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1  Game Development / Shared Code / Re: Converting floats/doubles to 10/11/16/N bit floats on: 2016-09-23 14:57:29
Indeed that would be the point... my take on it is just to go "meh" and wait for the hardware to catch up so we don't have to have to worry about pages and pages of this sort of thing in our codebases, which when you get right down to it, are just horrible incomprehensible hacks to work around hardware deficiencies. It's nice and all but I do look forward to a time when none of this is necessary.

Cas Smiley
2  Game Development / Shared Code / Re: Converting floats/doubles to 10/11/16/N bit floats on: 2016-09-23 08:33:10
Just look at all that bollocks which will become mercifully obsolete in just a couple of years' time Smiley

It's great code, but just a reminder to me of just how pointlessly annoying programming around hardware limitations can be.

Cas Smiley
3  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-09-22 11:18:06
Today I set up Amazon SES and Sendy on Puppygames as we prepare to move our mailing list from YMLP over to our own Sendy based solution. We've got 100k double-opt-in subscribers on our mailing list. It'll now cost a couple of bucks to do a mail shot instead of a few hundred with YMLP.

Sendy is... difficult to set up. Amazon stuff is... also difficult.

Cas Smiley
4  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-09-19 13:54:01
To be honest, this game is just perfect for mobile. Smiley

How about the other ones now? Cheesy
None of the other games we ever made are remotely suitable for mobile play unfortunately. Didn't think that one through at the time Smiley

Cas Smiley
5  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-09-17 08:54:18
Finally released this. It's free! So there's no excuse to not have it. I expect 2000 installs on the morrow*

Cas Smiley

* Unless somehow you're one of those Apple people, in which case a) WHAT ARE YOU DOING IN HERE and b) you'll have to wait a couple more days
6  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-09-15 08:39:46
My friend the other day was admonishing his kids complaining about having to eat sprouts at the traditional Sunday family roast. He said "I hope you remember these times when you're eating rats in a radioactive ditch."

Cas Smiley
7  Discussions / General Discussions / Re: Comparison between 2 IDE's - Netbeans and Eclipse on: 2016-09-13 12:04:04
I read the other day in a comment section (gnnnnn) that Amiga fans were the vegans of the retro computing world. Made me chortle, anyway.

As you were....

Cas Smiley
8  Java Game APIs & Engines / OpenGL Development / Re: *testing needed!* Vertex cache shenanigans on: 2016-09-12 14:29:02
Batch size test invocations: 32768 / 3145728
Calculated vertex cache batch size: 96

Cache size 1 invocation test: 32768 / 3145728
Cache size 2 invocation test: 65536 / 3145728
Cache size 3 invocation test: 98304 / 3145728
Cache size 4 invocation test: 131072 / 3145728
Cache size 5 invocation test: 163840 / 3145728
Cache size 6 invocation test: 196608 / 3145728
Cache size 7 invocation test: 229376 / 3145728
Cache size 8 invocation test: 262144 / 3145728
Cache size 9 invocation test: 294912 / 3145728
Cache size 10 invocation test: 327680 / 3145728
Cache size 11 invocation test: 360448 / 3145728
Cache size 12 invocation test: 393216 / 3145728
Cache size 13 invocation test: 425984 / 3145728
Cache size 14 invocation test: 458752 / 3145728
Cache size 15 invocation test: 491520 / 3145728
Cache size 16 invocation test: 524288 / 3145728
Cache size 17 invocation test: 557056 / 3145728
Cache size 18 invocation test: 589824 / 3145728
Cache size 19 invocation test: 622592 / 3145728
Cache size 20 invocation test: 655360 / 3145728
Cache size 21 invocation test: 688128 / 3145728
Cache size 22 invocation test: 720896 / 3145728
Cache size 23 invocation test: 753664 / 3145728
Cache size 24 invocation test: 786432 / 3145728
Cache size 25 invocation test: 819200 / 3145728
Cache size 26 invocation test: 851968 / 3145728
Cache size 27 invocation test: 884736 / 3145728
Cache size 28 invocation test: 917504 / 3145728
Cache size 29 invocation test: 950272 / 3145728
Cache size 30 invocation test: 983040 / 3145728
Cache size 31 invocation test: 1015808 / 3145728
Cache size 32 invocation test: 1048576 / 3145728
Cache size 33 invocation test: 3145728 / 3145728

Results:
  Renderer: GeForce GTX 960/PCIe/SSE2
  Calculated vertex cache batch size: 96
  Cache size: 32

Cas Smiley
9  Java Game APIs & Engines / Java Sound & OpenAL / Re: OpenAL and current LWJGL-based tools on: 2016-09-12 08:09:34
Firstly game engines will generally never expose "device" or "context". So you can neatly sidestep thinking about that.

That leaves a game programmer the general concept of a "source" of sound, and in general you've got the following sorts of sounds in games:

1. Background music, streamed from a simple stream
2. Background ambient effects, streamed from a location in space
3. Foreground effects, one-shot or looped from a location in space
4. UI effects, one shot, no location

Cover those four cases and that's 99.99% of everyone's needs sorted.

Cas Smiley
10  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-09-11 18:19:28
Just like real functional programming, then.  Tongue

Cas Smiley
11  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-09-07 09:53:56
<a href="http://www.youtube.com/v/IZoV8-vgEIo?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/IZoV8-vgEIo?version=3&amp;hl=en_US&amp;start=</a>

(Ok so it was yesterday. Bite me)

More actual in-game footage. Lord help us.

Cas Smiley
12  Game Development / Newbie & Debugging Questions / Re: Level Design And "Level Data" file formats on: 2016-09-06 13:54:49
This depends on what the nature of your design actually is. Grid based? Polygons?

Cas Smiley
13  Discussions / General Discussions / Re: Comparison between 2 IDE's - Netbeans and Eclipse on: 2016-08-30 12:17:36
For some reason I never got on with IntelliJ. Always been a big, big fan of Eclipse, here. Tried NetBeans once too, couldn't stand it.

Cas Smiley
14  Game Development / Game Mechanics / Re: A* Pathfinding For Large Distances on: 2016-08-28 22:40:25
A couple of other minor optimisations:

- Don't use A* at first, try a Bresenham line to run straight at the target - it's extremely cheap and for shorter distances likely to succeed anyway
- When total distance is small-ish, say under 32 tiles, don't bother with the low-res search first

Cas Smiley
15  Game Development / Game Mechanics / Re: A* Pathfinding For Large Distances on: 2016-08-28 22:37:06
Divide map grid into sub-grids. Flood fill each unique traversable area on each sub-grid of, say, 16x16 to get a small number of "territories" (uniquely number each one for the entire world map) which becomes nodes in a low-resolution A* pathfinder (probably just 1 for most). After whole map has been done, scan along each edge to find out which territories can reach which other adjacent territories and that defines the topology.

Now in your game you do a low-res A* search first to get the shortest paths across the sub-grid in terms of the territories. You can discard any grid points in your main A* search that are not part of this set, thus massively cutting down on your open search set.

There are further optimisations you could do but I bet that's good enough.

Cas Smiley
16  Discussions / General Discussions / Re: What does your dream language look like? on: 2016-08-21 08:29:45
You don't want to be like me, I'm a curmudgeonly old bastard, and I hate computers.

Cas Smiley
17  Game Development / Performance Tuning / Re: Tips for reducing frame rate spikes due to JIT early in a game? on: 2016-08-13 07:54:23
Try using two-tier compilation with the server VM.

Escape analysys won't do anything for you.

Cas Smiley
18  Discussions / General Discussions / Re: Why is Minecraft bad? on: 2016-08-11 09:47:33
I think producing a successful application and coding it well are a bit mutually exclusive.
Coding it well requires much more time but you win on the long term because it's more maintainable.
I'd normally agree but of course there is the caveat that if you don't intend to maintain it... don't waste your time making it maintainable!

Cas Smiley
19  Discussions / General Discussions / Re: Why is Minecraft bad? on: 2016-08-10 20:22:04
I'm holding @FabulousFellini to his promise too Wink

Cas Smiley
20  Discussions / General Discussions / Re: Why is Minecraft bad? on: 2016-08-10 19:53:09
Yeah, I think I am waaaay more happy than Markus, probably Smiley

Cas Smiley
21  Discussions / General Discussions / Re: Why is Minecraft bad? on: 2016-08-10 18:10:04
The code was pretty hacky for a long time. Markus just bashed it together to make it work and then kept on kludging bits onto it. It all worked out nicely in the end for him though, no?

Cas Smiley
22  Discussions / General Discussions / Re: Why is Minecraft bad? on: 2016-08-10 09:30:02
Mostly jealous programmers trying to figure out why they, with their perfectly designed cathedrals of worship to the alter of OOP, have not themselves made $2.5bn. When of course what it looks like under the hood is neither here nor there, it's the end result that's the important bit.

Cas Smiley
23  Discussions / Miscellaneous Topics / Re: Hello gang! Hope all is well! - Missing JGO on: 2016-08-09 15:51:40
Still such a shame they didn't have the vision to back you up Sad

Cas Smiley
24  Game Development / Newbie & Debugging Questions / Re: getters and setters vs public vars on: 2016-08-06 20:39:14
64k is a Java VM spec limitation.

Cas Smiley
25  Discussions / General Discussions / Re: Porting Native Windows Windows to Java on: 2016-08-05 21:41:01
You can already do irregularly shaped windows in AWT.

Cas Smiley
26  Discussions / General Discussions / Re: Porting Native Windows Windows to Java on: 2016-08-05 12:11:04
What exactly is wrong with the AWT stuff? And of those wrong things, what bits aren't solved by LWJGL/JogAmp or SWT?

Cas Smiley
27  Java Game APIs & Engines / Java 3D / Re: How much time will it take me to learn 3d game programming ? on: 2016-08-03 08:50:06
Actually that's exactly what it involves. And in a funny coincidence, why I was hired, which was to help design a system that doesn't kill every whale within 5 miles.

Cas Smiley
28  Java Game APIs & Engines / Java 3D / Re: How much time will it take me to learn 3d game programming ? on: 2016-08-03 08:29:20
And it really isn't. Not even close. And not by any CS i know and I know a lot since it is my day job.
It's the second most complex* and difficult field I've encountered in my 37 years of programming. I think you may be being dismissive of the effort and knowledge and belittling the sheer brainpower that has gone into it... it ain't remotely easy. Not by even the most fanciful imagination.

Cas Smiley

* The most complex field I've been involved in is marine seismic exploration, where I am now
29  Java Game APIs & Engines / Java 3D / Re: How much time will it take me to learn 3d game programming ? on: 2016-08-02 08:30:07
delt0r is much more cleverer than wot I am. I find it to be extraordinarily difficult and it gives me major headaches. Admittedly a lot of the headaches are just caused by the fact that Java makes it rather difficult to do 3D graphics thanks to missing language features and so you spend half your time just scratching your head over pointless coding bugs which are incredibly difficult to track down (because usually the result is "black screen").

Cas Smiley
30  Game Development / Performance Tuning / Re: [libGDX] Can this small scanlines GLSL shader be further optimised? on: 2016-07-31 18:26:06
That shader is already about as efficient (and simple!) as it is possible to get. If you are therefore suffering a 50% frame rate drop when you turn it on, it would probably be the case that you are up against the fill rate limit of your GPU... which I imagine is a terrible, terrible GPU.

Cas Smiley
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