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1  Discussions / Miscellaneous Topics / Re: What's your "game dev dream" on: 2016-02-09 11:14:03
I would rather have liked to do Battledroid in true 3D but I realise now that's the sort of undertaking that needs actual teams of experts working on it for years, and it'd probably make no more actual money than if it were done in 2D. So it remains a pipe dream.

Cas Smiley
2  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-02-08 23:43:25
Today I put left, right, and first line indents into my text formatting renderer, and before- and after-paragraph spacing controls as well. How very mundane!

I'm doing a lot of text heavy UI work in Battledroid at the moment. There are a lot of windows of information about all the different systems in the battledroids and all the other resources in the game.

Cas Smiley
3  Discussions / General Discussions / Re: Releasing on Steam for a (very) indie developer on: 2016-02-02 09:14:04
Sorta. No, not really. The information is almost public anyway and Valve couldn't care less one way or the other. Besides, your own revenues and sales units are indeed your own data. What might technically not be your data is the cut that Valve takes but that's one of the worst kept industry secrets ever.

Cas Smiley
4  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-01-29 11:32:18
What! You should really go see Mario, @Gjallar. It could be enlightening, or at the very least, interesting.

Cas Smiley
5  Discussions / General Discussions / Re: Oracle kills webstart on: 2016-01-29 09:18:38
Webstart's been shit for years, too.

Cas Smiley
6  Discussions / General Discussions / Re: Releasing on Steam for a (very) indie developer on: 2016-01-28 18:13:25
Also see this blog post from Arcen Games who have been around for ages too. This industry is way too volatile.

Cas Smiley
7  Game Development / Newbie & Debugging Questions / Re: Using the Java port of Theora on: 2016-01-28 09:56:17
Wait!

I've managed to solve all this and got video working in pure Java with the Theora/Vorbis codecs (though I actually render it with OpenGL). I will attempt to dig up some code and some bright young thing can figure out how to put it on Github.

Cas Smiley
8  Discussions / General Discussions / Re: Releasing on Steam for a (very) indie developer on: 2016-01-28 09:40:43
This is going to bite a bit, but the prospects are extraordinarily poor. Even for us, and we've been about for years and have a presence on Steam already.

Even now, I do contract work elsewhere to actually earn a living (and it earns me a far greater living than games). I do my game coding agonisingly slowly when I'm not too knackered at night for maybe an hour a day. Obviously I'd rather be working full-time on games again but I've realised that this will be much easier when I'm completely out of debt, so to that end I intend to be debt-free in 3 years - including mortgage - which will give me a vast amount more license to do what the hell I want with my time.

As the first step towards starting any kind of business you must do some market research. This used to be extremely difficult but rejoice! It is now very easy. Take a look at SteamSpy. Don't fool yourself into just looking at the top 10 lists and boggling at the incredible amounts of money. Instead look at the bottom 10. That's where you're likely to be. Indeed, look at the bottom 50% of revenues. And to be extra realistic, just focus on games released in, say, the last 3 months. Scrape all the data you can and draw conclusions as to your potential for success and the actual amount of money involved.

Regarding earnings-per-hour, game dev is generally extremely poor and tends to make below minimum wage (take a look here for some thoughts on that). Just my literal 2p on the subject.

Cas Smiley
9  Game Development / Game Mechanics / Re: Best data structure for triangle collision meshes on: 2016-01-22 09:39:44
I can't see that your terrain triangles will be clustered. They should be perfectly evenly distributed, more or less; the quadtree is your best bet.
If you really want ultimate performance use a ByteBuffer and flyweight to manipulate it. You should be able to get close-to-C++ performance.

Cas Smiley
10  Game Development / Game Mechanics / Re: Best data structure for triangle collision meshes on: 2016-01-21 11:42:53
It's not inconceivable that you could actually do the quadtree in native code and get the best of both worlds - assuming the impedance mismatch between Java and C isn't too onerous.

Cas Smiley
11  Game Development / Game Mechanics / Re: Best data structure for triangle collision meshes on: 2016-01-21 09:34:53
One big issue you might have is that a quadtree implemented in Java is basically scattered all over memory, which instantly removes much of its performance. If you were to move to a packed memory format in a ByteBuffer (Riven's structs for example or that thing Spasi was working on) you'd get much better performance.

Another thing you might think about is reducing the granularity of your quadtree... no point in getting to the point where you're storing just a few triangles in each node: it causes an explosion in the size of the quadtree. While that might only mean another couple of nodes in depth to traverse, it also means jumping all over memory even more, and I suspect memory is the slow part.

Cas Smiley
12  Game Development / Game Play & Game Design / Re: Risk design on: 2016-01-18 13:16:40
Hmm you forget about Lux Delux (Java2D game, no less!) which has been around for years and years - the default map is identical to classic Risk.

Cas Smiley
13  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-01-13 21:11:49
Made my draggable window resizable, too, today. Baby steps. It's pretty slick.

Cas Smiley
14  Discussions / General Discussions / Re: Android to move to OpenJDK????? on: 2016-01-11 18:55:21
Just Google seeing a bit of sense. Good for everyone. Won't get them off the hook for prior transgressions.

Cas Smiley
15  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-01-09 03:10:10
Today I made a little draggable window for my UI, with a title bar and a close button. It's the little things.

Cas Smiley
16  Discussions / General Discussions / Re: Packaging a Java Application on: 2016-01-09 01:36:32
There's no speed difference but it will save you about 1000 headaches debugging logs from users when your game doesn't work on their systems or just crashes mid-game etc. etc.

CAs Smiley
17  Discussions / General Discussions / Re: Packaging a Java Application on: 2016-01-08 08:11:56
Use jsmooth or similar. Don't obfuscate. Include as much debugging as possible. Don't rely on system JVM - always always always package your own private JVM. Provide 3 separate downloads for Windows, Mac, and Linux.

Cas Smiley
18  Game Development / Newbie & Debugging Questions / Re: Learn to make game engine from scratch or learn existing game engine? on: 2016-01-06 09:32:03
On the other hand I meet a lot of programmers who've never really gotten down into the bowels of programming and how things really work and the moment they come across something off the beaten path it's all confusion and forum posts and frustration. We all suffer from this to one degree or another - as soon as the topic of 3D maths or fancy OpenGL rendering comes up I just throw my hands in the air and ask @theagentd to sort it out - but the more you know the less frequently you need to bother a specialist and wait.

What you should do first is decide on your game. What it will be, what it needs to achieve, what it needs to look like. Then have a think about the technology required to do that, and decide whether there's something else that easily does the job for very little extra effort (libgdx for example will probably just save you a load of hassle), or whether what you want to do is probably beyond the capabilities of some pre-existing library (which is hard if you don't really understand how those pre-existing libraries really work).

Cas Smiley
19  Discussions / General Discussions / Re: Android moving to Java 8? on: 2016-01-04 10:01:47
It's about time really... Java 7 was EOLed back in April last year or something and Java 8 really moves the language along a lot.

Cas Smiley
20  Discussions / General Discussions / Re: Releasing on Steam for a (very) indie developer on: 2016-01-02 23:26:16
Is that a bad thing?
No
Am I being a bit unrealistic expecting money for this stuff?
Yes
Does anyone have any experience of putting Java games onto steam?
Yes
Do PC arcade games actually sell well (or at all)?
Not usually
Is it easy to integrate a Java game into steam?
Yes
Is it straightforward to use their achievements, leader boards and cloud facilities?
Yes
If you have experience of releasing on steam - can I ask how you did? (a PM is fine and I promise not to repeat any info)
By making a game fit for the Steam audience
Is it mostly luck or is there a good formula to follow?
This is the (literally) $1m question.
The formula is something like: find ripe unexploited niche that's not too far removed from expectations; make a game that's as unique and different as possible but not so different that no-one can figure out how to play it; repeat 5-10x until you get it right and achieve a level of quality that Steam customers will tolerate; ... (cloud picture) ... ; $$$!

Cas Smiley
21  Discussions / Miscellaneous Topics / Re: Happy 2016 on: 2016-01-01 10:53:43
Let's start with some goals!

Biz:
1. Release Basingstoke in October in time for the Steam Autumn Sale
2. Get a good deal on a console release for Basingstoke
3. Get Battledroid to minimum viable product stage

Personal:
1. Pay off 1/3rd of remaining mortgage capital
2. Eat less, drink less, walk more, and start working out again after a 5 year hiatus
3. Go sailing with my dad

Cas Smiley
22  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-12-28 22:32:20
Did you track any of those bikes?
Nah, I never was a racer. Though I did get 178mph on the M4 one night*

Cas Smiley

* Purely fictional story, officer.
23  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-12-28 15:54:29
For the last 15 years I've alternated between ZZR1100s and BMW GSes. With a couple of F800STs in between. My sports days are over now though, as my teeth are grey, my back is knackered, and my eyes are old and bent, so I'm getting the Duke R... because it's completely batshit! (Confirmed by test ride Smiley)

Cas Smiley
24  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-12-28 15:24:39
Talking of bikes, I idled away a happy 20 minutes designing my new bike:

http://www.ktm.com/configurator?code=BK5JJUA5NX

The antidote to 15 years of huge BMWs!

Cas Smiley
25  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-12-26 11:08:31
No idea, I was too busy getting drunk to care Smiley

Cas Smiley
26  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-12-25 21:31:08
Aye, reported to my rep a couple of hours ago. Total disaster. I had full access to a number of completely random accounts before the penny dropped.

Cas Smiley
27  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-12-22 16:41:50
Well, it works Smiley

Cas Smiley
28  Game Development / Performance Tuning / Re: Float Division vs Multiplication on: 2015-12-21 12:15:10
Factor 10 difference...? Something else is amiss.

Cas Smiley
29  Game Development / Performance Tuning / Re: Using the sun.misc.Unsafe class to do crazy stuff with the JVM on: 2015-12-21 11:34:28
Pretty much. Though to avoid the JVM shortcutting GC altogether (a potential optimisation) if you attempt to allocate something that's larger than the actual max heap size you might want to pick an array size based on what the runtime says is actually possible.

Cas Smiley
30  Game Development / Performance Tuning / Re: Using the sun.misc.Unsafe class to do crazy stuff with the JVM on: 2015-12-21 09:28:23
(Expanding on Roquen's comment: the best way is to attempt to allocate a massive array and catch the OOME)

Cas Smiley
Pages: [1] 2 3 ... 351
 
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List of Learning Resources
by SilverTiger
2016-02-05 09:39:47

List of Learning Resources
by SilverTiger
2016-02-05 09:38:38

List of Learning Resources
by SilverTiger
2016-02-05 09:35:50

Rendering resources
by Roquen
2015-11-13 14:37:59

Rendering resources
by Roquen
2015-11-13 14:36:58

Math: Resources
by Roquen
2015-10-22 07:46:10

Networking Resources
by Roquen
2015-10-16 07:12:30

Rendering resources
by Roquen
2015-10-15 07:40:48
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