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1  Discussions / General Discussions / Re: Interesting proposals: Java 9 and beyond on: 2016-05-29 11:00:34
Multiple inheritance was a pre-existing feature of C++ that was explicitly excluded from Java from the very beginning because of the problems it can cause. Personally I see no need to add it to the language now.
I think its ok - after i found out this solution ^^ - So I think problem closed - with little overhead of code(And Mem)
All thanks Wink
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interface B{public B_Data get_B_Data();}
interface C{public C_Data get_C_Data();}

class B_Data implements B{public B_Data get_B_Data(){return this;}}
class C_Data implements C{public C_Data get_C_Data(){return this;}}

class BC_Data implements B, C{
  B_Data bd;
  public B_Data get_B_Data(){return bd;}
  C_Data cd;
  public C_Data get_C_Data(){return cd;}
}

Or even little crazy Sugar =)
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class BC_Data_Ex implements B, C{
  B bd = new B_Data();
  public B_Data get_B_Data(){return bd.get_B_Data();}

  C cd = new BC_Data();
  public C_Data get_C_Data(){return cd.get_C_Data();}
}
2  Discussions / General Discussions / Re: Interesting proposals: Java 9 and beyond on: 2016-05-28 18:41:28
Java 8 allows default implementations for interface methods, but (i think) interface fields are static final by default.
it Overridable Wink
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      static interface ID{default public int get_I(){return 0;}}
      static class A implements ID{}
      static class B implements ID{@Override public int get_I(){return 1;}}
      public static void main(String[] args){
        pr(new A());//0
        pr(new B());//1
      }
      static public void pr(ID id){System.out.println(id.getClass() + "=" + (id).get_I());}

I don't see a logical problem with this example.
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class BB extends B,C,D{}
<T extends B & C & D> fun(T data)
I skip code spam varibles in extend clases ^^, its all about Data within..
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//T data == class
data.Name = "T_Data";
//and Interfaces don't have local Data (variables)

The interface version requires copy-pasting code around which is annoying, error-prone and time-consuming.
Most of these cases (and also my example) could be solved with simple inheritance, but deep class hierarchies kinda suck and are inflexible, it just doesn't feel right to me to create a new class branch just to add a component to some class.
Exactly – but when you have 2 big clases that already extends from something
you simple can’t merge them together by
class extends A,B


And creating clone object - bad solution
Because you cant send 2 same cloned classes in
fun(class_1)
or
List<class_1>

Only if you implement them from same interface – but you don’t have direct access to data of that class
or you need copy-past all get’s/set’s – many useless copy past code..

p.s and Yes, I found out code solution only after I post the problem ^^ its looks weird but it works =)
3  Discussions / General Discussions / Re: Interesting proposals: Java 9 and beyond on: 2016-05-28 08:12:46
I want
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class A extends B,C,D{
}

Is everyone don’t care?
You can make List<int> - by making custom List class with int[]
You can make operator overloads – by calling fun mul(a,b)
You can send fun as param
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interface Fun<E>{
    public Do();
    public Do(E params);
}

You can even serialize and memory copy by Unsafe and direct buffer

But You can’t make struct(class) extend from 2 structs (classes)
Its fundamental JVM problem Sad

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class AA extends B,C,D{
}
class BB extends B,C,D{
}

fun(B data){
    do_B(data);
    if(data instanceof C){
        do_C(data);
    }
    if(data instanceof D){
        do_D(data);
    }
}
<T extends B & C & D> fun(T data){
    do_B(data);
    do_C(data);
    do_D(data);
}

up: i don't think its good solution ^^
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   class B_Data{}
   class C_Data{}
   class D_Data{}
   
   interface B{public B_Data get_B_Data();}
   interface C{public C_Data get_C_Data();}
   interface D{public D_Data get_D_Data();}
   class AA implements B, C, D{
      B_Data bd;
      public B_Data get_B_Data(){return bd;}
      C_Data cd;
      public C_Data get_C_Data(){return cd;}
      D_Data dd;
      public D_Data get_D_Data(){return dd;}
     
      public<T extends B & C & D> void Fun(T data){
         do_B(data);
         do_C(data);
         do_D(data);
      }
      public void do_B(B data){}
      public void do_C(C data){}
      public void do_D(D data){}
   }

What you think?)
4  Discussions / General Discussions / Re: Interesting proposals: Java 9 and beyond on: 2016-05-26 19:12:21
I want
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class A extends B,C,D{
}

and i don't care how linker link code - with JVM or source code cloning
i feel like in stone age - when i creating duplicate for same class - because JVM can't link 2+ classes with data Sad
5  Discussions / Business and Project Management Discussions / Re: WoW Server Development [Project Shadowcrown] on: 2016-05-11 19:58:44
Quote
Sorry for the harsh words, but i just wanted to inform you how skewed you perspective on some matters is.
its ok =)

Quote
1.We are in fact using mangos!
cmangos or mangos?)
Quote
Yes, you can download a core with 10% content
You can’t – core don’t have contents at all Tongue
There are many Quests DB (TrinityDB, YTDB.. etc) – in 99% cases bugs in DB not in mangos core
Quote
shitty server
what you mean “shitty server”? You have same shitty server core - all have same =)
Quote
shitty webpage
webpage have 5-10 files
1. its easy to extend
2. it have all stats you need for basic server  
Quote
shitty hosting
what??  - no one care =)
Quote
We aren't making this for profit. We will spend all the money that the server gets on game and web servers maintenance.
servers maintenance, you mean 15-20$ per month?)
Quote
5. Hamachi.... are you playing minecraft or what?
No - pirated L4D some long time ago ^^
still have custom configs for server(somewhere) - with billions zombies XD
Quote
We want to provide full WoW experience as it was back in the day, with 100% content, a professional website and fast servers.
OK..
But its very hard to play (boring) on own server,
when you can create any char, any lvl with any items
After you enough bored with classic, you start making custom items – and custom scripts =)
Or try monetize server

I saw how big TBC (5k - 10k online) server turns off because all player leave
And i install own mangos server - and its not funny play on own server at all Sad
+making big stable wow server not worthy time nor money at all
if you make own game with online even 1k you make pile of money Wink

but maybe i wrong ^^

imho: Mangos server - its cool as fun project, but as commercial - its lame crap
- with core bugs that goes decade to decade like mobs Pathfinding that walk through walls)
6  Discussions / Business and Project Management Discussions / Re: WoW Server Development [Project Shadowcrown] on: 2016-05-09 09:45:24
wow server with 2 of my best friends
TL;DR LF a good c++ programmer

We need a c++ developer because fixing database issues is one thing, and scripting raids is another. We simply don't have enough manpower to do that much
Why?)
when you can use MaNGOS + hi already have 99% working quests and raids for TBC, LK ...

ppl simple make servers and site in one click from templates and billions torrent customized packs)
+there are billions alive TBC, LK, even custom servers =)

p.s useless and unprofitable...
if you want play with friends on custom server
- deploy mangos on own PC and use hamachi, or take any server with x100-x1000
7  Game Development / Game Mechanics / Re: Hardware-like software cursor. on: 2016-05-04 11:09:23
I've done that, by (you can guess it) drawing a simple renderd quad on top of everything in the position of cursor and hiding the original, hardware("native"?) cursor. The thing I'm running into is when the game starts to lag, the cursor lags with it - what doesn't take place when using hardware cursor. Is there a way around that lag or any well established practice on this topic? Or maybe you just have an idea how to handle this?
If you want draw small quad on top img and then move it - without redraw bottom img
1. draw main img to pixel buffer
2. then copy rec quad from main img, before draw it
3. draw quad
4. restore rec quad
5. move mouse pos – repeat from 2

If game lags – have sharp FPS – then it simple lags and need fix lags ^^
8  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-04-19 15:26:28
so cool ^^
https://www.instapainting.com/ai-painter
http://ostagram.ru/static_pages/lenta?last_days=1000&locale=en
https://deepart.io/latest/

up:Hm maybe create Topic for: JGO users neuronet imgs?
9  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-04-19 09:15:54
It's mega cool for Texturing algoritm (in future ^^)
Quote
You'll need a good NVIDIA card with CUDA to run this software on GPU, ideally 2Gb / 4Gb or better still, 8Gb to 12Gb for larger resolutions.
SadFace..

up:
Link share Wink
https://www.kickstarter.com/projects/udoo/udoo-x86-the-most-powerful-maker-board-ever?ref=category_recommended
Quote
$109
- X86
- Intel® Quad Core up to 2.24 GHz
- 4 GB of RAM
Estimated delivery: Nov 2016
X86 - Win ^^

IMO: Little overpriced (you can buy for same price cheap smartphone with onboard screen battery etc)
but its intel supports x86
+ long delivery time
but good try, let's wait more ^^
10  Java Game APIs & Engines / Java Sound & OpenAL / Re: Java OGG API with concurrent playback on: 2016-04-18 10:54:40
I'm not sure I'm necessarily trustworthy but at least that code's been battle-tested on exactly 779,284 installations (of which 5% Mac, 1% Linux) and it's doing fine for me Smiley
779,284 installations
O Man, it so neat  Roll Eyes
11  Discussions / General Discussions / Re: Message preview not working on: 2016-04-14 15:56:30
Yes - Win XP - Firefox 45.0.1 with enabled JavaScript (if disable - all ok)
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Preview post
Fetching preview...
12  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-04-14 14:24:57
write a program which generates the code. >___> <___<
Not sure why generate abstract layer for library - But its cool =)
What java Source analyze methods you use ?)

up:
ou i understand ^^
need overwrite static vars, methods Wink
public static final int COMMAND_ID
and
public static long execute

Its’s better in many cases use direct compiled code without generating code
-it looks very cool and flexible, and it really is,
but you receive many trash code that can be optimized by abstract function and interfaces.

Like this:
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    private static final int V0_OFFSET = 16;
    private static final int V1_OFFSET = 20;
    private static final int V2_OFFSET = 24;
    private static final int V3_OFFSET = 28;

this Vars are same(generated)
So you can move them into
abstract class CmdClearBuffer_Abs

And generate (or extend directly ^^)
 CmdClearBuffer extend CmdClearBuffer_Abs


Simple words: take care about overflow of generated code Wink

up2: ^^
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-public static long execute(long address)
-public static void execute(int fbo)
+public static long execute_Address(long address)
+public static void execute_Buf(int fbo)
13  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-04-02 20:26:14
delt0r's not a beginning programmer so it makes sense to work the way he thinks he should and then adapt if it's not working out.
I fully agree but i see so many abandoned games that i can't silently pass thru,
You can be best programmer in universe but this not mean that you can complete started game
because games are not only programming - its game mechanics, game universe - art style, Art Images and animations, Level design, Story, user(players) easy understanding (usability), sounds and music

Without even small understanding what you gonna do and how – we receive one more FEZ after 3-5 years in best case (because even FEZ earn money)

https://forums.tigsource.com/index.php?topic=35689.0
https://forums.tigsource.com/index.php?topic=18.0
14  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-04-02 13:38:16
I am building and I'm having fun, not because I have a 100 page master plan.
And that Ok, if you do that in free time,
but when you leave your work and have 1 year to make game until you money runs out,
making game without master plan - wrong way.

the only game budget I can work with is 0.
Budget can't be 0 - NEVER - its illusion
You spend at least time on game
- for that same time you can go on work and earn some money,
or make freelance,
or even spend time with friends
Time - are not free (0$ cost) ^^

10k => mortgage, healthcare etc..

fresh concept.
fully fresh concept games - sold very-very slow and low
- without gigantic promo marketing to them - scary true

but understanding the market isn't by itself going to give you a good idea
>Sure you need to understand the market to know
Making one more F2P Dota clone not good idea =)
(or clash of clans, or flappy bird or ..)
15  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-04-02 10:41:41
And you can't build a complex piece of software from heavyweight initial designs.
You can make game for fun with budget 5-10k spent for living and be happy if you earn more then you spent,
But you can't make game for 100k without Tech Doc,
You just throw them out the window and hope that some of them will returns by wind ^^
16  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-04-01 21:50:50
finally moved everything over to a eclipse project from the jME SDK.
Personally i recommend - make commercial game on big engine like Unreal or Unity
Because Commercially faster and wiser
will be making game on big engine with many presets and tutorials (blueprints)
You simple don’t have Time and Money to spend them on pure Java and SDK.

edit:
Working on getting our models to walk around a bit better than they are right now, and fix a few issues we have with blender model import
Making models and art without full understanding of game needs – increase time consuming on project in many times

First you need make Technical document:
with game core mechanics, number Lvls, number of Art etc..
Calculate time on all that and All expenses

After that separate work on MileStones (and try finish them in time Wink )

Then Make prototype
– test in game mechanics on technical Art with technical animation and all FX and technical sounds
– test User friendly (usability)

And after that - start making all Lvls and final Art, FX, sounds.

Also for commercial successes (on Technical document writing phase)
need research market on similar games, and calculate theoretical business income
(make monetization plan, Promo With Adwords etc)

And after all that - Publish game and hope that all goes as planned or better ^^
17  Game Development / Newbie & Debugging Questions / Re: Time, delays, etc on: 2016-04-01 13:26:14
Why you use Runnable ?)

edit: Runnable mind me wrong Way XD
Quote from: JavaDoc
The Runnable interface should be implemented by any class whose instances are intended to be executed by a thread.
18  Discussions / General Discussions / Re: Interesting proposals: Java 9 and beyond on: 2016-03-23 11:08:26
Let me show something ^^
http://www.java-gaming.org/?action=pastebin&id=1431
19  Discussions / General Discussions / Re: Interesting proposals: Java 9 and beyond on: 2016-03-23 10:25:52
Wait... I am going to look up ArrayList<> and see if I can't fork it to make it support explicitly <int>
Its impossible without rewriting all list instances
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//ArrayList
public int indexOf(Object o) {
     if(o.equals(elementData[i]))
}

prim types dont' have equals and hashCode
for adding prims need make  
<E>.class.equals(o, elementData[i]
in all Lists + objects classes
And plz stop flaming about this)
20  Discussions / General Discussions / Re: Interesting proposals: Java 9 and beyond on: 2016-03-16 12:04:32
I don't want my reference nullified, in this case I usually want the error.
Why You troll me Wink
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 static public<T> void Cast_Me(Object Obj, Class<T> cl){   
      if(cl.isInstance(Obj)){
         return (T)Obj;
      }
+      throw new IllegalArgumentException("NOooooo..");
-      return null;
   }


Quote from: Abuse
I hope you realize how & why that is really really nasty.
Yes - but there is no problems in Language or IDE for fixing this, in more flexible way)
21  Discussions / General Discussions / Re: Interesting proposals: Java 9 and beyond on: 2016-03-16 11:54:09
How is

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String s = Cast_Me(aaa, String.class);


...better or shorter than:

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String s = (String)aaa;

if wrong Instance return null)
22  Discussions / General Discussions / Re: Interesting proposals: Java 9 and beyond on: 2016-03-16 11:42:30
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if(obj instanceof String) {
   String str = (String)obj; // seriously? I have to cast here?
}


i also think about that all time writing "instanceof ", and after i see Question here i find answer in couple sec ^^

Up:
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   Object aaa = "Q";
   String s = Cast_Me(aaa, String.class);
   Integer i = Cast_Me(aaa, Integer.class);
+   Integer i2 = Cast_Me(s, Integer.class);
+   static public<E, T extends E> T Cast_Me(E Obj, Class<? super T> cl){  
      if(cl.isInstance(Obj)){
         return (T)Obj;
      }
      return null;
   }


p.s Lol i'm so good solving someone else problems XD, but not my own Sad
23  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-03-07 06:40:30
Free textbooks are pretty hard to find.
But I think that a project to make an opens-source textbook, modeled on the wiki community, would be very useful..

I agree, and don't see big problem in books - we have open WIKI
- make Site - copy past all you need from Wiki + add own explanation
and you receive full book.
Print Black A4 – Home Task.
24  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-02-25 12:02:06
I think... Vulkan is not for me. And never will be.

Cas Smiley
I agree with Cas - I already have all i need - Shader, OpenCL
https://www.youtube.com/watch?v=pm85W-f7xuk
https://www.youtube.com/watch?v=eyc1UqWewME
Performance not a problem - its all about caching ^^ + new physical(device) upgrade
(+ I can’t run in on my GPU Tongue, same as million other ppl)
Maybe later…
+Vulcan not for game development – its for Engine dev
For game dev ppl have Unity + Unreal ^^ - with Vulcan support from devs Wink
25  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-02-23 19:35:18
OpenGL was that FPS was limited to 10 000 on Nvidia hardware.
this is totaly Wrong concept (that i used, same, some long time ago ^^)
better way - use: System.nanoTime() for performance and FPS calculate =)
26  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-02-21 22:08:25
(except that it's only an integer % of the map)
It looks like you don't know what you're doing  ^^
http://www.redblobgames.com/pathfinding/tower-defense/

maybe search and try: "A* pathfinding", or "curve move" in google )
27  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-02-21 17:17:09
I really dislike coding graphics
Make Img in Paint and load in game?)

I'd like the paths...
Paint another Img - load pixel Data - make paths points (for in game Ai) from pixel colors =)
28  Discussions / General Discussions / Re: Engaging the Voyage to Vulkan on: 2016-02-17 15:49:04
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VkApplicationInfo app = VkApplicationInfo.malloc()
   .sType(VK_STRUCTURE_TYPE_APPLICATION_INFO)
   .pNext(NULL)
...

You can Use something like this Smiley
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class VkApplicationInfo{
   public sType_Enums sType;
   public pNext_Type pNext;
   ...
   
   static public VkApplicationInfo CreateDefault(){
      ...
      return...
   }
   static public VkApplicationInfo CreateEmpty(){
      return new VkApplicationInfo();
   }
   
   public Buffer MallocData(){
      ....
   }
}
29  Game Development / Newbie & Debugging Questions / Re: NPCS and Textboxes? on: 2016-02-07 09:34:42
"triggers for when the player is close"
You need Dialog System with load text from custom file (XML, Yaml, etc..)
Dialog have stages (phases)
on every stage you have some NPC text and answers
*answers - may have some events like Have 100 gold, Male etc
**triger action (next dialog, summon dragon ....)
**bool single time call
**bool show inactive (not have 100 gold) , but render in dialog

on exit dialog save current NPC stage and return to it or start dialog from Middle stage (after hello stage)
30  Game Development / Game Mechanics / Re: Best data structure for triangle collision meshes on: 2016-01-21 18:20:29
A big level would be ~600 000 to 1 000 000 triangles.
Why ?)
Do you use any sort of Lod collision mesh?

Best data structure for triangle collision meshes
any tree with dynamic sizes like R-tree
-manually separate big open world on sectors

*use native GPU PhysX XD

up:
collision response for the triangles
You really use triangles in collision? ^^
no one doing so - they change render model to -> collision with primitive parts like sphere, tube, box, etc

http://counterstrike.wikia.com/wiki/Hitbox
Hitbox == collision model
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