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1  Discussions / General Discussions / Re: Google wins trial against Oracle over Android on: 2016-05-27 11:47:55
Exactly. And yet the internet is awash with programmers who seem to be entirely happy about this situation.

I'll suppose those programmers have never spent 20 years designing something, only for some giant corporation to come along and go "yoink! I'm 'avin' that" and subsequently make forty billion dollars out of it without giving them a bean.

Cas Smiley
2  Games Center / WIP games, tools & toy projects / Re: TreeML markup language on: 2016-05-27 10:05:35
Since Eclipse has used tabs by default for code formatting since before it was even called Eclipse that sort of made tabs a defacto standard.

I like tabs because they don't require as many keypresses to navigate around, or indeed to type in the first place.

I make extensive use of //formatter:off/on too in my code.

Cas Smiley
3  Games Center / WIP games, tools & toy projects / Re: TreeML markup language on: 2016-05-27 09:30:23
Standard Java style is tabs, not spaces.

You can see now why whitespace with semantic meaning is a disaster.

Cas Smiley
4  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-05-27 08:44:54
...unless I enslave you.

Cas Smiley
5  Discussions / General Discussions / Re: Interesting proposals: Java 9 and beyond on: 2016-05-27 08:20:01
LISP is both the ultimate programming language and the ultimate failure. It's like a perfection so beautiful it unfortunately instantly blinds you permanently if you behold it.

Cas Smiley
6  Discussions / General Discussions / Re: Google wins trial against Oracle over Android on: 2016-05-27 08:15:09
Well... sort of. I think that'll go to appeal. Google craftily made it look like they didn't actually copy anything to a pretty uninformed and ignorant jury... when they clearly did.

This opens up the slim possibility that Oracle will mercifully divest itself of Java, on the other hand. Which would be nice.

Cas Smiley
7  Games Center / WIP games, tools & toy projects / Re: TreeML markup language on: 2016-05-26 21:20:54
Only freaks use spaces for indentation, because proportional fonts.
But then only freaks use proportional fonts.

However: whitespace as a syntactical feature of any language? Just reprehensible. You should be hung.

Cas Smiley
8  Discussions / General Discussions / Re: Interesting proposals: Java 9 and beyond on: 2016-05-26 21:19:20
I personally wouldn't like that. Allowing functions to be defined as operators would merely be syntactic sugar. And it doesn't do much to improve code readability.

Besides, functions can already be used as operators. lwjgl-util and glm and joml all have sub(), dot(), cross(), negate() and other methods which are basically mathematical operations for vectors and matrices. There's no need for us to define new operators, is there?
No, you have totally missed the point Smiley Operators is all about readability and syntactic sugar. sub(), dot() etc are all hideous to behold and don't scan properly. If you disagree with me, then LISP. I win.

Cas Smiley
9  Discussions / General Discussions / Re: Interesting proposals: Java 9 and beyond on: 2016-05-26 13:31:57
That's why actual operator overloading should be banned... but the principle of adding a new syntax to allow methods to be defined as operators seems to have few reasonable arguments against.

Cas Smiley
10  Discussions / General Discussions / Re: Interesting proposals: Java 9 and beyond on: 2016-05-26 12:12:05
Any mention of stack allocation and value types in the same sentence makes me wonder whether they're going to design what we actually need or whether they're just going to go off on one and make something almost but not quite entirely wrong.

Cas Smiley
11  Discussions / General Discussions / Re: Interesting proposals: Java 9 and beyond on: 2016-05-26 10:32:51
Operators that followed normal Java identifier convention would do me just fine eg.
1  
2  
   vec3 a, b;
   float dp = a dot b;


Value types will be a bit of a failure without the ability to define operators for them.

Cas Smiley
12  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-05-26 08:12:25
Who is it that's in charge of the direction JavaFX is taking at the moment? I'd quite like to get some sort of dialogue going with them about a few subtle changes I'd like them to get into the API, because JavaFX's wasted potential makes me sad.

Cas Smiley
13  Discussions / General Discussions / Re: Interesting proposals: Java 9 and beyond on: 2016-05-26 08:06:11
What's up with this scope stuff then? What's it for?

Cas Smiley
14  Discussions / General Discussions / Re: RSS feeds for JGO still broken since October 2015 on: 2016-05-25 10:54:25
Is RSS still a thing? I don't think I've ever met a single person who uses it, and I meet a lot of people.

Cas Smiley
15  Game Development / Newbie & Debugging Questions / Re: What library should I work with?(if any at all?) on: 2016-05-16 08:33:16
If I were to make a more UI-centric 2D game today, I'd start with JavaFX I think, though I'd be doing a few performance tests to see how fast it can do certain things (it's usually pretty performant... but I keep coming across awkward cases). I have no interest in touchscreen formats, only Steam deployment, for such a game.

Were I to make another arcade game I'd still use my own libraries on top of LWJGL.

Cas Smiley
16  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-05-11 09:05:09
Compression comes in to its own when you're dealing with laptop spinning disks, hopefully a dying breed but awfully slow nonetheless.

I've considered multithreading loading code a number of times but the headache isn't worth it for the gains. For a start there is usually a dependency graph of resources that needs to be calculated, which isn't trivial, and then you've got to feed it all into a thread pool and then collect the final results in a single thread at the end to send to OpenGL etc etc. Obviously a bit different with Vulkan but that's all cutting edge anyway.

Cas Smiley
17  Java Game APIs & Engines / OpenGL Development / Re: LWJGL 3 vs JOGL on: 2016-04-28 17:42:58
Right now I'm not using LWJGL3 for commercial projects so I'm low priority Smiley Battledroid is currently developed against LWJGL2 and will probably stay that way. Future projects may migrate to LWJGL3, but largely predicated on that controller support.

I'd be happy with a totally independent API for controllers... provided it worked 100%!

Cas Smiley
18  Java Game APIs & Engines / OpenGL Development / Re: LWJGL 3 vs JOGL on: 2016-04-28 15:23:48
Isn't the controller code sort of mixed up with the window event handling loop though?

...besides, JInput's broken in all sorts of other annoying ways. The trouble I've had getting controllers working is beyond words. I'm waiting for a one-stop decent solution to come along before I take the plunge.

Cas Smiley
19  Java Game APIs & Engines / OpenGL Development / Re: LWJGL 3 vs JOGL on: 2016-04-28 15:04:24
Yes, that exact issue.

Cas Smiley
20  Java Game APIs & Engines / OpenGL Development / Re: LWJGL 3 vs JOGL on: 2016-04-28 14:46:35
I still can't actually use it commercially, myself, because GLFW still doesn't have buffered controller input :/

Cas Smiley
21  Java Game APIs & Engines / OpenGL Development / Re: LWJGL 3 vs JOGL on: 2016-04-28 09:30:12
Perhaps you should have printed out some useful information on line 179.

Cas Smiley
22  Java Game APIs & Engines / OpenGL Development / Re: LWJGL 3 vs JOGL on: 2016-04-26 15:23:25
LWJGL is a "static" binding, and looks very much like the raw C API.

JogAmp is an "object" binding, meaning you'll have to pass around an instance of "gl" all over the place.

Other than that they're functionally virtually identical. LWJGL is pretty aggressively maintained by Spasi; not sure about JogAmp but it always seems current.

Cas Smiley
23  Java Game APIs & Engines / Engines, Libraries and Tools / Re: LWJGL3 - Precise Gamepad Input on: 2016-04-26 12:13:44
Use libgdx I'd say.

Cas Smiley
24  Java Game APIs & Engines / Engines, Libraries and Tools / Re: LWJGL3 - Precise Gamepad Input on: 2016-04-26 09:53:43
The GLFW joystick handling APIs appear to be full of fail... there is no event-callback way of doing joysticks, so basically a bit useless for most games.

Cas Smiley
25  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-04-19 14:58:43
Azul Systems have ported OpenJDK to run natively on ARM - I'll be evaluating it soon. I imagine it to be more or less the same as the Oracle offering, performance wise (that is, very good indeed).

Cas Smiley
26  Discussions / General Discussions / Re: Unity3D/2D on: 2016-04-18 22:05:44
Haha, that's funny Smiley

Cas Smiley
27  Games Center / WIP games, tools & toy projects / Re: djoom3 - Doom 3 java port[HELP WANTED] on: 2016-04-18 11:12:17
OpenALSoft has got plenty of extensions implemented in software for effects fun hasn't it?

Cas Smiley
28  Java Game APIs & Engines / Java Sound & OpenAL / Re: Java OGG API with concurrent playback on: 2016-04-18 10:28:42
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

Cas Smiley

<edit>Exact installation numbers courtesy of Steam Wink
29  Java Game APIs & Engines / Java Sound & OpenAL / Re: Java OGG API with concurrent playback on: 2016-04-18 08:19:06
As it happens my sound "engine" is open sourced and can be found in the Revenge of the Titans source code (http://www.puppygames.net/downloads/RevengeOfTheTitansSource.zip) although that code is maybe a little old and not as nifty as my newer code... anyway, it's based on LWJGL2 OpenALSoft and JOrbis, and an OggInputStream from here: http://home.halden.net/tombr/ogg/ogg.html (@tombr on these forums)

The basic gist of it is there is a background stream thread that handles all stream reads and decodes (running at priority+3). The data is read in in 64kilobyte chunks; I keep up to 6 chunks in RAM at a time for any stream, as a circular buffer, which I keep as full as possible in case anything comes along that might somehow interrupt sound processing for more than the length of a couple of chunks.

Cas Smiley
30  Java Game APIs & Engines / Java Sound & OpenAL / Re: Java OGG API with concurrent playback on: 2016-04-17 13:40:08
...so if you need any help on it....

Cas Smiley
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