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1  Games Center / Contests / Re: Urgent announcement about on: 2017-02-01 01:56:50
Noooo! I was hoping to resurrect Java4K as I had built a desktop launcher and wrapper. This is severely unfortunate. Do you have a backup of the site and the games?

Also, you might want to update your signature.
2  Discussions / General Discussions / Re: Programmer jokes on: 2017-01-11 00:41:50
That XKCD's alt text: Neal Stephenson thinks it's cute to name his labels 'dengo'
3  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-12-17 09:41:19
My "But why?" gif is so relevant in this thread.
4  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-12-12 10:52:46
As "promised" 3 days ago, I wrote a 6502 cpu emulation to execute my assembler programs. Of course, one can combine this with the BASIC V2 interpreter that I did a few months ago.
So the ultimate goal has been reached: I can now do HTML-templating not only in good old Commodore Basic but I can use assembler in the templates as well (for speed, you know... Wink ).
After all, I would still rather code this way than using PHP...

Example template:

Click to Play
5  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-11-25 05:39:55
IntelliJ gives me an error at the bind.upcast call saying parameter B is not within its bounds, should extend U.
Javac compiles without a problem though, and I get the ClassCastException.
6  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-11-20 09:22:35
The trick is to count how many multiples of 5 there are in the series of numbers + how many multiple of 25 + multiples of 125 + ....

2016! has 403 multiples of 5 + 80 multiples of 25 + 16 multiples of 125 + 3 multiples of 625 = 502 zeroes.

The reason for this is you can pair up any multiple of 5 with an even number to get a zero. 25 is 5*5 so there's an extra 5. 125 is 5*5*5 so it's a multiple of 5 and 25 and has an extra 5.
7  Discussions / General Discussions / It's official: Java 9 will support Ahead-Of-Time (AOT) compilation on: 2016-10-28 07:53:23

Reddit discussion:

Note that this will initially only be limited to 64-bit JVM running on 64-bit Linux and only the java.base module will be fully supported. Regardless this is a great development for Java!
8  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-09-28 17:09:41
Ridiculously proud to go to a school that's ranked 5th IN THE WORLD in Computer Science by the Wall Street Journal. This was just published by them.

9  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-09-23 02:01:41
I prefer my
unsigned long long triple double short char
572 bytes only thankyouverymuch.
10  Discussions / General Discussions / Re: Programmer jokes on: 2016-09-17 23:25:08
Oh dear god kill that with fire!
11  Game Development / Newbie & Debugging Questions / Re: Rotation towards mouse is wonky. on: 2016-09-08 04:31:53
Try flipping the y:
float dY = position.y - Gdx.input.getY();
12  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-09-03 07:04:04
I have received an offer from Google for full-time employment starting next year! Hooray!!
13  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-08-22 04:11:36
I've already met a bunch of other computer engineering majors.
I loathe meeting some computer engineer majors. They wear edgy tshirts to let people know they're into coding, and they have absolutely no coding experience. Some think they know java after just barely passing the required Java 1 and 2 classes.  Undecided
Probably because I go to Georgia Southern, instead of Georgia Tech Pointing
Yeah your first mistake was going to Southern instead of Tech. Are you hoping to transfer over?
14  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-08-03 09:27:06
I did very well on my interviews for full time conversion with Google today! I hope I get a full time offer!
15  Game Development / Shared Code / Re: Open-Source Terraria Clone on: 2016-07-04 08:54:29
Looks cool! Very nice of you to open-source this. How did you implement the lighting system?
16  Java Game APIs & Engines / OpenGL Development / Re: VAO Index Buffer coupled with GL_TRIANGLE_STRIP: Avoiding flipped textured? on: 2016-06-26 22:16:24
Hydro, heed theagentd's words and don't easily dismiss them. You are aware that you feel most people aren't being nice to you. A rational person wouldn't blame the others for "hating" but would look inwards to see what they might be doing wrong.
17  Games Center / WIP games, tools & toy projects / Re: Praxis LIVE v2 - hybrid visual IDE for creative coding on: 2016-06-15 09:19:56
Hydroque, that was a completely unnecessary post.

@nsigma: man I've been watching Praxis Live silently for the past few years and I've gotta say I've been incredibly impressed the entire time. Glad to hear you're seeing a growing userbase and seeing videos your users are creating! That definitely is a great feeling.

Quick question: what is "Steampunk VJ-ing"?
18  Java Game APIs & Engines / OpenGL Development / Re: VAO Index Buffer coupled with GL_TRIANGLE_STRIP: Avoiding flipped textured? on: 2016-06-15 09:18:18
Hydroque, very irrelevant. It is obvious you didn't read the post.

@OP: I definitely don't recommend using GL_TRIANGLE_STRIP for this, use plain old GL_TRIANGLES and GL_REPEAT. Having repeated indices isn't too expensive until you reach a few hundred thousand Tongue
A better idea is elect's with calculating the positions in the shader!
19  Discussions / Miscellaneous Topics / Re: Graphics Cards on: 2016-06-06 03:15:12
Computers can be dirt cheap. Go buy a Chromebook and do all your development there. There's online Java IDEs.
20  Discussions / Miscellaneous Topics / Re: Graphics Cards on: 2016-06-06 03:06:23
Wtf Hydroque.... wat
21  Java Game APIs & Engines / Engines, Libraries and Tools / Re: LWJGL 3.0.0 released on: 2016-06-06 02:59:56
It is incredible to see how far LWJGL 3.0 has gone. Amazing work Spasi and all who have contributed. I'm glad to finally see it being released!
22  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-04-23 00:23:47
@SHC: I bet most of those were just modifying a single character/line just to get something in for the day Grin
23  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-04-14 02:18:58
Why have you decided to do this much work to support both OpenGL and Vulkan through an abstract layer?
24  Discussions / General Discussions / Re: Programmer jokes on: 2016-04-13 07:58:38
You stole that off today's Reddit frontpage Smiley
25  Java Game APIs & Engines / OpenGL Development / Re: Culling faces on: 2016-03-08 23:45:16
Trust me, old ra4king went through a much harder roasting.. I think he even got banned from the irc and one point. But he came around and started to follow instructions and advice. And now he helps others.
What in the hell are you talking about?

Hydroque went through this, he came to the #java-gaming channel, was just about as aggressive and confrontational as I'm seeing him here on this forum, blamed us for being alienating, then left and never came back.
26  Game Development / Networking & Multiplayer / Re: BufferedReader.ReadLine unexpectedly blocking on: 2016-03-06 04:52:53
No HeroesGraveDev is correct, your advice is incorrect. He created a single object that reads from the InputStream and a single object that writes to the OutputStream. He is only every creating on stream wrapper per Input/Output stream.
27  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-02-26 20:41:14
Welcome to University, where you will learn more about yourself, the opposite sex, and how to procrastinate than any time before!
28  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-02-23 07:20:14
I.... oh dear.... I'm avoiding Vulkan for a bit.
29  Discussions / General Discussions / Re: SMF is falling apart. on: 2016-02-13 22:31:34
What's the status of your new forum Riven?
30  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-02-10 07:27:30
A few months ago I saw these slides:

Apparently they found that foregoing rasterization of particles and instead going with a tiled compute shader was actually faster than hardware blending. In essence they divided the screen into tiles, binned all particles to said tiles and then had a compute shader "rasterize" those particles, blending into a vec4 completely inside the shader (no read-modify-write to VRAM). They also implemented sorting of particles in the compute shader.

I took a slightly different approach. I've been experimenting with quite a few order-independent transparency algorithms in the past few months/year, and I've got stochastic transparency, adaptive OIT, fourier-mapped OIT (hopefully I'll get around to posting my bachelor thesis on this soon) and a reference CPU-side sorting simple renderer. So as a first test, I tried merging all 3 passes stochastic transparency into a single compute shader. Instead of writing to 8xRGBA16F render targets in the first pass, and then reading all those textures in the second pass and finally doing the weighted average resolving in a final fullscreen pass, I simply use 8 vec4s in the compute shader, immediately do the second pass again writing to local variables and finally doing the resolve and outputting the final RGBA of all particles blended together correctly, all in one (not so) massive shader. I currently lack the tile binning, and a lot of calculations are currently done on the CPU that need a lot of optimizations, but the GPU performance looks very optimistic. In some cases with a large number of particles covering the entire screen, the compute shader achieves almost twice the framerate of my old algorithm, and even more impressively at the same time reduces memory controller load from 80% to a meager 2%. The next step would be to port adaptive OIT to a compute shader. This would be even more interesting at it would eliminate the need for a linked list, as I can just compute the visibility curve as I process the particles. This would in theory allow AOIT to work on OpenGL 3.3 hardware if I just emulate a compute shader with a fullscreen fragment shader pass.

The biggest problem with this approach is that I would need to have every single piece of transparent geometry available in the compute shader, and I wouldn't be able to have different shaders for different particles. However, it would be possible to only use the tiled approach to construct the visibility curve for AOIT in using a tiled compute shader, output the curve to textures and finally proceed with the second pass as usual. That would allow me to have fairly complex shaders for the particles (as long as they don't modify alpha in a complex way) and still have the flexibility of my old system.

I don't really have any good pictures I'm proud of to show off of all this, but hopefully I'll get some nice screenshots in the end. >___<
Several questions about your rendering:

  • What did you need 8 render targets for in the first pass?
  • How does your new render system work with the compute shader? Do you still output to the render targets and then each instance of the compute shader processes the 8 vec4s across the 8 RT?
  • How is memory controller load reduced from 80% to 2%? Isn't the same data being processed by the compute shaders instead of fragment shaders now?

I've been getting very interested in how OIT works!
Pages: [1] 2 3 ... 161
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2017-03-03 11:52:41
List of Learning Resources
by elect
2017-03-13 14:05:44

List of Learning Resources
by elect
2017-03-13 14:04:45

SF/X Libraries
by philfrei
2017-03-02 08:45:19

SF/X Libraries
by philfrei
2017-03-02 08:44:05

SF/X Libraries
by SkyAphid
2017-03-02 06:38:56

SF/X Libraries
by SkyAphid
2017-03-02 06:38:32

SF/X Libraries
by SkyAphid
2017-03-02 06:38:05

SF/X Libraries
by SkyAphid
2017-03-02 06:37:51 is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑
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