Java-Gaming.org Hi !
Featured games (90)
games approved by the League of Dukes
Games in Showcase (748)
Games in Android Showcase (226)
games submitted by our members
Games in WIP (834)
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 ... 369
1  Discussions / Miscellaneous Topics / Re: What I did today on: 2018-02-19 10:13:58
I think you will find I am now old and fat and running out of hair.

Though if I managed to diet and had a shave I'd maybe look a bit less decrepit.

Cas Smiley
2  Discussions / Miscellaneous Topics / Re: Is My Portfolio Frighteningly Underwhelming? on: 2018-02-16 13:53:37
Or "pimps", as we like to call them. Yes, they genuinely are pretty useless f**ktards 90% of the time. They'll only find your CV because they did a keyword search on their huge database - so make sure you do and don't have the keywords you want in the document or you'll get hassled for all sorts of crap you don't want to do. Then when they read your CV almost 95% of it is totally over their heads anyway unless you're lucky enough to find a recruiter who was once in the industry as an actual professional in a previous life.

Other cruft like "team player", "self-learner", "highly motivated" you can also leave out of your CV. You are automatically all of these things already. Don't waste space on empty guff.

Cas Smiley
3  Discussions / Miscellaneous Topics / Re: Is My Portfolio Frighteningly Underwhelming? on: 2018-02-16 11:48:00
As a recruiter (and contractor for some 20 years) here is some general advice about CVs:

1. At the top put all the basic information: your name, availability, notice period, location (and/or willingness to relocate), mobile number, email address, and any languages you speak fluently. Don't put your age or gender in here. Don't mention any social media contact handles.
2. Under that I'd advise a single paragraph describing the type of work you're looking for. Tailor this bit every time to the job you are applying for, so that it looks like you are exactly looking for the role described by the job ad!

That's page 1. This page is the most important page in the whole CV. Make it look neat-as. Use serif fonts as it'll likely be printed.

3. Page 2 of the CV could be a simple trio of tables detailing the years experience you have with: Languages & APIs, Tools and Environments, and Roles. For languages etc. you'd have Java 5 years, C++ 3 years, SQL 4 years, HTML 1 year, Javascript 1 year, Angular/JS 1 year, Swing 1 year, J2EE 3 years. For Tools and Environments you'd have Linux 4 years, Windows 1 year, Eclipse 5 years, etc. and for Roles you'd have Team Leader 1 year, Analyst/Programmer 5 years.

Try to keep those three tables to a single page. Don't include stuff you don't want to be hassled about doing. This page serves as a simple filter for the recruitment agent. Meet enough buzzwords at the relevant length of experience and you're through to the next stage.

4. Page 3 of the CV is your recent experience. Each role you've been in, in reverse chronological order (most recent at the top), with job title, employer, month & year started and ended. One or two paragraphs describing the work you did, particularly any notable achievements or things you learned. Feel free to state that something is confidential and can't be discussed here if necessary. Try to keep this to one page. Nobody cares about what you did 15 years ago - finish it off with something like Before March 1998 - various Analyst/Programmer roles

5. Finally Page 4 of the CV is a couple of paragraphs "About Me". This is where you link to github. Nobody gives a crap if you read books btw. but they might be interested in whether you go snowboarding or have a motorcycle or play D&D, which occasionally are random connections with interviewers that can give you something non-work related to chat about. Big tip: if you are being interviewed it is because the rest of your CV already passes all the criteria for the job, so what the interviewer is looking for is someone they like to talk to. Some interviews have mind-bogglingly pointless technical tests in them. Grin and bear it. You still won't get the job if the interviewer thinks you're boring as f**k or can't talk to them.

Another tip... really really try to keep the whole damned thing to 4 pages or less. Nobody wants to read a tome. Remember they probably have another 20 tomes to read. Yours will stand out because it presents everything they need to know whether to bother interviewing you in a short snappy format, and plenty of hooks for them to initiate asking you questions.

Cas Smiley
4  Game Development / Newbie & Debugging Questions / Re: Stream.filter(...).count() didn't work on: 2018-01-31 10:21:39
Sorry - was a bit rude there, but the use of streams seemed to imply you are a relatively advanced programmer, which is at odds with the actual problem being discussed, which is about as trivial as can be. I think one lesson to be learned about streams is when not to use them: and this problem is one such case, where streams are like using hammer drills to squash ants. You should have a simple grid array and just look into adjacent coordinates directly; not collect a stream of neighbours. Though if you're just getting to grips with the whole how streams work thing, it makes sense what you're doing as an experiment in syntax and technique.

I ramble on.

Cas Smiley
5  Game Development / Newbie & Debugging Questions / Re: Comments & feedback on this health-bars? on: 2018-01-31 09:25:08
What he said. You need about the same amount of space between the different UI elements as the thickness of the border.

Cas Smiley
6  Game Development / Newbie & Debugging Questions / Re: Stream.filter(...).count() didn't work on: 2018-01-30 16:00:33
Er... this is a slightly bonkers implementation isn't it?

Cas Smiley
7  Game Development / Newbie & Debugging Questions / Re: Comments & feedback on this health-bars? on: 2018-01-26 15:44:45
Bit hard to make out at that size, but the borders look distinctly white to me, and not fat enough.
(Just my opinion, take it with a pinch of salt)

Cas Smiley
8  Game Development / Newbie & Debugging Questions / Re: Comments & feedback on this health-bars? on: 2018-01-26 09:56:22
How about 50% alpha black border, 2px thick.

Cas Smiley
9  Discussions / General Discussions / Re: Gluon Mobile: Java 9 JRE that works across Desktop, Android, and ios on: 2018-01-23 22:09:34
oh-ho...

https://gluonhq.com/gluon-vm-now-publicly-available-developer-preview-ide/

Cas Smiley
10  Discussions / General Discussions / Re: Gluon Mobile: Java 9 JRE that works across Desktop, Android, and ios on: 2018-01-23 09:04:51
I've been watching and waiting for GluonVM for a couple of years now, still no release date yet, just "coming soon". That'll be the game changer for Java on iOS really and might even give JavaFX the kick up the arse that it needs.

Cas Smiley
11  Discussions / General Discussions / Re: Jail time for cheat programmers in China on: 2018-01-17 08:48:14
China has a more rigorously enforced social contract than the West. They take a dim view of things which we let go as morally indefensible but technically legal.

Cas Smiley
12  Java Game APIs & Engines / Java 2D / Re: First time pixel artist on: 2018-01-15 13:30:08
Well, it's already better than my pixel art  Tongue

Cas Smiley
13  Discussions / General Discussions / Re: How do you Guys manage it? on: 2018-01-05 13:10:02
Sigh... this is why we can't have nice things.

Cas Smiley
14  Discussions / General Discussions / Re: HappyNewYear! on: 2018-01-02 13:45:32
And that's before you even start accounting for the fact that the cube has to be rigged and animated and skinned or it looks poo.

Cas Smiley
15  Discussions / General Discussions / Re: HappyNewYear! on: 2018-01-02 10:02:30
Would be interesting to hear your thoughts about going from 2d to 3d.
Basically.... groan.
It turns out 2D->3D is more like a quadrupling of work, especially for inexperienced developers. Alli has struggled with Unity pretty significantly - though he is maybe one of the most intelligent people I've ever met, it turns out that being smart is not enough, you need education, wisdom, and experience too. So Basingstoke has taken twice as long as it should have and blown all chances of us making a profit away. In fact we're just on a death march now trying to divest ourselves of it and minimise the damage as it was doomed from the moment it took over 2 years to make (will be 4 years on release... arrgh).

One thing we also have to figure out it how to swallow our pride at perfection and just chuck stuff out there warts and all, with missing polish and the odd bug.

That said... Battledroid is also going 3D, but we are going to be "smart" about it. Well, smart-ish. We've got our own totally custom 3D engine for it, but it is designed around voxels (really little ones, not big fat Minecraft chunky voxels, but pixel-sized voxels). This restricts how fancy we can make things - in a good way. The more restrictions we have the easier it is to fill the creative space that it encloses. When you've got a totally open remit to do Anything You Want, which is more or less Unity's selling point, you're inexorably sucked into competing with AAA titles and failing on one or more fronts (in our case, we fail on the amount of time taken). So voxels are good because the tools are free (MagicaVoxel) and it's easy to get good results with it provided you have an awesome rendering engine that can draw enough of them (which we have Smiley)

Cas Smiley
16  Discussions / General Discussions / Re: HappyNewYear! on: 2017-12-31 22:20:16
I'm not sure I achieved anything of note! It's been a terrible year for me.

Cas Smiley
17  Games Center / WIP games, tools & toy projects / Re: Generated Graph optimized A* Pathfinding on: 2017-12-18 15:20:52
Yeah but you can then have dim lights of different colours here and there which can look nice. Eg. fireplaces, lava pools, mysterious glowing pond, etc.

Cas Smiley
18  Game Development / Newbie & Debugging Questions / Re: Newbie to Game Development on: 2017-12-18 08:52:36
I say again... Pico-8. It's as close as you'll ever get to turning on a C64 and just typing in code that Does Stuff On The Screen. I can't recommend it highly enough.

Cas Smiley
19  Games Center / WIP games, tools & toy projects / Re: Ashworld on: 2017-12-16 16:03:57
If you won't do less revenue @ $9.99 on mobile, then do $9.99. Because you a) condition your audience with $ = quality, and b) reduce the number of tyre kickers and support bullshit, while still making at least the same amount of money. There's also a chance you might actually think it's all been worth it in the end and make more games for the kinds of fans that will pay $9.99 for your games. Win-win.

Cas Smiley
20  Games Center / WIP games, tools & toy projects / Re: Ashworld on: 2017-12-14 09:13:08
Hmm I think it could do with more success on Steam.

Cas Smiley
21  Game Development / Newbie & Debugging Questions / Re: Newbie to Game Development on: 2017-12-11 17:31:07
THIS JUST IN! New Advice.

If you want to learn to write games and code in general... get Pico-8 from Lexaloffle.

Moving from there to Java will be a cinch. And it's the most fun I've had programming for years.

Cas Smiley
22  Java Game APIs & Engines / Java 2D / Re: How to have BufferedImages take up less RAM on: 2017-12-08 09:00:23
There is no way around graphics taking up the amount of system RAM that they do. The best you can do is pack them all tightly into a single big BufferedImage and blit out chunks when you want.
"Blitting" btw is an old term, "blit" being short for "block image transfer". In other words, copying a rectangle of pixels from one place to another. It's almost always hardware accelerated these days, even with BufferedImage, and BufferedImage is a perfectly sensible way to do everything.

Of course if you wanted to do something a bit more modern you'd use JavaFX. And if you wanted to get a bit more fancy, LWJGL.

Cas Smiley
23  Java Game APIs & Engines / Java 2D / Re: How to have BufferedImages take up less RAM on: 2017-12-07 23:37:27
All in the docs: https://docs.oracle.com/javase/7/docs/api/java/awt/image/VolatileImage.html

Maybe more trouble than it's worth though. Exactly how much blitting are you going to be doing?

Cas Smiley
24  Java Game APIs & Engines / Java 2D / Re: How to have BufferedImages take up less RAM on: 2017-12-07 22:42:28
Seems right. The problem with VolatileImage is that they can randomly lose their contents so you need to keep the original around anyway to restore it.

Cas Smiley
25  Game Development / Shared Code / Re: Fast Atan2 [Again] on: 2017-12-07 09:03:27
Math.hypot() is much more accurate (unnecessarily so for our purposes).

Cas Smiley
26  Java Game APIs & Engines / Java 2D / Re: How to have BufferedImages take up less RAM on: 2017-12-06 08:57:02
The part about writing to a new image is for making sure the graphics object is ideal for the graphics configuration on the system. So, it draws a compatible image onto the BufferedImage itself, replacing the other version. So, it's not simply for hardware acceleration.
As I understand it BufferedImage already does this under the hood, so you are essentially wasting your time here I think (could probably prove this to yourself with some benchmarks).

Quote
   1) Is there a JVM argument that prevents this waste?
No. This is something you've got to get down and dirty with yourself, and it's pretty much a rite of passage in games development. Use the biggest sprite sheets you can get away with - 1024x1024 is supported by all video hardware these days, and actual dedicated GPUs all manage 4096x4096.

Quote
   2) Is loading one large image like a spritesheet more efficient than loading multiple images?
Vastly.

Cas Smiley
27  Game Development / Newbie & Debugging Questions / Re: coming up on being ready to deploy a project on: 2017-12-05 22:03:53
Launch4j works, Jsmooth too. We use one of those at work but I forget which one exactly, which is funny because it was only 2 months ago and I was the one that did it, haha.

I've had perfectly fine results simply embedding the whole JVM and writing my own JNI launcher in C++ on Windows and shellscripts for Linux/Mac. You probably don't even need the C++ launcher on Windows but it looks a bit more professional than a .bat file Cheesy So just do this. I haven't tried Oracle's java packager yet but I'm prepared to expect it to be crap in some way.

Cas Smiley
28  Game Development / Performance Tuning / Re: Java 9 GC on: 2017-12-01 09:49:49
So glad I switched over to C/C++
I have to use C at work every day... it's like trying to build the Taj Mahal out of matchsticks.

Cas Smiley
29  Game Development / Newbie & Debugging Questions / Re: Newbie to Game Development on: 2017-11-30 16:10:53
Copy an existing, tiny, simple game. If you can get that right, and finish it you've figured out a hell of a lot.

Assuming you're talking about a "real time arcade game" and not something with discrete turns like solitaire or a roguelike, you could do worse than trying to create Space Invaders or Breakout first. These are simple single-screen games, with trivial graphics and very few "things" going on.

You should be able to make either of those in pure Java using plain Java AWT APIs, or fancier JavaFX APIs. JavaFX is the new hotness and probably more long-term useful.

Cas Smiley
30  Game Development / Newbie & Debugging Questions / Re: Hosting your game on: 2017-11-30 15:49:35
"Millionaires think both" - default the $10k entry fee, everyone else gets in line to await moderation by the moderators who have been newly employed by Valve with the $10k entry fees to salary them...

Cas Smiley
Pages: [1] 2 3 ... 369
 
xxMrPHDxx (305 views)
2017-12-31 17:17:51

xxMrPHDxx (93 views)
2017-12-31 17:15:51

xxMrPHDxx (146 views)
2017-12-28 18:11:33

Ecumene (310 views)
2017-09-30 02:57:34

theagentd (492 views)
2017-09-26 18:23:31

cybrmynd (521 views)
2017-08-02 12:28:51

cybrmynd (463 views)
2017-08-02 12:19:43

cybrmynd (446 views)
2017-08-02 12:18:09

Sralse (405 views)
2017-07-25 17:13:48

Archive (1312 views)
2017-04-27 17:45:51
Java Gaming Resources
by philfrei
2017-12-05 19:38:37

Java Gaming Resources
by philfrei
2017-12-05 19:37:39

Java Gaming Resources
by philfrei
2017-12-05 19:36:10

Java Gaming Resources
by philfrei
2017-12-05 19:33:10

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
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!