abstract concepts pertaining to lambdas before even getting to basics of layout, or mind mastering conceptual definitions of "Node" prior to actually programming a Button.

I'm reading "JavaFX for Dummies" and learned more useful stuff in 1 hour than I did struggling with the Dea book over three torturous sessions. (Am reading via public library online utilities.)
19  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-09-16 19:23:25
@Opiop Socrates had a theory that, in relationships, we are like a half of a wheel, searching for the other half in order to make a full wheel. I can't recall which Dialogue that was in, though.
20  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-09-16 07:55:37
This last week, I've been working on a demo (to be one of several) of the sound library I'm writing, where the general goal is to have music respond to game state. This task is forcing me to confront how complicated the system is for coding, and to think about ways to make it more practical.

[EDIT: updated the jar file]

Basic stuff still. There are motifs associated with the five balls(randomly colored) that are floating around. The notes are generated live. They "look at the screen" to figure out how loud (distance from center) and what stereo location.

The circle on the background screen marks the audible range. It can be resized via a drag. The balls can be moved via dragging, and resized via dragging their edges. The size of the ball doesn't change the volume (maybe it should), but the size does affect how much time is spent in the audible area.

I'm thinking about adding a couple sliders [EDIT: done, not a true slider, but you can click inside the rectangle], maybe, to allow a change in tempo or in scale degree [EDIT: both done]. Another thought would be letting a click in a ball change the notes that it plays. I've been trying to tweak how the parts fit together musically, some combinations definitely work better than others. Each has a different rhythm, so the way they line up keeps changing. Yet another thought, have some sort of glow or blink happen to the ball at the start of its motif, as I have written a "listener" that will allow that.

@Opiop, bummer about the breakup. Hope you get to feeling better sooner rather than later.  

@basil_ I have no idea what you are said you did. But the bottom picture is a definite improvement over the top one and they both are gorgeous/impressive.
21  Discussions / Miscellaneous Topics / Re: Social Stigma of Game Dev and Peer Pressure on: 2015-09-13 19:00:38
I just finished reading Carlos Santana's biography. He made it clear, any prospective romantic partner that tried to get between him and his music was automatically ruled out. His current wife is a talented pro drummer, and they have a good understanding between them.

Not sure what to say. As well as being a musician and programmer, I'm an avid reader of books. My first major romance (lasted four years, somehow) was to a woman who thought I was too much a nerdy bookworm and pressured me to sell many of the books I had collected, many of which I now miss. My wife of 20 years is also a book lover.  Smiley

Come to think of it, Santana had an interesting observation about partners. His theory is that we attract people who reflect who we are, that such people will naturally turn up. I take this to mean that if one is needy, one will attract needy and demanding friends or companions. If one is more together and clear on priorities, the friends and partners that will remain or show up new will also be clear in this regard.

What is a LAN party? (I'm late 50's in age, and haven't experienced this. Surely it is more than "just" a lot of text-messaging. Or am I missing something?) Going clubbing I understand, if the point is to dance and/or listen (or perform!) as opposed to getting wasted (at least, those are my priorities).
22  Java Game APIs & Engines / JavaFX / Re: JavaFX Game tutorials ? on: 2015-09-10 04:18:15
Came across some more resources. I've started to work through this book:
JavaFX 8, Introduction by Example, Carl Dea

It has a little section with some game-oriented references that look promising (haven't checked them out yet):

23  Games Center / Contests / Re: [Idea] Would anyone be interested in a Pure Java game jam? on: 2015-09-10 02:04:10
I like the idea of having a full week. Most jams are over weekends, and I work a full day on Saturdays, which makes it hard to participate. Are we allowing teams?
24  Java Game APIs & Engines / JavaFX / Re: JavaFX Game tutorials ? on: 2015-09-10 01:58:19
@AllanM I just came across the book you linked (Beginning Java 8 Games Development, Wallace Jackson) on Safari online, via my public library while looking for a good intro to JavaFX. Chapter 4 seems to be the key. How is it working for you?

Are you taking the NetBeans route it recommends?

I've mostly limited myself to Java2D for graphics, but am thinking of investing some time into learning JavaFX for a couple of reasons. For one, Oracle is committed to developing JavaFX going forward as the main library for graphics, rather than doing more with AWT or Swing. For another, it seems more likely that initiatives such as RoboVM are more likely to first support JavaFX than Swing.
25  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-09-04 23:15:26
A few days ago, got a "Crickets" synth working (based on half of a Yamaha DX7 patch called INCECTS).

Next day, a sort of deep, resonant swoosh, with a kind of doppler effect built in (from a Yamaha DX7 patch called PB GONGA 2). When several notes are closely clustered, they sound pretty cool, like some sort of futuristic vehicle flying by or a roar in a deep resonant hall, dying off into the distance.

Next day, wrote a tool that plays "clusters" of notes, streaming them indefinitely with a semi-random spacing. Am using it with the PBGonga2, to make a soundscape with these roars passing by, where I can control pitch & spacing.

Last night, got a sort of structure that "blinks" a set of sounds on and off, semi-randomly. I am using it to take a bunch of "Cricket" synths all playing at once and turn individual crickets on and off for a second or two, here and there. It gives the field of crickets a bit more verisimilitude. Then ran a few sound tools at the same time (a creek made from a continuously 'sliced' clip source of 4 seconds, the crickets-field, the deep swooshes flying by) and did a bit of musical improv.

Still a bit to go before showing some demos! Am wanting to make sure I have good examples of how the soundscapes can be altered by game state as part of the demos. Am feeling encouraged. All those programs/sounds running at once (two jars & Eclipse running the ClusterStreamer) stayed around or under 2% cpu on my PC.
26  Game Development / Game Play & Game Design / Re: Game Ideas on: 2015-09-03 03:25:26
I don't think that a general list of "make a platformer game with an armadillo" ideas is very helpful to a programmer trying to think of an idea.
Not my intention to get into this sort of "meta" back and forth on this thread. But some thoughts occur to me.

I don't think that getting more specific, by laying out a mechanic, is necessary or even a good thing. To me, a story is what is going to drive a good game, and a big part of making that story work is trying to figure out how to design or program a mechanic that will support that story. Solving that for a programmer seems almost like writing homework assignments for someone.

I suggested penguins, not armadillos, because of some very compelling footage that can be seen in Attenborough's "Frozen Planet" video. The poor penguin chick fleeing for its very life from dozens of wanna-be mothers that almost
crush and trample it in the pursuit--that struck me as a story/scenario with some juice in it, both comic and violent in a weird way (comedy and violence sure worked on "Angry Birds"). Maybe it resonates, as well, due to sometimes finding myself "running away" from relationships that start to impose onerous time requirements. Whatever. Figuring out a mechanic to program this will require some creativity, but isn't that what programming is about? And when talking about the important of limitations: it seems this story imposes some definite bounds as to what might work or not.

A thread with lots of ideas in it can also maybe show that almost any scenario can be looked at as a game, can be considered for its game potential. Game making and design is to a large extent a way of looking at the world.

Plus, it's just fun to see what you all come up with, I like reading about different ideas and imagining them  Smiley
27  Game Development / Game Play & Game Design / Re: Game Ideas on: 2015-09-01 23:13:37
I have to seperate myself from anybody saying "only positive feedback allowed" here though.

Agreed. Not my intention to do so.
28  Game Development / Game Play & Game Design / Re: Game Ideas on: 2015-09-01 23:07:45
@KevinWorkman Thank you for your $0.02.

The food/spaghetti/sushi analogy was faulty, imho. I wasn't asking for random ideas, especially not random lists of things that already exist. Now, if we had a forum thread where someone could suggest making sushi in a way that incorporates spaghetti noodles, that might have been a bit closer to the mark, and possibly an interesting idea for those of us who are fusion foodies and actively experimenting with mixing food traditions.

I am truly interested in the feedback if a suggested idea has already been used. Many eyes are better than one, and no single person has seen all the games there are to see.

Ideas are cheap? So are game engines, apparently, given all the people that work on them instead of actually diving in and making a game. There are an infinite number of ways to dither.

In any event, I did say "silly" was okay, and one of the tactics of successful brainstorming is to go easy on the preconditions and self-censorship.

Best wishes!
29  Game Development / Game Play & Game Design / Re: Game Ideas on: 2015-09-01 03:52:07
I'd like to see the classic "Snake" game played on a Klein Bottle surface.
30  Game Development / Game Play & Game Design / Game Ideas on: 2015-08-31 00:10:46
I thought it might be fun to have a thread where people could post game ideas (silly is okay). Then, when someone asks for an idea for a game, send them to this thread. Also, can tell someone if an idea is already in use, or a near-variant exists.

My most recent idea was inspired by my wife, who is temporarily using a walker while a hip fracture heals.

Create a puzzle game with senior-aged or handicapped avatars, who have to use a variety of walkers, crutches, wheel chairs, stair lifts, etc., to solve various levels.

I also think almost anything with penguins could work. There are some amazing life-events that happen and seem game-worthy. For example, childless penguin adults (eggs didn't hatch for whatever reason) trying to adopt penguin chicks that stray from their parents. A video of the genuinely dangerous mayhem that results from such a pursuit is jaw dropping (see Attenborough's "Frozen Planet").
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