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1  Discussions / General Discussions / Re: Coding like its for other people on: 2014-04-20 12:24:46
Code for the future you.

Cas Smiley
2  Game Development / Newbie & Debugging Questions / Re: Trusting Clients in Client/Server Model on: 2014-04-19 00:29:10
1) yes

2) no

Cas Smiley
3  Discussions / General Discussions / Re: When to Greenlight? on: 2014-04-16 17:20:10
Well... that's what I'd do. I think it's basically not being replaced with anything; Steam is moving towards being open to everybody. The storefront though, that's a different matter.

Cas Smiley

So if you don't mind me asking, how do you keep interest/exposure up after the initial push to greenlight? I know initially you get a ton of exposure because you're basically on the front page a little while; but how do you keep it flowing after you drop off the radar?

Also, lets assume somehow by some black magic, I post my project and get greenlit a month later, what happens if my game is still 6+ months out from being released?
I've not myself ever used Greenlight, as I showed a bit of leg to the appropriate Valve rep Wink so my advice is maybe not so useful. But what I'd do in your situation is make sure the game is nearly finished and highly polished before I actually showed it to anyone (or you will immediately invite negative reaction as Jacob says). Then I'd make regular weekly updates to its progress and show it off at every opportunity. Same old same old really. Just that instead of your website where nobody ever goes, people (hopefully more of them) are looking at your Greenlight page.

Cas Smiley
4  Game Development / Newbie & Debugging Questions / Re: Scaling my games? Performance loss? on: 2014-04-16 11:24:35
Finish game first! Worry about performance when people start to complain.

Cas Smiley
5  Discussions / General Discussions / Re: When to Greenlight? on: 2014-04-15 17:21:36
Well... that's what I'd do. I think it's basically not being replaced with anything; Steam is moving towards being open to everybody. The storefront though, that's a different matter.

Cas Smiley
6  Discussions / Miscellaneous Topics / Re: What are Anti-Virus Developers Protecting us From? on: 2014-04-15 10:07:39
The free ones are next to useless, and the cause of 95% of my customers with simple installation woes.

Cas Smiley
7  Discussions / General Discussions / Re: When to Greenlight? on: 2014-04-15 10:06:13
insider knowledge: Greenlight is being axed this year*. So use it for what it's best for: a focal point for gathering interest. Start early, pimp often.

Cas Smiley

* disclaimer: at Valve's whimsy. Maybe they'll change their minds.
8  Discussions / Miscellaneous Topics / Re: What are Anti-Virus Developers Protecting us From? on: 2014-04-14 14:14:47
There is that yes. The real thing though is that they are always somewhat behind the actual viruses that are in the wild doing damage, because they don't know about them yet. Which rather renders them pointless. That, and the fact they throw up false positives all over the place, eventually either crippling your user experience of your machine and causing you to switch it off or simply ignore it.

Cas Smiley
9  Discussions / Miscellaneous Topics / Re: What are Anti-Virus Developers Protecting us From? on: 2014-04-14 11:21:14
They are, in fact, a massive con. The only AV checker you ever need is MS Security Essentials on Windows. Everything else is either selling fear or misguidedly unhelpful.

Cas Smiley
10  Discussions / General Discussions / Re: What genre/artists do you listen to while coding? on: 2014-04-13 22:07:50
Battledroid is currently being coded to:

Sun Araw
Godspeed you, Black Emperor!
Money Mark

Cas Smiley
11  Game Development / Newbie & Debugging Questions / Re: Can you randomly bitwise shift an integer left or right? on: 2014-04-12 12:50:45
... which brings me to a request for tom_mai... When you get an exception and want to know what it's caused by, please post the full stack trace.

Cas Smiley
12  Game Development / Newbie & Debugging Questions / Re: Can you randomly bitwise shift an integer left or right? on: 2014-04-12 12:47:53
It is indeed wrong, 1 << 0 is legal. So I surmise that the code posted above is not actually the code that is throwing the exception.

Cas Smiley
13  Game Development / Newbie & Debugging Questions / Re: Can you randomly bitwise shift an integer left or right? on: 2014-04-12 12:46:33
Now I look at it, it does seem strange...
* princec checks...

Cas Smiley
14  Game Development / Newbie & Debugging Questions / Re: Can you randomly bitwise shift an integer left or right? on: 2014-04-12 12:23:46
nextInt() will occasionally give you a zero... which is not a legal argument to << or >>. A bit arbitrary but there you go.

Cas Smiley
15  Java Game APIs & Engines / OpenGL Development / Re: FloatBuffer and Batching on: 2014-04-09 12:51:04
What are your metrics like without iterating over every quad and calling Random?

Even on my system, if I iterate over every one of the 160000 quads and change the vertices using Random, it's quite slow... i.e. +15 msec per render frame where without the iteration+Random it's 1.5 msec/frame using VBO+glBufferSubData.  This is not something I would even consider as there shouldn't be any need to visit every single quad every single frame in this manner for a normal game.

When I rig it to use 20,000 quads and only update the first 10,000 with a new position every frame.
I get a delta time of 0.036 - 0.026 (38.46 to 27.77 FPS)

So that further solidifies that the new random value each frame is the real killer just like my metric pointed out.
I just wish it could be faster you know Smiley

Sorry, I hadn't realised you were on Android and doing this stuff, in which case do ignore any advice I've given you and listen to Nate instead. On Android:
1. VBOs are not actually "accelerated" in any way at all, they're just system RAM and slow as hell and
2. Buffers aren't intrinsified at all and
3. Dalvik doesn't have any of that clever stuff with inlining and so on

Cas Smiley
Are you saying that VBO are really doing nothing for me? Should I just use a plan old vertex array then?
Can I use a IBO then too? I can remember if the IBO requires a VBO (I don't think it does)

Also can you explain 2 and 3. I'm not really too sure what 'intrinsified' buffers mean, nor do I know what you mean by inlining

You'll be needing to look up terms like this in the near future if you're going to embark upon a career as a programmer, but I'll start the ball rolling:

"Intrinsification", which may not actually be a real word outside of compiler design circles, is where the compiler detects some fairly complex high-level code eg. Math.sqrt(), FloatBuffer.put(), and replaces the function call with a single machine code instruction (or maybe several), thus making that code as fast as it is possible to be. The desktop JVMs do a lot of this, but the Dalvik VM isn't quite so clever and doesn't manage to do so much of it.

"Inlining" is where a small method, eg. public int getX() { return x; } is simply copied verbatim into the callsite - rather like cut n paste on the fly. Instead of pushing a bunch of arguments on the stack, jumping to a subroutine in a totally different area of memory, executing the code, and then popping the return value off the stack, the code is just executed in place, saving all those shenanigans from happening and providing a huge speedup. Inlining can be recursive, that is, inlined functions may themselves have inlined functions. It's tuneable with some commandline args on the desktop VMs. Again, though, the Dalvik VM doesn't appear to do much in the way of inlining, though the latest versions of Android might have improved it a bit.

Intrinsification and inlining are two of the reasons why Java has made such leaps and bounds in speed versus C++ over the last decade. There are a bunch more things that also help a lot such as bounds check elimination, escape analysis, monomorphic callsite detection, loop unrolling, lock elision, and huge advances in garbage collection and allocation strategy... again, none of which made it in to Dalvik. (You can search these very boards for discussions about all those things, and Google will provide further information).

And finally...

yes, VBOs gain you absolutely diddly squat on any current ARM devices. Same goes for iOS as Android. There is no discrete GPU memory, no separate DMA bus, and usually, what bus there is, is a crappy 16 bit or maybe 32 bit wide one anyway. The only reason for VBOs on ARM chipsets is that a) one day they might have these things though this is a tenuous reason at best and b) it makes it rather easier to port the same code between desktop and ARM devices. See libgdx. Yes, you can use an index array with plain vertex arrays.

Cas Smiley
16  Java Game APIs & Engines / OpenGL Development / Re: FloatBuffer and Batching on: 2014-04-08 11:27:45
Sorry, I hadn't realised you were on Android and doing this stuff, in which case do ignore any advice I've given you and listen to Nate instead. On Android:
1. VBOs are not actually "accelerated" in any way at all, they're just system RAM and slow as hell and
2. Buffers aren't intrinsified at all and
3. Dalvik doesn't have any of that clever stuff with inlining and so on

Cas Smiley
17  Java Game APIs & Engines / OpenGL Development / Re: FloatBuffer and Batching on: 2014-04-07 13:23:11
Theoretically yes. But then Java performance theory has always been a bit of a vague and slippery concept which seems to differ from practice rather a lot.

Cas Smiley
18  Java Game APIs & Engines / OpenGL Development / Re: FloatBuffer and Batching on: 2014-04-07 11:07:01
The Hotspot VM is supposed to intrinsify the put() call such that it should be identical in performance to the float[] access... maybe this isn't happening for some reason?

Cas Smiley
19  Java Game APIs & Engines / OpenGL Development / Re: FloatBuffer and Batching on: 2014-04-07 10:33:07
There were some gotchas about the fastest way to call put() in a FloatBuffer but I can't remember exactly what they were. Personally I use .put() just fine and I'm managing an order of magntitude more sprites than you are - maybe the problem lies elsewhere? (Have you profiled it? try -Xprof on the commandline)

Cas Smiley
20  Discussions / General Discussions / Re: Creating dev team Java 2d!! on: 2014-04-06 22:25:01
Teams are great, to be sure, for highly ambitious projects... but just look at what people have achieved entirely on their own first, or with just an artist as accomplice.

Cas Smiley
21  Discussions / General Discussions / Re: Creating dev team Java 2d!! on: 2014-04-06 16:40:26
...and just an observation: why does everyone seem to want to form teams these days? You can accomplish vast amounts just on your own. Much more than you'll probably achieve with even two people. Every extra person you add to a team wastes a significant % of time to communications overhead. If there's anyone you really need to find, it's an artist.

Cas Smiley
22  Discussions / General Discussions / Re: Creating dev team Java 2d!! on: 2014-04-06 16:39:00
Not as different as you think: I spent 8 hours a day at the day job and then another 8 hours when I got home working on the games :| Managed that for a year. Nearly killed me though.

Cas Smiley
23  Discussions / General Discussions / Re: Creating dev team Java 2d!! on: 2014-04-06 16:33:27
How much time do I need per day?
- about 1 - 2h is OK then I mean then you need to code not playing around and just being in Skype.
- else if like 6 - 12h pew day would be awesome that's my time so having 3 more members with that time = OP!

6-12h! Wow. Congrats on finding ANYONE who wants to work for that long without earning anything.
I spent several years doing just that. Now I work 8-10h a day to earn approximately $10. Or occasionally the odd $100k.

Cas Smiley
24  Java Game APIs & Engines / OpenGL Development / Re: FloatBuffer and Batching on: 2014-04-06 11:57:45
The fundamental mistake you are making is to write your data out to a float array first. One of the whole points of VBOs is that you do not place your vertex data in an intermediary buffer. There are three reasons for this:

1. Firstly you've got to allocate twice the RAM for no reason. However this isn't as important as...
2. ... writing to that intermediary buffer just trashes your data caches. The idea of of write-only VBOs is that the caches are ignored and written straight past, leaving all the data in the caches that you need to carry on computing vertex data without just flushing it out constantly
3. ... and in any case you're still doing twice the memory movement, writing it out once, and then writing it out again.

Cas Smiley
25  Discussions / General Discussions / Re: Libraries You Wish For on: 2014-04-05 10:38:45
I've made a complete custom binary serialization/deserialization protocol library. I had to do it because I needed something more robust than Java serialization - mine is proof against DoS attacks for example caused by a binary stream that, say, specifies huge 20mb arrays. It's also slightly faster and more lightweight but those are not really relevant side effects.

I've also on top of that made a custom RMI client and server system to replace Java RMI, for similar reasons. It's much simpler though it does handle a few clever things like serializing remote references. It's based on the aforementioned serialization lib.

I've got a library of *List, *Grid and *Cube classes for primitives and objects which is invaluably useful and I might even think about implementing Roquen's Morton functions in the lookups for fun.

Cas Smiley
26  Discussions / Miscellaneous Topics / Re: new computer purchase advice on: 2014-04-05 10:30:16
Heh, you may think it's funny but it's the reason I just multithreaded everything in Battledroid - Alli's computer has a weak 6-core Phenom in it and only managed 20-30fps a month ago. Now we're all cooking on gas at a steady 60fps.

Cas Smiley
27  Discussions / General Discussions / Re: The Big Linux Distro Thread on: 2014-04-04 10:35:07
FWIW I use the bash shell all the time. Puppygames runs on a Rackspace Ubuntu cloud server. I just generally hate using it for mundane tasks.

Cas Smiley
28  Game Development / Newbie & Debugging Questions / Re: Beginner Design Questions on: 2014-04-04 10:09:58
Hey chaps please consider using the JGO pastebin for large bits of code.

Cas Smiley
29  Discussions / General Discussions / Re: The Big Linux Distro Thread on: 2014-04-03 22:39:35
The distinction blurs in the minds of many...

... Arch sounds like an interesting concept, though I have my beady eye on an exercise in self-flagellation called "Linux From Scratch".

Cas Smiley
30  Discussions / Business and Project Discussions / Re: Looking for team members! on: 2014-04-03 21:59:22
There are murky and complex reasons for excluding minors from projects and I think you should respect his decision to do so.

Cas Smiley
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List of Learning Resources
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2014-04-18 03:17:39

List of Learning Resources
by Longarmx
2014-04-08 03:14:44

Good Examples
by matheus23
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Good Examples
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