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1  Discussions / General Discussions / Re: How did you start the career as a Game Dev? on: 2013-06-17 20:27:50
I've got admission into an 'A' graded college (I thought I'd get in a 'B' graded one but)
That's the best kind of surprise! Congratulations.
2  Discussions / General Discussions / Re: How did you start the career as a Game Dev? on: 2013-06-16 09:50:42
What did you all did to become game developer?
The first program I ever wrote, back in primary school, was a game. The gameplay was rubbish, but hey. I had a few games under my belt by the time I went to university.

In my last year at uni I received an invitation to apply to a local games company - they went down to the Senate house, made a list of everyone who got a first or a 2:1, and sent them a letter. That wound up being my first real job.

What should I do inorder to become a GameDev?
It doesn't hurt to try to get into a university in a city which has a few games companies. Write games in your spare time. Go to industry conferences with your portfolio on your laptop and show it around.

Also play games, but do it with a critical eye: what does this game do well? What would I change?
3  Discussions / Miscellaneous Topics / Re: Quadratic equations on: 2013-06-13 09:36:59
Completing the square is the method that I recall the teacher saying takes too long to work out in an exam.
It doesn't take that long, and it's the way that the formula you memorise was derived.

If you're needing to solve quadratic equations for a game, be aware that there are numerical issues with one half of -b +/- sqrt(b^2 - 4ac) when 4ac is small. The way to handle this is to have a case split on the sign of b and then to use the fact that the product of the roots is c/a.
4  Game Development / Performance Tuning / Re: Are Sin/Cos lookup tables still relevant today with regards to performance? on: 2013-06-10 12:53:39
Now, I wonder... is this approach towards looking-up sin/cos values still relevant for performance today?
There is only one way to get a useful answer to this: profile. I would start out using the standard library and only look at replacements if you see Math.sin or Math.cos actually showing up in your profiling reports.
5  Discussions / General Discussions / Re: Your favorite platform games of the last five (5) years? on: 2013-06-06 18:19:04
Shift just about qualifies (it's about 5.3 years old), and Shift 3 and 4 definitely qualify (as does my Java4k demake).

On the exploration platformer front, I loved William and Sly (2009).
6  Game Development / Shared Code / Re: Complex Angles, you don't need trig on: 2013-05-24 15:56:44
However 2d is even easier to avoid trig and even inverse trig.
A pedant might say that you're not avoiding trig, just concealing it via de Moivre's theorem.
7  Discussions / General Discussions / Re: JGO mission on: 2013-05-23 11:13:13
What would you say are the primary things the JGO offers...or what it wants to offer....

Education, Information, Socialisation, inspiration, or appreciation..
I would add feedback/criticism. It's very hard to look objectively at your own game, and even harder to see it from the perspective of someone who's playing it for the first time. If you can get some friends to try it and watch them play, that helps a lot; but it's also good to get comments (hopefully constructive) from people who understand game development.
8  Game Development / Newbie & Debugging Questions / Re: Tween functions? on: 2013-05-16 14:23:36
@Danny02 Yes, that's correct but I wanted to speed up my programming. I mean, copy & paste and use the function.

Of course I can look at the code. But this takes time.
So does debugging code you don't understand because you just copy-pasted it. And that's without getting into the legal issues.
9  Game Development / Performance Tuning / Re: Fast/Efficient method to filter a numeric Value on: 2013-05-09 10:39:05
Sorry for being such an overoptimizer tonight but... I'm guessing the compiler is already doing this, but since the value array is static, I could simply inline the array indexing and get rid of the method calling overhead too. Hmmmm.
Yes, the JIT will do that.

If you *really* want to over-optimise the fully generic case, you should look at a custom class loader which generates a balanced decision tree... Wink
10  Game Development / Newbie & Debugging Questions / Re: Bayer ordered dithering on: 2013-05-07 09:18:06
(int)(quantised + 0.5f) = quantised since quantised is an int. That part does absolutely nothing.
This is why I shouldn't write code after midnight. I've edited to correct, because the number of versions is getting confusing. Thanks.
11  Game Development / Newbie & Debugging Questions / Re: Bayer ordered dithering on: 2013-05-07 00:32:58
Actually I stupidly lost the quantisation. The corrected version is
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   private static int closestCol(int col, int threshold, int quantum, int ditherSize) {
      int quantised = quantum * (int)(col / quantum + threshold / (ditherSize + 1f) + 0.5);
      return quantised > 255 ? 255 : quantised;
   }


And of course there's always the option of offsetting things so that you have a half interval at each end and both true black and true white are possible.
12  Game Development / Newbie & Debugging Questions / Re: Bayer ordered dithering on: 2013-05-07 00:25:01
Yes, because there's a bias up but no bias down. Actually it seems to be preferable to counter the bias up from the threshold with an intentional bias down so that on average they cancel:

(Corrected below)
13  Game Development / Newbie & Debugging Questions / Re: Bayer ordered dithering on: 2013-05-07 00:10:11
This is just the method that reduces the amount of colours available in each channel:
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private int closestCol(int c, int b) {
   return c / b * b;
}
That's not finding the nearest colour: it truncates rather than rounding.

As to the normalisation, the Wikipedia article says
Quote
The algorithm renders the image normally, but for each pixel, it adds a value from the threshold map, causing the pixel's value to be quantized one step higher if it exceeds the threshold.

So in your case with an 8x8 dither matrix you want to add bd * d / (8*8+1).

Putting that together,

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      int c =  pixels[y * w + x];
      int d = dither[(y & 7) * 8 + (x & 7)];
      int l = dither.length;

      int r = ((c >> 16) & 0xff);
      int g = ((c >> 8) & 0xff);
      int b = (c & 0xff);

      newpix[y * w + x] = 0x000000 | closestCol(r, d, bd, l) << 16 | closestCol(g, d, bd, l) << 8 | closestCol(b, d, bd, l);

and

(corrected below)
14  Game Development / Newbie & Debugging Questions / Re: Does anyone have the slightest idea how to read audio/music files as game data? on: 2013-05-06 14:20:39
A more practical application is to use a Fast Fourier Transform to split the frequencies of the sound data, i.e. to create a visualizer that reacts to bass hits.
Or require MP3 and then you get data in the frequency domain already. Requires a bit more effort, perhaps, because decoders tend to be all-or-nothing.
15  Game Development / Game Mechanics / Re: Arrow Bow Physics - Help! on: 2013-05-03 14:38:56
In a vacuum. Arrows follow flatter paths.
not sure what a flatter path is, quick google search didn't return me anything useful, due to air resistance, it will not be perfect as the horizontal component will slow down, causing the flight path to not follow a parabola that is worked out without the the effect of air resistance.
In the simplest model, air resistance directly opposes direction of motion, so it affects the vertical component too. I once did some work on finding suitable air resistance parameters to fit known shell ranges and predict ranges for other shells for a historical warfare game, but I don't remember the values which I came up with.

For arrows the gyroscopic effect is likely to be quite significant in preventing the arrow from curving away from the straight line it would naturally follow. (Of course, it's never that simple: there's also precession to take into account...)

"The Mathematics of Projectiles in Sport" by Neville de Mestre might be worth getting hold of for people who are interested in realistic simulations.

PS HeroesGraveDev, stop digging.
16  Game Development / Game Mechanics / Re: Arrow Bow Physics - Help! on: 2013-05-03 11:43:36
Projectiles travel in a parabola.
In a vacuum. Arrows follow flatter paths.
17  Discussions / Miscellaneous Topics / Re: Java + Tumblr? on: 2013-05-02 11:51:46
but I would have to be hosting the app on another site.. since i cant upload files.. right?
Depends. In principle a file can be both a valid image and a valid jar. I don't know what their T&C say, though, or what processing they perform on uploaded images.
18  Java Game APIs & Engines / OpenGL Development / Re: OpenGL - alternatives to Java on: 2013-04-23 13:39:25
I'm a Java enterprise developer by trade.  Following my last review I've been given a personal development objective to expand my programming skills beyond Java - specifically Ruby and/or Scala.  Now frankly I've little interest in learning other languages having invested more years than I care to remember in Java and associated technologies, also the marketplace for Ruby or Scala skills is negligible compare to Java or (for example) C#, so why bother!?

But it occurs to me that I could learn another language by porting the Java / LWJGL code-base I've built up over the years, thus satifying the personal objective and doing something that I would be interested in.  I believe there are OpenGL bindings for both the languages - correct?
The obvious OpenGL binding for you to use with Scala would be... LWJGL. It's a JVM-based language which supports Java libraries natively.
19  Game Development / Newbie & Debugging Questions / Re: Algorithms for Image Shapes on: 2013-04-18 08:51:50
If you want something faster than a full scan of the bounding box, it seems to me that the best way to do it is likely to be runlength-encoding the alpha channel as a pre-processing step. If your shapes are convex then you only need to store 3 numbers per row, and the overlap check would be two comparisons.
20  Discussions / Miscellaneous Topics / Re: Procrastination Issues on: 2013-04-13 18:49:15
There is an art to constructive procrastination. If the washing up is accumulating in the sink, it's not so hard to tell yourself "I'll just fix this bug first..."
21  Game Development / Newbie & Debugging Questions / Re: Variable size calculation on: 2013-04-04 12:52:36
It's actually worse than Matheus says, because an array is an object and has an object header overhead. See http://www.javaspecialists.eu/archive/Issue078.html for an old approach; or experiment with java.lang.System's information on currently used memory.
22  Game Development / Performance Tuning / Re: Speeding up Minecraft? on: 2013-03-30 21:53:29
So, if you have ideas for me, please let me know!
Profile, profile, profile.
23  Games Center / 4K Game Competition - 2013 / Re: Your top 3 of the most unappreciated games on: 2013-03-27 22:05:03
Actually I somewhat agree with ctomni here, I don't think you should normalize the scores first. I too wonder what the results would have been like without normalization...
Basically your scores would have had less influence. The other two judges had almost identical means and standard deviations, but your scores were more tightly clustered towards the top end.

Edit: but most games wouldn't move in the positions at all; 7x7 would be the most drastically affected, moving down 5.5 places; no other game would move more than 2.5 places, but there would be one tie broken and two (one of them three-way) created in the top 11.
24  Games Center / 4K Game Competition - 2013 / Re: Judging panel results. on: 2013-03-26 09:39:40
What were you thinking?!  2 judges put Rainbow Road in first place, the community put it in first place, and you put it in 20th place!
Not everyone is a Nintendo fanboy. There are enough of them that Nintendo remakes get a nostalgia bonus, but it's a good thing that the judges have different backgrounds: if they were all clones then there wouldn't be any point having more than one. And it's a good thing that the competitors have different backgrounds, because there were some great games on different platforms that get a second breath of life from someone who used to play them.

Appel commented that when he was judging Apo's games he made a conscious effort to judge each game on its own merits rather than against Apo's other games. Similarly, judges should make a conscious effort to judge games on their own merits rather than on the merits of the games which influenced them.
25  Games Center / 4K Game Competition - 2013 / Re: Judging panel results. on: 2013-03-25 15:28:49
Quote from: appel
I don't get it. I know how to play chess, but this is like chess-Sudoku.
If you're interested in a real chess-Sudoku, check out http://www.toothycat.net/wiki/wiki.pl?PeterTaylor/ChessSudoku

On a separate note, for the past few years I've calculated the correlations between the judges and the community; interestingly, although this year the correlation between the judges is the lowest since I started doing this, the (Spearman's) correlation between the overall judges score and the community score is almost the same as last year, at 0.725.
26  Games Center / 4K Game Competition - 2013 / Re: Parasite Escape on: 2013-03-25 15:26:03
1. Some freezes happen, I think on level 4, but not sure if it's just one level.
2. Instead of pressing 'E' simply have left mouse to shoot gun and right mouse to do parasite jumping.
1. I've had freezes on levels 1 and 2.
2. That's how it works already, isn't it? I'm sure I was using both mouse buttons to play it.
27  Games Center / 4K Game Competition - 2013 / Re: Community voting results on: 2013-03-21 21:25:11
I actually had my bets on Dord, not Rainbow Road.
You forgot to take into account the Nintendo [dr]emake bonus.

My top 3 were Dord, Parasite Escape, Flywrench4k. I'm surprised to see Parasite Escape so far down. Half of my top 12 are in the community top 12.
28  Games Center / 4K Game Competition - 2013 / Re: Community Voting Has Started! on: 2013-03-18 12:03:22
Question...

should feedback be anonymous?
Question needs more context. I assumed that the only person who would see the feedback was the game author, but it appears that teletubo and moogle assume that everyone will see it. Which is the case?

(Personally I don't mind either way, although I don't think that the individual point allocations should be public or you lose an important aspect of the distinction between community voting and judges).
29  Game Development / Game Mechanics / Re: Best way to sort through giant lists? on: 2013-03-15 22:56:58
Lol, that was just some psuedocode.
That's good, because the logic's back to front as well.

Do you really need to find all entities within range, or would you be better using something like k-nearest, which is a well-discussed computational geometry problem?
30  Game Development / Shared Code / Re: Reducing class file sizes (Java4K) on: 2013-03-15 19:36:49
Rolling your own builder in eclipse pays off, got a ~550b reduced class file size Cheesy
I'm pretty sure there are better ways to compile without debug information in Eclipse.
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2013-06-09 04:36:03
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