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1  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-07-25 09:09:26
I am still waiting for a day when (especially non-indie) devs will finally start caring about security and doing online games right instead of just complaining that their game got hacked... Smiley
This won't happen, because games programmers rarely have any experience in the real world at large doing more diverse software engineering. One of the most pertinent indicators of these developers' inexperience in mature software development is the fanatical devotion to C++ and the almost face-palmingly poor tradeoff of performance versus critical bugs, a decision no-one in their right mind has made in the rest of the IT industry for the last 15 years when we all moved to managed languages.

Cas Smiley
2  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Is it a good idea to make your own library to write less code in the future? on: 2016-07-22 10:26:40
A rule of thumb we use in The Real World doing consultancy is that it takes roughly 3x as long to make a piece of code genuinely usefully reusable as it does to just write the bare minimum to get something to do what you want it to. So bear that in mind when spending time on reuse.

Cas Smiley
3  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-07-17 10:34:44
Wrote a post on how LWJGL 3's approach to memory management enables clean and efficient code.
Great post, Spasi - very insightful and illuminating.

Cas Smiley
4  Discussions / General Discussions / Re: Oracle proposes deprecation of CMS in Java 9 on: 2016-07-17 09:56:18
G1 performed particularly badly for me - halving framerates in Battledroid. Not sure why.

Cas Smiley
5  Discussions / General Discussions / Re: JGO bounced back on: 2016-07-13 09:52:43
> crashed a few MyISAM tables beyond recovery.

Gah, a database has only one job to get right... Emo

Cas Smiley
6  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-07-13 08:54:44
What happened to KevGlass? He always worked on super cool projects and had loads of experience...
edit: and Kappa!
Kev's still around (occasional post on Twitter as cokeandcode). He just doesn't say much Smiley

Cas Smiley
7  Discussions / General Discussions / Re: What does your dream language look like? on: 2016-07-06 11:47:48
The syntax is only different necessarily to distinguish it from Java's arrays-of-arrays style, which still has perfectly valid uses not to mention the fact it is a completely different implementation  and concept under the hood in the JVM... otherwise the basic behaviour is the same as normal C multidimensional arrays, which confusingly use Java's [][] syntax...

The thing I'm absolutely most looking forward to is value types, coming hopefully in Java 10.

Cas Smiley
8  Discussions / General Discussions / Re: What does your dream language look like? on: 2016-07-06 11:06:00
Aliases are a natural extension of import static, and we've survived import static without becoming confused. I think that as aliases are only locally used within a single file there's very little scope for confusion without deliberate attempts to confuse, and plenty of scope for reducing confusion by aliasing by giving things locally meaningful names.

Oracle have been working on a version of OpenJDK for iOS for the last 10 years and nothing has ever come of it, nor probably ever will. Don't hold your breath!

Multidimensional arrays: int[,] is conceptually different from int[][]. One is a single array object; the other is an array of arrays. Right now if we want to simulate multidimensional arrays we have to do difficult-for-the-compiler-to-optimise and prone-to-calculation-errors code like this:
1  
a[x + y * width + z * width * height] = ...

when we should in fact be letting the compiler figure all that out for us, doing correct bounds checking, and optimising away the checks where possible:
1  
a[x, y, z] ...


Especially useful for matrix math which basically uses tons of small 2D arrays of various sizes.

Cas Smiley
9  Discussions / General Discussions / Re: What does your dream language look like? on: 2016-07-06 09:39:51
I don't usually look for problems if an acceptable solution already exists Wink

Java has 8 pain points for me:

1. Difficulty targeting consoles / iOS
2. No value types / structs, rendering rather a lot of algorithms to be very slow compared to their C implementations or consume vast amounts of memory
3. I don't want operator overloading but I would rather like to define methods as being infix/prefix/suffix operators
4. A few tiny syntactic sugars like being able to write byte or short literals without the huge ugly cast
5. Fast foreign function interface implementation. Boy am I sick of JNI.
6. No proper multi-dimensional arrays
7. No way to alias ("import blah.bleh.StupidClassWithReallyLongName as ShortName")
8. I really miss C# extension methods but I have a feeling I'm doing something immoral or naughty so the jury's out on that one Wink

It does more or less everything else perfectly well for every use I've so far put it to.

Cas Smiley
10  Discussions / Business and Project Management Discussions / Re: How to package game files on: 2016-07-06 08:22:42
@ndnwarrior15 take a look at what we do with our games... (Windows, Mac, and Linux builds of all of them to look at).
Note complete lack of being arsed to stop people poking in the jars. Though we do use our own file format for images for historical reasons which makes them a bit more awkward to pinch.

Cas Smiley
11  Discussions / General Discussions / Re: What does your dream language look like? on: 2016-07-06 08:20:33
I'd start with Java and make a few tweaks here and there. Some to increase readability, some to increase performance. Oddly enough most of what I want is scheduled for Java 9 and 10.

Cas Smiley
12  Game Development / Newbie & Debugging Questions / Re: Implementing Extensions on: 2016-07-01 06:50:57
You basically need the new module capabilities in Java 9, which have new discovery APIs.

Cas Smiley
13  Discussions / General Discussions / Re: Any open-source RTS game? on: 2016-06-30 21:47:04
http://www.puppygames.net/downloads/RevengeOfTheTitansSource.zip

Cas Smiley
14  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-06-30 08:34:03
Always amuses me how CBM BASIC can we written without any whitespace.

Cas Smiley
15  Discussions / General Discussions / Re: Redhat OpenJDK (8) for Windows! on: 2016-06-30 08:29:18
We've been using OpenJDK on Linux and Mac for all our games now since it was first released. It's a great fit with LWJGL.

Cas Smiley
16  Discussions / General Discussions / Re: Virtual Reality on: 2016-06-29 13:52:11
LOL @bugfox.net still living in the 90s and not understanding how the WWW works.

Cas Smiley
17  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-06-27 08:21:10
If you were shrewd you'd basically implement Unity's shader language... thereby having access to thousands of free and awesome shaders and a huge amount of amassed expertise...

Cas Smiley
18  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-06-23 12:12:15
Musing... what's the average length of such a linked list in a typical scene? And the longest?

Cas Smiley
19  Discussions / General Discussions / Re: Virtual Reality on: 2016-06-22 17:27:42
Oh, I still am. It's amazing but I don't think it's of general interest to general consumers yet because it's inconvenient, massively expensive, and gimmicky. When it comes with every Playstation shipped by default it'll get some traction.

Cas Smiley
20  Java Game APIs & Engines / OpenGL Development / Re: Discussion: The mother of all shading languages on: 2016-06-22 12:20:08
You'd use it if you were too impatient to respect the low-hanging limited fruits of the hardware available and work within your means. I mean look at the tricks people have pulled over the years to squeeze performance out of hardware, spending months and months and losing most of their hair, only for it all to be rendered completely irrelevant a mere 18 months later by the hardware simply being twice as fast. Life's too short. Relatedly:

Quote from: theagentd
The best code is the code that does the job, is readable and doesn't take years to write. There's no point in optimizing something if a simpler solution is just as fast, making it the best solution.
Hint hint Smiley

Cas Smiley
21  Discussions / General Discussions / Re: Virtual Reality on: 2016-06-22 12:17:15
The Vive is just insane. I cannot really put into words just how much my mind was blown by it, except that the only thing that has gotten close to it in terms of experience was mushrooms, and it's been a few years since I had any of those.

Mushrooms, however, grow out of the ground everywhere and are completely free*

Cas Smiley

* They will, of course, do your head in eventually.
22  Java Game APIs & Engines / OpenGL Development / Re: Discussion: The mother of all shading languages on: 2016-06-22 10:26:08
precision qualifiers... "we want this crappy device to do 3D but it's a bit too crappy, but we can make everyone's lives more annoyingly complicated to squeeze out pointless extra performance so you can make games for it that nobody will play".

I wish they'd stop doing this sort of shit.

Cas Smiley
23  Java Game APIs & Engines / OpenGL Development / Re: Discussion: The mother of all shading languages on: 2016-06-22 09:13:20
My brilliant plan is to just get theagentd to write all my shaders, which is working out nicely  Pointing

Cas Smiley
24  Java Game APIs & Engines / OpenGL Development / Re: Discussion: The mother of all shading languages on: 2016-06-21 22:34:17
Thanks for the input. I'm gonna roll with a minimal GLSL preprocessing system just to get things running in the first place, but it doesn't feel like a good long-term solution.

Is it common for people to just write the same shader for different languages?
Most of the work in shaders is actually working out what they have to do. So it's probably just easier to write the same shader in several dialects, especially as compared to the rest of the code, they're not particularly huge.

Then again, see Unity shaders.

Bah, Unity again.

Cas Smiley
25  Discussions / Java Gaming Wiki / Re: Java Data structures on: 2016-06-21 21:18:40
Android ain't Java, though Wink

Cas Smiley
26  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-06-16 21:35:44
Because you ask the player to make a choice, up front, about how good they think they are, at a game they've never played before, using criteria they don't yet know. And they cannot choose the right answer! They'll feel like they're missing out if they choose "pweez don't hurt me"; they'll moan vociferously but refuse to back down if they choose "kill me now!!"

Far better to just design a game at which everyone has fun and sort of creates the difficulty level of their own making, so to speak.

Cas Smiley
27  Discussions / General Discussions / Re: Question: Bit-exact floats on different computers? on: 2016-06-16 20:54:26
... which is exactly what strictfp does, at the occasional expense of a bit of performance here or there Smiley Even so it's probably going to be quite hard to find bugs in your client when they inexplicably diverge at some point.

Cas Smiley
28  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-06-16 20:51:25
Don't you have difficult levels?                                                   
I consider difficulty levels a failure in game design.

Cas Smiley
29  Discussions / General Discussions / Re: Question: Bit-exact floats on different computers? on: 2016-06-16 10:33:23
Model the world on the server; model the special effects on the client. If something is critical to the gameplay, the server should be the arbiter. If it's just eye-candy, let the client do whatever it likes.

Cas Smiley
30  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-06-16 08:29:23
I am looking forward to it. Tho I hope i am better at it than titans revenge.
I am in a perpetual battle with Alli to stop the game being ludicrously difficult. I spent all day arguing with him that the game was too hard, but he just couldn't see it. Even though I, who know how the game is designed, couldn't get past level 1 75% of the time, and had never even seen level 3. Eventually he capitulated with a 5-line code change and oh! Look I can get to level 3 finally. Sheesh.

Here's a top tip: don't ever listen to yourself when it comes to difficulty testing. Listen to the testers.

Cas Smiley
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