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1  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?
2  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!
3  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?
4  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.
5  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"?
6  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!
7  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.
8  Discussions / Miscellaneous Topics / Re: Graphics Cards on: 2016-06-06 03:06:23
Wtf Hydroque.... wat
9  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!
10  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
11  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?
12  Discussions / General Discussions / Re: Programmer jokes on: 2016-04-13 07:58:38
You stole that off today's Reddit frontpage Smiley
13  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.
14  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.
15  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!
16  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.
17  Discussions / General Discussions / Re: SMF is falling apart. on: 2016-02-13 22:31:34
What's the status of your new forum Riven?
18  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-02-10 07:27:30
A few months ago I saw these slides: http://www.slideshare.net/DevCentralAMD/holy-smoke-faster-particle-rendering-using-direct-compute-by-gareth-thomas

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!
19  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-02-06 08:02:43
You, my friend, have no life! Smiley
I remember building an 8-bit adder and a multiplexer. Took me ages!

Regardless... how did you make the redstone light up only a single lamp when they are surrounded by other lamps?
20  Discussions / General Discussions / Re: JGO server folded in on itself on: 2016-01-14 20:20:22
Your first mistake is using Apache2 Pointing
21  Games Center / WIP games, tools & toy projects / Re: Snowman on: 2016-01-08 04:11:10
Apo! Nice to see you still making games! Very fun gameplay and cool art style as usual.
22  Java Game APIs & Engines / Java 2D / Re: 2D Graphics Libraries on: 2016-01-08 04:06:09
LibGDX can be used just for its 2D graphics APIs, you don't have to be constrained to its framework.
23  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-12-17 07:01:28


For folks who don't get this beautiful pun: this picture is of a spoiler, which is goes on the back of a car to stabilize it:


So.... Star Wars spoiler... Grin Grin Grin
24  Game Development / Networking & Multiplayer / Re: Cannot host a game without port forwarding on: 2015-12-14 09:31:16
The best solution is to use https://ngrok.com/

This free service allows you to open a tunnel through a randomly generated URL they provide you. Locally on the machine you run an application that connects to their servers and forwards packets to and from a local port and their service.
25  Game Development / Networking & Multiplayer / Re: what would be the basic structure for UDP multiplayer server/client on: 2015-12-14 03:00:45
No such thing as outdated, again: it's simply use case. In the lobby, there isn't much intensive work being done on the server thus it's easy and cheap to have a thread-per-client with a blocking TCP socket (since game creation). In-game however, there is a lot of action and you definitely don't want blocking there, so use non-blocking UDP or TCP depending on how much latency you can afford.
26  Game Development / Networking & Multiplayer / Re: what would be the basic structure for UDP multiplayer server/client on: 2015-12-13 10:01:30
You should study how both TCP and UDP work, especially using the link I posted. Figure out the differences between them and their uses. Read more articles about practical uses with them. The difference is enough to be able to make a decision on which protocol to use for the kind of data going through the connection.
27  Game Development / Networking & Multiplayer / Re: what would be the basic structure for UDP multiplayer server/client on: 2015-12-12 20:38:50
Have some links!

http://gafferongames.com/networking-for-game-programmers/what-every-programmer-needs-to-know-about-game-networking/
28  Games Center / Featured Games / Re: Gunslugs 2 - completed on: 2015-12-10 06:20:45
Hi FabulousFellini, welcome to JGO! I just want to point out for future reference, it's not socially acceptable to revive very old threads. The general limit is somewhere between 1-2 months.

Regardless, this is a great game, completely forgot about it! @orangepascal, how have release and sales been?
29  Discussions / General Discussions / Re: SMF is falling apart. on: 2015-12-09 23:32:13
Riven, just wanted to tell you how much we all appreciate what you are doing for this community.

I'm also highly interested in helping out once you open-source it as I would love to improve the forum!
30  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-11-19 07:47:39
There should only be 12 pentagons. 2 at the poles and 5 around each tropical line. =P
How did you calculate those numbers from knowing there were approximately 1 million hexagons?
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