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1  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-07-22 18:17:19
I also have Data parser)
it something similar to “xtext”, i wanted use it long ago,
but don't find the way to use tabs separator for classes,

so i think made something similar but simpler for 2-3 weeks – next I think 2-3 months
and it took 4 months to receive at least runnable model
(it have 3 generations with different syntax ^^)

-here img parser syntax for parse self (current file) ^^
(its notepad++ color highlight)



it works not really fast Sad only 3-4mb/s

p.s Every custom language milestone is parser – that can parse itself Wink
At this point it can parse only Data syntax – without runnable function
I hope one day I reach that milestone =)

up: Upps i look at git log and it took not 4 months it took 10 months OMG
i start it at 09.2016 lol so lame long, i am f**ing moron- how it took so long...
it start from this
http://www.java-gaming.org/topics/what-i-did-today/33622/msg/361350/view.html#msg361350

and i even don't want talk about this (time)
http://www.java-gaming.org/topics/what-i-did-today/33622/msg/347342/view.html#msg347342
http://www.java-gaming.org/topics/what-i-did-today/33622/msg/346244/view.html#msg346244
http://www.java-gaming.org/topics/what-i-did-today/33622/msg/346336/view.html#msg346336

its like Doom Limbo XD
2  Discussions / General Discussions / Re: Steam Greenlight to be replaced with Steam Direct on: 2017-07-19 14:56:18
games have a gender?
Sorry i forgot right word, the only similar word was “gender” )
https://en.wikipedia.org/wiki/List_of_video_game_genres
that word was “genre” ^^
3  Discussions / General Discussions / Re: Steam Greenlight to be replaced with Steam Direct on: 2017-07-18 21:02:14
So important topic video
https://www.youtube.com/watch?v=Q4F-zdpFb9I
and its was for Steam 2015 year

The only solution I may say - its lottery:
The more games you make (maybe even different genders and scale)
The more chances you will get to become profitable
4  Game Development / Newbie & Debugging Questions / Re: [Help] PNG + transparency + PSP 4.12 on: 2017-07-16 15:14:00
You can make Image read-write with basic java library – and I think copy pixels to clipboard
Sorry don’t have mood writing actual code – you may easy find some in google

About clipboard – copy pixels from Paint program let say 3x2, print in java and make same with own result
5  Discussions / General Discussions / Re: Steam Greenlight to be replaced with Steam Direct on: 2017-07-15 19:18:27
RIP the dream of making games without selling your soul to Satan
No-no-no don’t think seriously about that so)
Its possible – but you don't have simple freebie by placing game on steam

You need make a marketing – and try make game on demand of customers hopes and anticipations

So technically you ruin your game by customers stupid ideas)
(its a joke, in many cases they have a point - that can improve your game significantly)

I am really don’t know how small companies will make profitable games now and in future
if they living in some expensive countries with 1000$+ spends for person in month, and this is sad ((

for other countries its ok, for now..
it's like China goods, their prices simple destroy other productions
(it's not only quality, its also quantity)

p.s I want give a hope, but this hope not help much when it hits a "wall of Reality"

but we have good examples looks on “path of exile” – do we need more games like it?
Yes, at least if they free to play many people will try them out
(except we made hundreds of them ^^)

pp.s
Or maybe forgot all this and make games for self, and for fun
And stop trying make profitable business from own hobby =)

Imho: personally I for hobby part,
One time I see hope of “profitable business” – I try, I fail, I no more care)
6  Discussions / General Discussions / Re: Steam Greenlight to be replaced with Steam Direct on: 2017-07-15 12:10:57
http://store.steampowered.com/search/?sort_by=Released_DESC&category1=998
Not best time for making games without big marketing:
15 – 30 game releases per day With many genders like: RPG, Strategy..etc
Many of them have 5-30 reviews for couple months – its something like 300-600 sales

p.s they not fully crap – many of them have good concept and idea,
but them so many.. it's hard even watch preview images 200-300 games for last month – not talking about try them out..
 Huh

pp.s Offtop and you’re see current mods for games?
“left 4 dead” mod topic on steam – its have couple thousand mods - 99% of them its simple retexture or new models that simple ripped out from other games like StarWars or googled somewhere in free repositories….
..i remember starcraft 1 and warcraft 3 custom maps times  Cry
(I try couple times starcraft 2 it’s loading time with 1-2 min map makes me insane – so I don’t know much about it)
7  Game Development / Shared Code / Re: Faster Than Light JSON Parser on: 2017-07-07 22:45:38
I hope I not mess something up)
I'm afraid you did. Smiley In the repo there is a unit test which you can use to verify the parser works correctly.
i don't see it(
up: think i find)  looks like i fix it(i may be wrong)
up3: nope it was benchmark, i find test only now XD
https://github.com/httpdigest/ftljson/blob/master/test/test/ParserTest.java
- Test passed on file "json2.json" ^^

p.s hm - maybe JVM give better performance on small functions
8  Game Development / Shared Code / Re: Faster Than Light JSON Parser on: 2017-07-07 22:40:48
I hope I not mess something up)
Its 2 AM)

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public class JsonParserKS6{
   public static interface ParseListener{
      void beginObject();
      void endObject();
      void booleanLiteral(boolean value);
      void numberLiteral(int off, int len);
      void stringLiteral(int off, int len);
      void nullLiteral();
      void beginObjectEntry(int off, int len);
      void beginList();
      void endList();
   }

   final private static byte[] ignore = _to_B("\t\n\r ,:");
   final private static byte[] isNumeric = _to_B("-0123456789");
   final private static byte[] isNumberPart = _to_B("0123456789+-.e");
   final private static byte _ByteIn = 1;

   private static byte[] _to_B(String text){
      byte[] data = new byte[256];
      for(int i = 0; i < text.length(); i++){
         char c = text.charAt(i);
         data[c] = _ByteIn;
      }
      return data;
   }

   private int pos = -1;
   private byte[] input;
   private ParseListener listener;
   private boolean isEscaped(){
      int p = pos;
      boolean escaped = false;
      for(; input[--p] == '\\'; escaped ^= true){}
      return escaped;
   }
   private void json(boolean inobject, boolean cntn){
      do{
         byte pByte;
         do{
            pByte = input[++pos];
         }while(ignore[pByte] == _ByteIn);
         
         int start;
         switch (pByte){
         case '"':
            start = pos + 1;
            while(input[++pos] != '"' || isEscaped()){}
            if(inobject){
               listener.beginObjectEntry(start, pos - start);
               json(false, false);
            }else{
               listener.stringLiteral(start, pos - start);
            }
            break;
         case '[':
            listener.beginList();
            json(false, true);
            break;
         case ']':
            listener.endList();
            return;
         case 'f':
            listener.booleanLiteral(false);
            pos += 4;
            break;
         case 'n':
            listener.nullLiteral();
            pos += 3;
            break;
         case 't':
            listener.booleanLiteral(true);
            pos += 3;
            break;
         case '{':
            listener.beginObject();
            json(true, true);
            break;
         case '}':
            listener.endObject();
            return;
         default:
            if(isNumeric[pByte] == _ByteIn){
               start = pos;
               while(isNumberPart[input[++pos]] == _ByteIn){}
               listener.numberLiteral(start, pos-- - start);
            }
            else{
               new RuntimeException("Unknown Byte=" + pByte + " '" + (char)pByte + "' at pos=" + pos);
            }
            break;
         }
      }while(cntn);
   }
   public int json(byte[] input, ParseListener listener){
      pos = -1;
      this.input = input;
      this.listener = listener;
      json(false, false);
      return pos;
   }
}
9  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-06-30 14:06:52
Wow. Markus is being a real dick recently.  If anyone still talks to him, now might be a good time to have a chat.
If you about Perrson..
He never responds on my tweets ^^
Like newer-newer Smiley
and not only mine – we are not chosen ones XD
10  Game Development / Shared Code / Re: "Better" LinkedList implementation on: 2017-06-27 11:27:07
I think I understand for what you need List – for pathfind
I use for this Binary Heap
My 5 years old code of Binary Heap is not best quality
So I find in google link - it looks nice and clean (better than mine ^^)
https://stackoverflow.com/questions/18241192/implement-heap-using-a-binary-tree
11  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-06-23 13:13:41
I find the way abuse interfaces to add in java Namespaces ))
From cons you need refactor all project to it (except use it local)
and this is obvious if you want add Namespace in code without it)

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   /*
   __NS pref is global Modules Namespace
   */

   //Its local namespace - for gather all usage add use them in module by one line
   public interface __NS_Parse_Data__Self extends
      _P_Parse_Data_A,
      _P_Parse_Data_B,
      _P_Parse_Data_C{
   }
/****************************/
   /*
   _P pref is Namespace for local module Use
   */

   //Our Namespace  _P_Parse_Data_A
   public interface _P_Parse_Data_A{
      //no public mod to hold it in Namespace and prevent Autoimport to take it)
      static class Data_Object_A implements __NS_Parse_Data__Self{
         static int IN_A = 0;
      }
   }

   public interface _P_Parse_Data_B{
      static class Data_Object_B implements __NS_Parse_Data__Self{
      }
   }
   
   public interface _P_Parse_Data_C{
      static class Data_Object_C implements __NS_Parse_Data__Self{
      }
   }
/****************************/
   public interface __NS_Parse_Data__External_Use extends
      _P_Parse_Data_A{
      //Data_B is locked local fot self namespace
   }

   //we even can create 2 different name spaces for external use
   public interface __NS_Parse_Data__External_Use_2 extends
      _P_Parse_Data_A,
      _P_Parse_Data_C{
   }
/**************************************************************/
   public interface __NS_Render_Data__Self extends
      _P_Render_Parse_Data{
   }

   public interface _P_Render_Parse_Data{
      static class Render_Parse_Data implements
         __NS_Render_Data__Self,
         
         //Parse namespace Adds for use
         __NS_Parse_Data__External_Use
      {
         static int IN_AA = Data_Object_A.IN_A + 1;
      }
   }

most funny its – I think that if I have Namespaces I may trim Classes Names
but irony - you can’t Wink
because if you have name "Parse_Seq"
trim it to "Seq" because its in Namespace Parse – is wrong and weird =)

but namespaces can help organize Code – but need refractor full project

p.s I also dreamed to have ability to add tags to functions – to organize it
let say you have set_Var for use with some checks
and same set_Var without checks – for Init class
add we already have such Tags XD
U_set_Var – for Use and
I_set_Var – for Init ^^


Up: Sometimes Eclipse can't find reference in big extend iteration top class _NS_Self
(its long explain - when you see it self, you understand Smiley)
its easy fixed by adding direct _P  Ns (its generate text import _P.*) and works fine
*Its not compile Java error – its Eclipse Class Visitor plugin Bug (or maybe some limit of iteration search)
Its compile fine without extra code - no any errors or warnings - simple: search Referents may show "potential match" on 1-2 Var objects so move to class declaration not working.

I think Idea Compile and search Refs work fine – but Idea can’t run project with 2k compile errors ^^
12  Game Development / Shared Code / Re: "Better" LinkedList implementation on: 2017-06-22 16:40:18
I'd just create buckets of items, and transfer items among buckets, which is cache friendly.

Its good concept – but its not so easy to implement as basic List
And about LRU cache
It sad, but it not help much – because Java hold pointer to object
And objects scattered all around random places on memory
So on iteration of array objects – it jumps around memory - its not cache friendly)

Remove remaining 98 000 objects using removeFirst():
    LinkedList: 0.298 ms
    FastLinkedList: 2.78 ms
and this result most likely because you use Call function - not direct element change like in LinkedList
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public E removeFirst(){
     
      E h = head;
     
     
      E next = h.getNext();
      if(next != null){
         next.setPrevious(null);
      }else{
         //next and prev are null, list is now empty
         tail = null;
      }

      h.setNext(null);
     
      head = next;

      size--;
     
      return h;
}


LinkedList
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private E unlinkFirst(Node<E> f) {
        // assert f == first && f != null;
        final E element = f.item;
        final Node<E> next = f.next;
        f.item = null;
        f.next = null; // help GC
        first = next;
        if (next == null)
            last = null;
        else
            next.prev = null;
        size--;
        modCount++;
        return element;
}
13  Game Development / Shared Code / Re: "Better" LinkedList implementation on: 2017-06-20 14:00:05
>Add already existing element again ---> Corrupt link references.
>Add element from another list ---> Corrupt other list.
>moveToHead() on object not in the list ---> head is set to object not in the list.
>remove() object not in list ---> corrupts size counter and may corrupt link references.

That’s why linked list elements remember own holder Wink
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   public static class SimpleElement<E extends SimpleElement> implements Element<E>{
+      private FastLinkedList<E> Holder;
       private E next, previous;
   }

Or
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   public static class LinkedListElement<E>{
      private FastLinkedList<E> Holder;
      private LinkedListElement<E> next, previous;
      public E ElementData;
   }
14  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-05-10 09:55:12
Not exactly today, but this past Saturday I have finally graduated from Georgia Tech with Highest Honors!!
Nice job)
Times goes so fast:
I remember couple years ago you post here that entering Georgia Tech and now you already finished it ^^

to reverse a float[]
[]taolf )
15  Game Development / Performance Tuning / Re: Pathfinding over too large grid on: 2017-04-26 10:07:19
You need search per object – not per tile
Per Octree node object – its eliminate empty iterations
But you have new problem – recreate nodes on every static tile change
– but because its Octree – its fast)
16  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-02-26 15:53:45
Interesting idea – that I don’t have time to check:
If your fears hash Collisions – Fear Not!!!
Simply use 2 or more hash algorithms on same DATA – and compare(equals) their results each other
---
if with one algorithm you have 8 byte(1 long) hash size and 1% collision
when using 2 algorithms you have 16 byte(2 long) hash size and 0.000001% collision  ^^

p. i update text^^ - because so simple solutions hard to understand from start:
if let say using SHA-1 you have collision on different data check MD5 hash - it really small chances that you receive collisions on 2 hash algorithm at once for different data
17  Game Development / Newbie & Debugging Questions / Re: Peculiar stacktrace and an error I've never seen before on: 2017-02-21 20:23:22
Hm, maybe pack Game resource in some 1 big file with ".pak” extension
and make updates downloading new .pak files above

like big games do (blizzard games)
they have every new update as 1 file

but because error happens in 0.001% users – no one's care XD

up: + Add files hash check - if file corrupted - redownload it
its easy to integrate)
18  Game Development / Newbie & Debugging Questions / Re: Peculiar stacktrace and an error I've never seen before on: 2017-02-21 19:45:05
Maybe Windows try force use own Java..
So, I appear to have resolved the issue.
You can try use custom Class Loader for shiped JVM, it prevents Code running from 3d party JVM
And gives some protection from decompilers

Or if you want open code (maybe for custom mods)
You can use Custom class loader only for 1 Main class
19  Game Development / Newbie & Debugging Questions / Re: Peculiar stacktrace and an error I've never seen before on: 2017-02-21 08:16:58
Maybe Windows try force use own Java..
Or maybe its bug JVM (that was fixed in next version)
 - so maybe try ships more new version of Java
20  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-02-21 08:09:38
files were stored on the server to use a UUID for the file name, and then store the real file name in a database with a reference to the UUID
You don’t need create new file system)
unique UUID is good idea for any file system, but
You can use - base Folder tree structure for users
Simple create new folder per user,
It direct sync with folder on user system
-if user try write duplicate files - behave as normal file system do)

(+ of course caching folders tree structure for faster search ^^)
21  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-02-18 18:24:09
Today, I wrote a mesh optimizer in Java to be used on the output of my Blender export plugin.
Nice job)
I also may recommend try put draw in to DisplayList
– yes I know it deprecated – but you don’t lose anything trying)
22  Discussions / General Discussions / Re: Steam Greenlight to be replaced with Steam Direct on: 2017-02-14 11:30:09
Small example why tags in steam works wrong:

Pay Day 2 DLC is Rpg?

Is - Quarantine – RPG? It's even don't have RPG Tag how it was added to rpg category?
And - The Wild Eight? Also don’t have RPG Tag
Its Survival – not RPG
- Not in canonic gender Role Play Game,
- Not in RPG like – Diablo and some other games with leveling and quests

And what about Grouping:
-Popular New Releases
-Top Sellers
-Specials
-New Releases

And all older games that not part of “Top sellers and Specials” – is buried far-far away

Its all wrong..

p.s Adding more categories and tags can't harm sales in any sense

- I could go on but fundamentally there is no place for a review system in a world of instant refund policy.
Agree, in place where you can get refund full money in 1 click without any question -
review system, is only harms public opinion and tricks the buyers
(except - you have low internet speed like download 30gb in 1-2 days to try game, or hi price bandwidth ^^)
23  Discussions / General Discussions / Re: Steam Greenlight to be replaced with Steam Direct on: 2017-02-14 09:39:21
Out of curiousity, princec, or anyone else, what would you do to replace/fix Greenlight?
Steam don’t have any problems with Greenlight
When game finds some amount of customers, it released in shop
and gives some minimum income to developer and Steam

Steam have, problems with game categories, and Tags for them
Tags like FPS – now, don’t have any sense, because - half games have it
FPS mean you see hands with weapon on screen and can shoot
Need more deep categories(tags)
Like: Sci-fi single player shooter with quests, leveling, craft, and random generated levels

So to fix all problems in steam they simple need hire 50-100 moderators
who manually add tags to games and move them to needed categories.

But increasing price for publishing game, is looks like Steam simple need more money,
Without Greenlight (I think) we shall see - even more trash – because some ppl simple do it
and have money to realize it (like billions Unity games maps with free contents from Asset Store)

IMHO:
I am sure on 99% that Steam wants more money – so they decide to monetize Unity / Unreal crap,
They don’t care about players, about developers
they care only about VR porno for Gabe XD

+ wants make billions: selling places on shelve for trash games and % from their sales ^^
24  Discussions / General Discussions / Re: Steam Greenlight to be replaced with Steam Direct on: 2017-02-13 21:56:20
For context the guy that made Steamspy bought a house in Ukraine only a few years ago for $3000.
Small info About: Ukraine Smiley
(because topic seems stuck)

It not so simple when talking about richness of people here:
We have houses for sale
1000-3000$
Like this:

And for:
180 000$


We even have even castles for 1-20 millions$ ^^
Like this:

4 500 000 $

Its not India, but gap between poor and reach is big.
I don’t want go to details, but simple people with middle income
to earn 30k – 50k $ for apartment in City
need work 20-30+ years.

So, yes(one more) for 500$ steam fee - its will be really a challenge to see real indie games from Ukraine
and similar to it Sad
25  Discussions / General Discussions / Re: Steam Greenlight to be replaced with Steam Direct on: 2017-02-12 16:23:40
Even $500 is a fortune to a Ukrainian.
Yes in Ukrainian in many Software Companies 500$ is middle salary per month
(For now, it was all different 3 year ago in 3 times more Sad )
(some have more, some less, but surely 1500-2000$ is top what can get except really rarely situations)

Even pay 500$ from salary 2000$ - risky decision
(and other professions - do not have any chances with salary 200-300$)

IMO:
I hoped then when I finish any game I can pay 100$ to steam
and be hoping to: at least return this money
(it was my small dream task at end of this year to realize 1 small game)
*(100$ != 100 sales per 1$ it also Steam fee + taxes)

Now – if price will be 500$ - am surely can't afford it
(same as many other developers except - they have, don’t needed 500$ to throw them away,
Or - they publishing game else where, and it gave enough profit to expand it on steam)

p.s I am from Ukraine Smiley, and currently even 100$ is valuable for me (little broke)

So, life pushing me to: maybe, go to youtube for money ^^
26  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-10-20 09:02:43
I sold all my gun skins in Counter Strike for just over $1000
Turned out to be a profitable investment.
I have only one question:
And how many money you spend on keys to unlock them? Wink
27  Discussions / Business and Project Management Discussions / Re: Mentor Needed! on: 2016-10-17 12:29:16
My recommendation – try out Unity, Unreal
And when you have more experience - you can try create own engine from packs of libraries Wink
28  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-10-15 19:56:19
Can someone explain me this?

http://pastebin.java-gaming.org/baee259814e1d

Up: Caution MAY freeze System on couple min's (it create only 2 gb)
but it may lags on not clean Disk!!!!! - because of fragmentation or other background IO operations

(sorry for code it's very raw example)
It create and write 2 GB Data
for 3.1679208 sec its 631 mb/s

p.s if you have same results and it not some trick (that i don't understand at this point)
pp.s maybe i made some mistakes in code that can explain such result)

Up Solved: Trying create 5 files for 2 gb with 4 Gb Ram - And its freezes after Write 3.5 Gb =)
and write next very slow == it's some system(Java) cache that give only illusion of such cool speed Wink
(Yes-Yes MappedByteBuffer.force() - but it freezes whole system for me on couple min's Sad )
Most interesting is: this Write IO is in - some low Core Sys
- because none of Sys profilers(and external profilers) not show any IO activity at all but all lags as Hell untill All IO ends
29  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-10-13 22:30:36
Why VHD? because its easy to backup – copy 1 file, faster read write, even may have dynamic grow Size, but need separate important data to different VHDs to not copy all, one big piece.
Microsoft:  'Do you really think you can run away so easily - Wink
VHD – dynamic have 25% performance and creating static takes eternityyyy 2 Gb created in 2 min or so

Yes it definitely faster to copy-paste - especially full Git rep – 1 file

But this not save you from nightmare of defragmentation
(because inside VHD you still have same Logic disk =))

P.s IMO Best way to copy Git is: -bundle or git -archive for only data – but VHD Faster XD
pp.s try Deferment disk 8 gb it take 2 hrs Wink no I event don't want try it on 500 gb

IMHO: Best way defragment disk is – copy all important data to another disk – and let it BURN
Recreate Disk Volume – with full format XDDDDD

Up:
Recreate 500 gb partition - separate it
- all backs to normal Write speed 20-50 mb/s on big file =)
not bad for 7 year old HDD in everyday Use XD
30  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-10-12 22:17:47
Hope tomorrow sort all my HDD Data and finally move it To VHD
Because Window f**k up Disk with 500 gb all over the time (especially git folder XD)
first I even think its problem with my HDD – but no, I test it on bad sectors in DOS and
it find only 1 bad sector
I have 70 gb free space NTFS but once i fill 499 GB and it was start of all problems
now Windows can't defragment it in background
(manual I even don't want try - it's take 5 or even 10+ hrs)
today hi finally kill my patience when I try copy 1 gb file on same disk(500 gb-70 gb free)
and hi give me 500 kb/s write speed

Why VHD? because its easy to backup – copy 1 file, faster read write, even may have dynamic grow Size, but need separate important data to different VHDs to not copy all, one big piece.

but VHD have 1 problem if Win f**k up this 1 big file - chances that hi restore it almost 0 ^^
but i use VHD for backup - it easy to do copy, so even if this happen data can be restored from copy
or maybe google how restore broken VHD =)
Logical copy better then hope in win chkdsk:
that maybe hi restore all broken files
- no he don't – I check many time in 50% cases hi simple lost files

p.s Reminder for self – Never-ever do Logical disk with 100 gb's+ on old file system like NTFS
except maybe Windows Sys – because it writes all crap without asking - at same disk
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