Java-Gaming.org Hi !
Featured games (90)
games approved by the League of Dukes
Games in Showcase (736)
Games in Android Showcase (224)
games submitted by our members
Games in WIP (813)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
   Home   Help   Search   Login   Register   
  Show Posts
Pages: [1] 2 3 ... 16
1  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-09-18 15:19:20
You need therapy, at once!
Maybe)  
(or use Auto Formatter before post code somewhere XD)
ED:I use lower Case only for function arguments, in function variable and RAW code
1  
2  
3  
4  
5  
int W;
public Win(int w){
   W = w;
   int x = 10;
}

I don't like this type of style:
1  
2  
3  
4  
int w;
public Win(int w){
   this.w = w;
}

For static and final – I have different Font style(color) in IDE so I don’t care )

up: ps.
this preference only for my own projects
- if i write for 3rd party project I use their formatting style Wink
2  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-09-18 14:54:46
What sort of sick puppy says "static public"!?
Cas Smiley
static is more important for me then public / protected ^^
I also have
1  
2  
3  
Object ar[] 
Object ar[][]
Object[] ar[]

(when many ppl use
Object[][] ar
)
=)
3  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-09-18 11:32:06
Look what i found)
1  
2  
3  
4  
5  
6  
7  
8  
9  
10  
11  
12  
13  
14  
15  
16  
17  
18  
19  
20  
21  
   static public void main(String[] args){
      B b = (B) new B().Call();
      B b_E = new B().Call_E();
      C c = new C().Call_E();
     
      //Runtime Error
      //But Because its Class exception - its trigger on every call = easy to find and fix
      C c_Er = new A().Call_E();
   }
   
   static public class A{
      public A Call(){
         return this;
      }
      public <E extends A> E Call_E(){
         return (E) this;
      }
   }
   
   static public class B extends A{}  
   static public class C extends B{}
4  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-09-14 22:30:24
Ah--probably the "macro recording" feature proved too tricky to just kick out and I put it aside for that reason.
Capturing Events and reproduce them can be tricky
here some raw example
1  
2  
3  
4  
5  
6  
7  
8  
9  
10  
11  
12  
13  
14  
15  
16  
17  
18  
19  
20  
21  
22  
23  
24  
25  
26  
27  
28  
29  
30  
31  
32  
33  
long Start_Time;
Start_Recording(){
   Start_Time = cur_Time_Ms
}

ArrayList Events
java_Mouse_event(){//etc evn
   long time_Trig = cur_Time_Ms - Start_Time
   Events.add(event, time_Trig)
   
   java_Mouse_event_Proc(ev)
}

java_Mouse_event_Proc()
///
Thread_Load_Events{
   Events_Load
   int proc_List_Pos = 0;
   int size = Events_Load.size;
   while(proc_List_Pos < size){
      long cur_Time_Ms_Macro = cur_Time_Ms - Start_Time_Macro
      int i = proc_List_Pos
      for(; i < size; i++){
         if(ev.time_Trig <= cur_Time_Ms_Macro){
            java_Mouse_event_Proc(ev);
         }else{
            break; //for loop
         }
      }
      proc_List_Pos = i;
      Sleap(15)
   }
}

all be fine and smooth if application don't have Lags =)
if you have after some event let say 100ms lag
-additional event align needed - to compensate multithreading desync ^^
(or don't care if events don't need perfect time accuracy)
5  Game Development / Shared Code / Re: Fast Atan2 [Again] on: 2017-09-12 16:44:04
Quote
From my tests in the past, Java's Math.sqrt() is pretty damn fast these days
...
we have x86 instructional support
Yes, ok, my mistake - why i even trying...
– no one cares)
6  Game Development / Shared Code / Re: Fast Atan2 [Again] on: 2017-09-12 10:04:53
Let make next Contest "Fast Sqrt" Smiley
one from the Baselines https://en.wikipedia.org/wiki/Fast_inverse_square_root
1  
2  
3  
4  
5  
6  
7  
8  
9  
10  
11  
12  
13  
14  
15  
16  
float Q_rsqrt( float number )
{
   long i;
   float x2, y;
   const float threehalfs = 1.5F;

   x2 = number * 0.5F;
   y  = number;
   i  = * ( long * ) &y;                       // evil floating point bit level hacking
   i  = 0x5f3759df - ( i >> 1 );               // what the f**k?
   y  = * ( float * ) &i;
   y  = y * ( threehalfs - ( x2 * y * y ) );   // 1st iteration
//   y  = y * ( threehalfs - ( x2 * y * y ) );   // 2nd iteration, this can be removed

   return y;
}
7  Game Development / Shared Code / Re: Tagged Human JSON (THJSON) Parser on: 2017-09-05 10:24:48
We need even Moarrrrrr custom syntax and Languages  Roll Eyes
(it's not sarcasm, we really need them
 – but not stupid copy past or change 2-3 lines of exist like some kids do,
"you can do it Alone – it's not so hard... really not so hard")
8  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-09-02 16:24:15
Funny topic)
https://forums.tigsource.com/index.php?topic=18397.msg1351265#msg1351265
9  Game Development / Newbie & Debugging Questions / Re: Efficient Bukkit multi-plugin Mongo database design on: 2017-09-02 16:09:18
i see same question from you on stackoverflow ^^ (no answer and some kid give minus)

short - brutal trick:
- Make 1 big field like 256-512 byte and manually pack unpack different data in it:
"2 bytes kills, 1 byte Score, 2 byte Money"
per Game Data, or per player Data (MMO) - use it where you want)
Short – brutal - same DB size for different Versions of client and server (while in bounds of field limit)

p.s I may say little disappointed – we have at least 3 ppl who working with DB(experts) and make for living with it.
But they don’t care (or too Greedy to help for free XD)
Quote from: Icecore
I may say little disappointed
But I don’t XDDDD
There are so many, so I even not care…
10  Game Development / Shared Code / Re: Fast Atan2 [Again] on: 2017-09-01 09:28:17
It have more accuracy because use bigger array and use less memory because its 1 array – not 8 )
(1000 x 8 x 4(f) = 32kb   4000 x 4(f) = 16 kb)
More array size more accuracy ^^

also may try this - less on one OP =)
1  
2  
3  
++      private static final float Pi_H_M = -Pi_H;
--      if(y < x) return -(Pi_H + Atan2[(int) (x / y * Size_Ac)]);
++      if(y < x) return Pi_H_M - Atan2[(int) (x / y * Size_Ac)];
11  Game Development / Shared Code / Re: Fast Atan2 [Again] on: 2017-08-30 18:07:29
I also have this - it's more Cache friendly, but have more OPs ^^
1  
2  
3  
4  
5  
6  
7  
8  
9  
10  
11  
12  
13  
14  
15  
16  
17  
18  
19  
20  
21  
22  
23  
24  
25  
26  
27  
28  
29  
30  
31  
32  
33  
34  
35  
36  
37  
38  
39  
40  
41  
42  
private static final float Pi = (float) Math.PI;
private static final float Pi_H = Pi / 2;
//4 x 4000 = 16 kb L1 Cache
private static final int Size_Ac = 4000;
private static final float Atan2[];

static{
   final int Size_Ar = Size_Ac + 1;
   Atan2 = new float[Size_Ar];
   for(int i = 0; i <= Size_Ac; i++){
      double d = (double) i / Size_Ac;
      double x = 1;
      double y = x * d;
      Atan2[i] = (float) Math.atan2(y, x);
   }
}

static public final float atan2_1(float y, float x){
   if(y < 0){
      if(x < 0){
         // (y < x) because == (-y > -x)
         if(y < x) return -(Pi_H + Atan2[(int) (x / y * Size_Ac)]);
         else return Atan2[(int) (y / x * Size_Ac)] - Pi;
      }
      else{
         y = -y;
         if(y > x) return Atan2[(int) (x / y * Size_Ac)] - Pi_H;
         else return -Atan2[(int) (y / x * Size_Ac)];
      }
   }
   else{
      if(x < 0){
         x = -x;
         if(y > x) return Pi_H + Atan2[(int) (x / y * Size_Ac)];
         else return Pi - Atan2[(int) (y / x * Size_Ac)];
      }
      else{
         if(y > x) return Pi_H - Atan2[(int) (x / y * Size_Ac)];
         else return Atan2[(int) (y / x * Size_Ac)];
      }
   }
}
12  Discussions / General Discussions / Re: Programmer jokes on: 2017-08-23 21:44:55
Tell me where you work because I never want to work there!! My experience of working in IT is more like how KaiHH describes it.
Happy few)
And maybe you even don’t work 10-12 hours a day + Weekends In Deadline
Dream Land ^^
p.s On every successful story- at least 1000 not so successful ^^
(Like Story about Fable Development)
13  Discussions / General Discussions / Re: Programmer jokes on: 2017-08-22 14:11:10
Quote
Good knows that his coworkers are idiots and makes mistakes (bugs) all over the time
That's an awful description.
From perspective of Manager:
- Programmer that write code with bugs is idiot “didn't he see that he make a bug” =)

Quote
And he accept them as they are, without trying to change them
A good manager encourages people to improve themselves. Of course not by blaming them for their errors but by establishing an environment in which errors are accepted (and to some degree, encouraged) and then giving them hints on how they can improve and to learn from themselves.
And did you really want that some manager (not programmer)
Will try to teach you how to program better and make more quality code (product) XD
(and many of them do, do this all over the time ^^)

((Yes, yes if you work in big company and have QA department with 50+ ppl
– they check code and add errors to bug tracker when after couple months someone will try to fix them..
But what if you have only 10- ppl at All Wink))

p.s I fears you can’t understand me, because we live in different realities: 2 ppl can also be a company
(and you can’t hire best of the best because they go in bigger companies and you simple don’t have money on them)

UP pp.s
Even best-of the best:
may spend plenty of working time on some nonsense like watch videos, sitting in facebook, reddit etc..

Can I call them Idiots? – Yes I can.
When they have work, they spend time on some nonsense, and later crying that they not finished work in time

This is where:
He know their strengths and weaknesses
Is important: you know that you’re coworkers spend half working day on non work nonsense.
You planning Terms and Milestones with this offset.

Dirty reality:
And if you work in Big company where you have 50+ ppl on 1 position
If some of workers spend more time than manager think its needed
– it's fired in no time, and on next day new person works on his place
No one will even try to understand you, or teach you something.
Because it's extra expenses – And business didn't like extra expenses.
14  Game Development / Newbie & Debugging Questions / Re: Using bytes to save space. Does that really optimise perfomance or not? on: 2017-08-22 13:49:10
Short answer: no.
Longer answer: when you start to use a lot of bytes - like megabytes, typically in arrays, or buffers - then yes. But as class members? No. Don't.
Cas Smiley
Thank you Cas. Seems my idea was stupid haha
Its good Idea - and Bad Implication in Java (not your fault ^^)
p.s I use byte when i can - without paranoia (all int -> short -> byte) XD

For big Data consuming - its nice to pack data to ByteBuffer Object - and clean its manualy
if you let say have 10mil objects with 38 byte each +12 byte Object Header + 6 Align x64 = overhead is 180 mb
But 10 mil objects - is rare (and its only 180 mb+, another problem is GC)
15  Game Development / Newbie & Debugging Questions / Re: 2 questions, coding MMORPG in Java on: 2017-08-22 13:43:08
2 questions, coding MMORPG in Java
One Answer - NO)

If you have at least 1 question about MMORPG – then you’re not Ready for it =)

p.s:Nice Blog about Games Programming (Java)
https://www.youtube.com/playlist?list=PLRIWtICgwaX3M0JRdA_0ykrjp7mHGuynI
16  Discussions / General Discussions / Re: Programmer jokes on: 2017-08-22 13:29:08
Conditional inserts? This joke has too many layers Pointing
Do you know the differences between good Manager and bad?
Good knows that his coworkers are idiots and makes mistakes (bugs) all over the time,
He know their strengths and weaknesses,
And he accept them as they are, without trying to change them

Not a joke – dirty Reality XD
17  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-08-14 12:53:05
I was thinking more about concept of float structure,
In theory format may use only max 8 bits float part(with 0.0039 tick) and 4 bits exponent its adds more integer data to use

But he was design in different way – so it hold as many float part as he can.

And after more thinking I suddenly find explaining why)
Because it was designed to return div accurate result
– and not for holding big value)
This is a purpose of float and not to hold 300000.005f =)
1  
2  
3  
4  
5  
6  
int a = 100000;
int b = 100001;
float f = (float)b / a;//1.00001
int c = (int) (f * a);//100001
if(c == b)System.out.println("same");
else System.out.println("not");
18  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-08-13 20:20:08
When you receive this:
1  
2  
3  
4  
5  
6  
7  
8  
9  
10  
11  
12  
13  
14  
15  
16  
17  
18  
float fff_5 = 65536.0f + 0.003f;
float fff_6 = 65536.0f + 0.001f;
float e = 0.0001f;
if(Math.abs(fff_5 - fff_6) >= e){
   System.out.println("not same");
}
else{
   System.out.println("same");
}

fff_5 = 65535.0f + 0.003f;
fff_6 = 65535.0f + 0.001f;
if(Math.abs(fff_5 - fff_6) >= e){
   System.out.println("not same");
}
else{
   System.out.println("same");
}


wiki data about "Single-precision floating-point format" can’t save you or help solve problem)
1  
2  
3  
4  
5  
6  
7  
FV:0.001     Hex:3a83126f Bits:111010100000110001001001101111
FV:0.003     Hex:3b449ba6 Bits:111011010001001001101110100110
FV:65535.0   Hex:477fff00 Bits:1000111011111111111111100000000
FV:65536.0   Hex:47800000 Bits:1000111100000000000000000000000

FV:65536.01  Hex:47800001 Bits:1000111100000000000000000000001
FV:65535.004 Hex:477fff01 Bits:1000111011111111111111100000001

only double fix it =)

p.s And yes i know that float part in 65536 is not 1 byte(8 Bits) its 7 bits
and when integer data grow float part is decreased not by bytes but by bits
(on top post was raw example ^^ because no one cares this bits magic unless it solves the problem and it doesn't =))
1  
2  
3  
4  
5  
6  
FV:65535.004 Hex:477fff01 Bits:10001110111111111111111_00000001
FV:65535.996 Hex:477fffff Bits:10001110111111111111111_11111111
FV:65536.01  Hex:47800001 Bits:100011110000000000000000_0000001
FV:65536.99  Hex:4780007f Bits:100011110000000000000000_1111111
FV:65537.0   Hex:47800080 Bits:100011110000000000000001_0000000
FV:65537.01  Hex:47800081 Bits:100011110000000000000001_0000001
19  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-08-13 15:09:24
Why you must never use float with sensitive data
(it's literally everything except img, audio out, and maybe AC out)
1  
2  
3  
4  
5  
6  
7  
8  
9  
10  
11  
12  
float fff_1 = 65536.0f;
float fff_2 = 0.0039f; // or 0.003f
float fff_3 = fff_1 + fff_2;// = 65536.0f == fff_1

/**
65536 = 65535(2 byte) + 1(1 byte) = 3(byte)
1 / 256 (1 byte) = 0.00390625
0.0039 (2 byte) - because its less 0.00390625 (8 Bits accuracy)
3(byte) + 2(byte) = 5(byte) and float have only 4(byte)
*/

float fff_4 = 65536.0f + 0.00390626f;// 65536.01
float fff_5 = 65536.0f + 0.00390625f;// 65536.0

You even can't epsilon compare it because its 3 digits after zero.
20  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-08-07 12:08:09
Funny moment Smiley I accidentally find this one
https://en.wikipedia.org/wiki/Diamond-square_algorithm

I almost fell off my chair when i read this,
Because it's one-o-one algorithm that i am developed in 2012 for terrain generation,
I have nothing to know about fractal generation, and terrain generation (at that time)
All I knew: Minecraft is using perlin noise,
I don’t want use it (because I have no idea how implement it)
and I want make something more realistic
so, I spend on it couple weeks or even month, trying out different ideas,
(upgrading my previous generation from 2011)
And I receive this:
http://www.java-gaming.org/topics/world-of-change/23947/msg/241892/view.html#msg241892


Here raw code img (if I made it today it may looks better ^^)


Simple imagine I also have random value to mix it in to result (because without it, it looks like waves)
same as in Diamond-square algorithm(that was developed from wiki in 1982)

p.s This is example why its not copy past or lame implementation: I have static parameter to set size of square at some size it can’t be divided by 2 in midle iteration like 3 / 2 for 8x8 square
So I made this:
1  
2  
3  
4  
if((MaxX - MinX) % 2 > 0){
   MinX++;
}  
int midlX = (MaxX + MinX) / 2;


why I even need to make square like 8x8 that have problems to divide middle parts?
- because I trying many options, searching best possible solution
//
And you saying, something about intellectual property rights and patents?
Its bullshat: random ppl in different parts of the world can implement same algorithms and technologies without knowing each others.
(and if “Diamond-square algorithm” was patented and I used something similar to it I may even lose in law court)
21  Games Center / WIP games, tools & toy projects / Re: First Recon - Multiplayer FPS on: 2017-08-03 18:59:49
I have some proposition without radical Game changing)
First Allow pre made maps (its big+ for Steam workshop)
Second make bigger maps and open Air
And maybe more game modes like classic deathmatch, free for all,
Point capture one - or multiple with time to hold or
decrease counter for life count to resp – when counter reach zero Team lose

+add in game weapon shop like in CS – to Buy weapon for Round Money

Its all very easy to implement (Except Lvl design) ^^

p.a it can't be competitor to CS
– because CS popular not because its FPS - its popular because its Online Casino with real money
22  Discussions / General Discussions / Re: Posting to not-so-old topics on: 2017-08-01 18:03:11
And can you plz return this project to my profile Projects Wink
http://www.java-gaming.org/topics/world-of-change/23947/view.html
23  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-07-30 10:16:01
I have a feeling you've never heard of Jim Sterling.
I am not talking about assets flipping,
i talking about game theme – to move out from military theme,
And make more dimension in games- even Overmatch have bows and magic side by side with bullet rifles

Besides free assets is about budget and time management,
5 ppl team don’t have time for making 2-3 models per month,
same as money to hire freelancers with same work speed 2-3 models per m,

It need make as many features as they can with limited resources
Its something similar to SC, and War3 custom Maps – you have 40 models and Engine< now make from this Game (and many ppl make Games even better Then Dota ^^ )
24  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-07-29 19:18:57
If you don't like the concept for the game.
I like concept and engine + game,
but from my experience you have very low chances to raise funds with it on kickstarter

if you fail and lose hope)
I may recommend add more features to gameplay, and graphical art
Take free models assets(or buy cheap) from AssetStore
Like: Elf’s, Skeletons + Swords, bows and add them to game
Yes it's broke military theme, but attract more fun to game same as players to try it out

+its very fast if you have configured model exporter

++maybe add customize to player at least texture color change
+++later you may add online experience with lvl perks per weapon (it need balance)
++++they may be monetized by x2 – x4 experience premium ^^
++and of course it must be free to play, because currently even free to play games have low player base..

p.s I understand it looks crazy = ), but try remember this post and
if everything goes bad you may try this crazy ideas)
25  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-07-28 15:14:34
Or even buy some cheap models with animations and UI in billions markets like Unity
and Use it directly or make small tweaks to change it as you want,
they very cheep 30-200$ for model with rigged animation
F**k random freelancers with 4k/m salary
we are not blizzard, we don't have money on them)
Asset Store
26  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-07-28 11:58:31
You can hire an actual professional artist for 2 weeks for $4k
I think 8k$ / m for graphical artist is little overprice
You can easily find for 1-2k English speaking globally (not near you)

Or even hire student for 500$ and less, look at their portfolio and choose what they already do as example they make same quality in 90% cases

Or even buy some cheap models with animations and UI in billions markets like Unity
and Use it directly or make small tweaks to change it as you want,
they very cheep 30-200$ for model with rigged animation


+offtop: nice video “New Tech Start-Up Bubble”  https://www.youtube.com/watch?v=G7vrCpWbmDw
27  Game Development / Newbie & Debugging Questions / Re: how to create GUI game editor on: 2017-07-25 20:07:41
if you want make all self without extra libraries:
make Gui in Photoshop, Paint etc..
then write every GUi data in some External format like XML, etc..
then load this XML in Game, and generate GUI from it
28  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-07-25 18:06:10
Spend all day fixing 2 bugs in “core eclipse search”)
org.eclipse.jdt.core_3.10.0.v20140604-1726.jar

Disclaimer  - I have no idea how eclipse works, I open random plugin in eclipse SDK and start debug it running copy of eclipse – many hrs trying manually find error and fix it,
so after 6-7 hrs I find line of code – if comment it bug disappear
(who knows what I may broke this small change, but I don’t care)
After that I discover similar bug and fix it same way - commenting the line in about 2 hrs)

I don’t want report to Eclipse – because my fixes may be totally garbage,
(and I have no idea how properly report to them)
If they fix it, it be only in last version, and I hate last versions of eclipse
*same like in IDEA some bugs last Ages without fixes (current in eclipse open 300 bugs)
(I also may say that source code of eclipse is nightmare,
and I very happy because java allow changing source code on the fly ^^)

If someone interesting here code with bugs and fixes
(maybe it help someone manual fix it in version they used)
(open plugin list in SDK, right click on plugin – import plug-in as source,  debug it)

1  
2  
3  
4  
5  
6  
7  
8  
9  
10  
11  
12  
13  
14  
15  
16  
17  
18  
19  
20  
21  
22  
23  
24  
25  
26  
27  
28  
29  
30  
31  
32  
package pac;
import pac.b1.ns_33;
import pac.b1.c1.ns_1;

public interface ns extends
   ns_1, ns_33{
}
///
package pac.b1;
import pac.ns;

public interface ns_33 {
   class ns_33_C implements ns{
   }
}
///
package pac.b1.c1;
import static pac.ns.*;

public interface ns_1 {
 class ns_1_C{
    ns_33_C b11; // search referece not work
 }
}
//

fix
   org.eclipse.jdt.internal.compiler.lookup.ClassScope;
   //      if (needToTag) {
   //         for (int i = 0; i < nextPosition; i++)
   //            interfacesToVisit[i].tagBits |= TagBits.HasNoMemberTypes;
   //      }


1  
2  
3  
4  
5  
6  
7  
8  
9  
10  
11  
12  
13  
14  
15  
16  
17  
18  
19  
20  
21  
22  
23  
24  
25  
26  
27  
28  
29  
package tt;

public interface __ww{
   static public abstract class _WWW_P{  
     
   }
}
///
package tt
import tt.__ww._WWW_P;

public interface _P_Seq{
   static class _Seq{
      public _WWW_P st[]; // search referece not work
   }
}
///
fix

   org.eclipse.jdt.internal.core.SearchableEnvironment;
   IRestrictedAccessTypeRequestor typeRequestor = new IRestrictedAccessTypeRequestor() {
            public void acceptType(int modifiers, char[] packageName, char[] simpleTypeName, char[][] enclosingTypeNames, String path, AccessRestriction access) {
               if (excludePath != null && excludePath.equals(path))
                  return;
/*               if (!findMembers && enclosingTypeNames != null && enclosingTypeNames.length > 0)
                  return; // accept only top level types
*/
              storage.acceptType(packageName, simpleTypeName, enclosingTypeNames, modifiers, access);
            }
         };
29  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
30  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” ^^
Pages: [1] 2 3 ... 16
 
cybrmynd (134 views)
2017-08-02 12:28:51

cybrmynd (155 views)
2017-08-02 12:19:43

cybrmynd (147 views)
2017-08-02 12:18:09

Sralse (165 views)
2017-07-25 17:13:48

Archive (637 views)
2017-04-27 17:45:51

buddyBro (759 views)
2017-04-05 03:38:00

CopyableCougar4 (1290 views)
2017-03-24 15:39:42

theagentd (1257 views)
2017-03-24 15:32:08

Rule (1231 views)
2017-03-19 12:43:22

Rule (1307 views)
2017-03-19 12:42:17
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
java-gaming.org 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‑gaming.org
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!