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1  Game Development / Artificial Intelligence / Re: Back propagation algorithm on: 2005-10-19 10:11:07
You can think of a standard, feed forward, multi-layer neural net as simply a function approximator.

A high 'learning rate' will mean that your NN converges faster. The tradeoff is a larger chance of converging at sub-optimal values within a minima.

A high 'momentum' will mean that your NN will have a greater tendency to "climb" out of a minima, therefore it will have a lesser chance of converging on a sub-optimal minima. The tradeoff is that it could also get pushed out of the global minima (which is where you want the solution to converge at).

The tricky thing is to find magic values for both the 'learning rate' and 'momentum' that gives you the best results for your NN  - that usually requires a lot of experimentation and tweaking. I would suggest starting with a small  'learning rate' and high 'momentum'.


 


2  Games Center / Featured Games / Re: Wurm Online on: 2005-10-19 06:35:36
Ah great, thanks. =)

And because I'm incapable of not posting a screenshot, I won't not post one:



Very nice.

I'm curious - what are you using to generate soft shadows for the trees in the screenshot? Are those dynamic or they just static lightmaps?

3  Discussions / Miscellaneous Topics / Re: MSDN versus JavaDocs on: 2004-12-14 03:44:11
I w

Quote

There are much better STL references out there, and unless you are using MS-specific extensions there's no reason to use MSDN for that.


I think having other references available isn't the issue here. Shouldn't MS be supporting their product, in this context VC++ and thus the core library also, with proper documentation or at least provide links to some?

Just awhile back, I was looking into the implementation of the not-yet-standard hash_map classes and it wasn't immediately obvious which implementation VC++ was supporting because of the lack of documentation.

But perhaps we are talking about different things. I was (kinda) lamenting the fact that the MSDN docs for the VC++ library should use a similar style to Sun's Javadocs.

On a somewhat related note, the last time I referenced the KB regarding ODBC, I wasn't extremely impressed. It's Mozilla unfriendly and I had to spend quite some time sifting aside the fluff to get (and to an extent infer) the information that I needed.
4  Discussions / Miscellaneous Topics / Re: MSDN versus JavaDocs on: 2004-12-13 12:30:10
One of the reasons behind my dislike for MSDN is the lack of documention defining most of the data types used in the C++ (ms standard) library. There is only so much info you can glean from MSDN before having to dig into the library header files or other references to get a clearer understanding.

Let me give you an example, the operator[] definition for the std::vector class :

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reference operator[](
   size_type _Pos
);
const_reference operator[](
   size_type _Pos
) const;


Doing a search for the type "reference" would produce this:

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A type that provides a reference to an element in a sequence controlled by the associated container.

Remarks
The type describes a reference to an element of the sequence controlled by the associated container.


and this:

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typedef typename Container::reference reference;


So exactly what a "reference" type's expected functionality is and it's purpose is still quite unclear although we know that a "reference" type is simply a typedef of a template typename within a type Container. (Searching for a Container type brings up a similar issue)

IMHO, the java API docs are extremely well organized compared to MSDN. Class explanations are detailed and are available for every single class I've come across so far. Not much need to poke around the source files at all.

It might be a language issue since C/C++ is a lot more complex and therefore harder to describe than Java. But still I think it's really obvious that the style and explanations offered by the java API docs are orders of magnitude clearer than MSDN's.
5  Discussions / Miscellaneous Topics / MSDN versus JavaDocs on: 2004-12-11 09:19:53
Hi guys,

My recent forays into C/C++ and Win32 programming have inevitably led me into the relatively painful task of digging for info on MSDN. In general, coding in C++ is just as much fun as coding in java for me at least. However, documentation wise, compared to the clarity of the javadocs on Sun's website, MSDN is a like a giant steaming pile of ****.

Seems like I've been really spoiled by Java Sad.

Btw, anyone know of a good VS plugin that has a robust C++ syntax parser to highlight spelling errors, missing semicolons or identifiers etc? Something nearly as robust as the one used in IntelliJ's IDE would be good perhaps.
6  Discussions / Miscellaneous Topics / Re: Crop Circles on: 2004-09-14 01:05:50
Quote
Of course they look fake - there are no crop circles that are known to not be fakes.


Really?

While I cannot vouch for the authencity of the above pic, I'm very sure crop circles with similar or more complicated (mathematical) patterns do exist in real life, even in the rice paddies of Japan. (maybe someone here from England or the US, where it is said to be most prolific, has seen it?).

If you're inferring that they're all just the works of bored pranksters, then I don't quite agree. Basically, what kind of technology/organization can (as it is witnessed to occur under such conditions):

1. Produce such a complex, mathematically precise and large scale (300 - 900 ft diameter) image in under a couple of hours

2. Produce it in low-light conditions (without any artifical lighting of course), without any (pole) markers.

3. Produce a drastically bent-over "weaving"/swirling pattern with the plant stalks without any breakage (plants are still alive), as opposed to just beating them down with planks etc.

Ideas?


7  Game Development / Newbie & Debugging Questions / Re: KeyListener on: 2004-09-11 07:13:01
Ha! That should work:

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    public void keyTyped( KeyEvent e) {}

      public void keyPressed(KeyEvent e) {
            int key = e.getKeyCode(); // get the key CODE

            if (key == KeyEvent.VK_LEFT) left = true;
            if (key == KeyEvent.VK_RIGHT) right = true;
            if (key == KeyEvent.VK_UP) up = true;
            if (key == KeyEvent.VK_DOWN) down = true;
      }
      
      public void keyReleased(KeyEvent e) {
            int key = e.getKeyCode(); // get the Key CODE

            if (key == KeyEvent.VK_LEFT) left = false;
            if (key == KeyEvent.VK_RIGHT) right = false;
            if (key == KeyEvent.VK_UP) up = false;
            if (key == KeyEvent.VK_DOWN) down = false;
      }
8  Java Game APIs & Engines / Java Sound & OpenAL / Re: SourceDataLine Woes - Suggestions appreciated on: 2004-09-11 00:15:21
Quote


Well, in the end all simultaneous sounds are mixed down to one sound stream one way or another, so I basically create that one stream right away, doing all mixing etc. myself. No need for threads.
I'm guessing the only reason you need threads for sound rendering if you expect them to block.
java.sound does block when the buffer is full. Now I write to the stream once a frame, and with exactly the correct amount of data needed for that frame, so I measure how long it took for the last frame, and calculate how much sound samples I need to render, taking the playback frequency into account (e.g. 44.1Khz or something). That way you can be sure you won't have buffer overflows and that there will be no blocking, so no need for threads. If you don't need threads, don't use them.
The stream I render is for all sounds in one go, mixing everything as I go.


Hmm. Does it go something like this:

1. Get a single SourceDataLine from the AudioSystem for playback

2. When it is time to render, calculate number of samples I should write to the line. For example, if my last game frame took 10ms, and I'm using a 44010hz playback format, I should be writing 4401 samples this frame. But won't there be problems in the playback if the next game frame took even a little longer (buffer underflow), or shorter, than the supposed 10ms?

3. Get 4401 samples from all the audio data streams, mix them all together (basically just adding amplitudes of each sample correct?), and then write that to the SourceDataLine (ensuring that the SourceDataLine has a large enough buffer so that it doesn't block).

May I have a look at the code for your implementation? That would help to confirm that I'm going about it the right way and reduce any (potential) headaches tremendously. Smiley

Thanks again.
9  Discussions / Miscellaneous Topics / Crop Circles on: 2004-09-09 10:49:15

Okay, this might be a little TOO off topic but sometimes I really wonder who's responsible for creating those things.
10  Game Development / Performance Tuning / Re: Threads and wait() on: 2004-09-09 10:28:12
Quote
It depends on what the other threads are doing. If this is a small test bed for just sounds so the main thread is not actually doing much, then the (low) overhead of the threads will appear as a significant fraction of the time.


I'm running a reasonably sized application/game so we can safely assume that the main thread IS doing quite a bit of work with game logic processing and rendering per frame.

Quote

For example:
Thread switching take 2 ms for all the sound threads.


We are only talking about 1 native mixer Thread here that is initialized by the Java sound API.

The other sound playback threads are all wait()ing on an object so they aren't doing anything and aren't in the equation actually.

Quote

Main thread yields once a frame.
In a testbed we are running 100 fps.
I would expect the sound threads to be activated every 10ms. They take 2ms, giving 20% on a profile.


So that's lousy isn't it?! That's 20% of your processor time doing nothing but context switching...

Remember - there are 2 seperate Threads of execution here, 1 native mixer thread and the main thread. So the percentage we're talking about (in order for it to make sense and that JProfiler is showing) is in terms of CPU slice time... Correct?

Then again, if the percentage in JProfiler is talking in terms of CPU slices, and if Thread.sleep() isn't supposed to be taking up processor cycles while sleeping, why is it showing that it's taking up a good 14% in the profiler?

Damn it's late and I'm getting a little confused...

In actuality, I'm more interested in the other 7% of CPU time that the native mixer thread is using up doing something naughty when it's not sleeping and no sound playback is happening. Looks like a waste of precious CPU cycles to me.

Some feedback and suggestions would be very appreciated. Thanks  :-/
11  Game Development / Performance Tuning / Re: Threads and wait() on: 2004-09-09 01:02:51


JProfiler shows that the MixerThread is spending 14.1% of the time calling Thread.sleep() (which incurs a small overhead in itself from all that context switching) and another 7% of the processor time doing god-knows-what. And this is when NO SOUNDS ARE ACTUALLY PLAYING EVER, although there are multiple SourceDataLines open()ed and start()ed. No data is sent down the lines at anytime.




12  Games Center / Archived Projects / Re: Rimscape on: 2004-09-08 16:08:23
Quote

The problem you're facing now is that the .php file is cached.  You need to clear that to get the new .php file that tells about the new jars.  Otherwise it'll just grab the new rimscape.jar which only contains classes and thus no images.


Er nope. I'm pretty sure it's not a cached file issue since I've set my (IE) browser to not use cached pages.

EDIT: and to make sure I'm not being dumb, I've cleared my cookies and any temporary internet files that might have somehow been inadvertently used. Still didn't work when i tried again:(

EDIT2: Just want to say again that I really liked your game though! And the other stuff on your website's pretty neat too! Keep it up Smiley
13  Game Development / Performance Tuning / Re: Threads and wait() on: 2004-09-08 14:30:31
Ran a profiler and found out that a native mixer thread (probably initialized by the javax.sound API) is taking up 22% of the execution time (as compared to 77% for my main thread). Horrible. And it looks like it's still doing SOMETHING even when no sound is being played and all my sound playback Threads are wait()ing. Why?
14  Java Game APIs & Engines / Java Sound & OpenAL / Re: SourceDataLine Woes - Suggestions appreciated on: 2004-09-08 10:32:23
Thanks for your input ErikD.

Quote
I've had many problems like that, trying to get real time sound using a separate sound thread (although I'm not 100% sure if you are having the exactly the same problem).
In my case, the problem was caused by the fact that you can't be sure when the sound is updated when it's done in a separate thread of the sound playback thread.
I -kinda- resolved it at first by putting a small sleep in the playback thread (you could check to see if it helps),


What do you mean by the statement "you can't be sure when the sound is updated"?

Are you also suggesting that I put a Thread.sleep() within the sound playback thread to artificially slow down the feeding of sound data into the SourceDataLine?

While that would be a hackish solution to a buffer overflow problem, I'm not sure that an overflow is precisely the problem since line.write() is supposed to block or at least not write if the space isn't available. On the other hand, it's not a buffer underflow issue as line.available() <= line.getBufferSize() always during runtime.

Btw, it sounds like your app used 1 main thread and 1 sound playback thread that spawns other threads for sound playback.

For mine, I basically have 1 main thread and up to 16 seperate sound playback threads (with SourceDataLines opened and buffers initialized) that are waiting on an object and are notified when there are sounds to be played. Some sound data are dynamically modified (just gradual volume change) during playback, but I'm also very sure that the sound anomalies aren't caused by this.

Quote

I measure how long the last frame took, then I render exactly that amount of sound data.


Sorry, could you explain that statement in a little more detail also? I'm kind of curious to see how you managed to implement simultaneous sound playback on a single Thread..  :-/

EDIT: I got around it by creating 2 thread-local SourceDataLines per Thread. 1 of them is used for normal sound playback and is opened() and initialized with a big buffer to eliminate those sound problems, the other has a small buffer to be used for looping sound effects and is not opened until it is ready to be used, after which it is closed() again. Very hackish, messy and sort of kills the purpose for a Thread pool (which is basically to minimize object creation and line initialization latency).

Arrgh! Grappling with javax.sound to make it work properly is needlessly tedious indeed...

15  Game Development / Performance Tuning / Threads and wait() on: 2004-09-08 10:10:42
I'm using a multi-threaded SoundManager class (which extends ThreadGroup by the way) for sound playback using the javax.sound API. Basically, how it works is that each initialized Thread will wait() on that SoundManager object until there is a task (sound) ready to be executed and than a random Thread will be notify()ied to execute the task.

It's all good except that I'm getting a surprisingly big performance hit, even when there are no sounds playing, which implies that all sound playback Threads are wait()ing on the object. So I'm guessing it's not the javax.sound API's fault.

I'm using up to 16 sound playback Threads btw. Just to clarify, should there be a performance overhead even when all these Threads are wait()ing?
16  Games Center / Archived Projects / Re: Rimscape on: 2004-09-08 02:52:23
Granted, I never tried jumping to another system since I didn't know you could do that. So ignore my comments on navigation on that one.

A mini-map thing that shows planets and other ships (green for friendly, blue neutral, red hostiles etc) would be better than the onscreen indicators though.

Regarding animating backgrounds - you could add occasional star trails, random pieces of debris (which would be more apparent near populated planets etc) and twinkling stars instead of just a constant red/black smoke-like texture (although the texture itself looks pretty cool). More variation is what I should be saying I guess.

Anyways, your updated game crashes on startup:


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java.lang.IllegalArgumentException: input == null!

      at javax.imageio.ImageIO.read(Unknown Source)

      at com.gamelizard.util.GLUIUtil.loadImage(GLUIUtil.java:281)

      at com.gamelizard.games.rimscape.PreLoader.<init>(PreLoader.java:145)

      at com.gamelizard.games.rimscape.RimscapeRunner.main(RimscapeRunner.java:111)

      at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)

      at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)

      at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)

      at java.lang.reflect.Method.invoke(Unknown Source)

      at com.sun.javaws.Launcher.executeApplication(Unknown Source)

      at com.sun.javaws.Launcher.executeMainClass(Unknown Source)

      at com.sun.javaws.Launcher.continueLaunch(Unknown Source)

      at com.sun.javaws.Launcher.handleApplicationDesc(Unknown Source)

      at com.sun.javaws.Launcher.handleLaunchFile(Unknown Source)

      at com.sun.javaws.Launcher.run(Unknown Source)

      at java.lang.Thread.run(Unknown Source)


Missing art file perhaps?
17  Games Center / Archived Projects / Re: Rimscape on: 2004-09-08 00:18:22
Really polished looking game. I really like the menu and loading screens a lot.

I'm getting sub-par frame rates with fullscreen mode when a menu is shown on-screen, ~ 20FPS or so. With windowed mode (in the same 1280 x 1024) resolution, I'm getting ~ 130 FPS constantly. I'm pretty sure it's a translucency and BufferedStrategy/page-flip issue (since your menus are translucent), that is if you're using Java2D only for your rendering. Have you tried enabling the experimental HW-accel system property flags?

Regarding the game itself, I found it difficult to navigate. I tend to get lost pretty often, and it's a dull experience trying to find my around in vain. Maybe you could implement a STAR MAP that shows important locales, and probably add RANDOM COMBAT EVENTS and ANIMATING BACKGROUNDS to make travelling a bit more eventful? Think Star Control 2. Somehow, travelling from star system to star system was quite a fun experience in itself.

Also, I can't really tell which way the ship is facing - I took it that the pointy side of the ship image is the "front". However, when I press the "up" arrow key, which I take to be "accelerate forward", the ship travels in the opposite direction. Maybe you could also add ENGINE TRAILS to show movement.

All in all though, I think it'll shape up to be a cool game (the art was really well done).

EDIT: Oh yeah, I was running JRE 1.4.2 on Windows XP, P4 3ghz Radeon 9800. It ran pretty smoothly for me. No crashes so far
18  Discussions / Miscellaneous Topics / Re: Help! I've got an interview with a local games on: 2004-09-06 17:02:52
Awwww, thanks everyone. Smiley I wouldn't have gotten it without the motivation and assistance I've received from the people in this forum.

I'll bear in mind to keep you guys updated on how it goes.

19  Java Game APIs & Engines / Java Sound & OpenAL / SourceDataLine Woes - Suggestions appreciated on: 2004-09-06 11:47:45
I'm getting annoying clicks and pops with my sound playback using SourceDataLines (not using Clips since i want to manipulate sound data dynamically).

My initialization code looks like this:
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// use a short, 100ms (1/10th sec) buffer
       int bufferSize = playbackFormat.getFrameSize() * (int)(playbackFormat.getFrameRate() / 10);
            
            // create the buffer
       byte[] buffer = new byte[bufferSize];
        
            // create, open, and start the line
       SourceDataLine line;
        DataLine.Info lineInfo = new DataLine.Info(SourceDataLine.class, playbackFormat);
        try
        {
            line = (SourceDataLine)AudioSystem.getLine(lineInfo);
            line.open(playbackFormat, bufferSize);
        }
        catch (LineUnavailableException ex)
        {
            // the line is unavailable - signal to end this thread
           Thread.currentThread().interrupt();
            return;
        }

        line.start();


And my playback (in a seperate Thread) looks like this:

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while (numBytesRead != -1) 
                {
                   ....
                          
                    // copy data
                   numBytesRead =
                        source.read(buffer, 0, buffer.length);
                    if (numBytesRead != -1)
                    {
                          //line.write(buffer, 0, numBytesRead);
                         int offset = 0;
                          while(offset < numBytesRead)
                                   offset+=line.write(buffer, offset, numBytesRead - offset);                  
                    }
                }


If I initialize line.open() with a LARGER buffer size, the problem is minimized. However, doing this results in latency problems and is especially apparent and ugly with continously looping sound effects. I'm guessing it's a buffer overflow problem wherein the data in the buffer gets overwritten before it can be used for playback. But then again, line.write() is supposed to block or at least supposed to check for available space before writing so I'm not 100% sure of the cause.

I'm wondering if anyone has got a solution for this?

I'd appreciate any suggestions.Thanks  Smiley

EDIT: I'm avoiding object creation overhead and sound latency by using a pre-defined number of Threads  (in a ThreadPool) initialized with Thread-local SourceDataLine objects and byte array buffers to play my sounds. When I limit the amount of Threads (and therefore the amount of reused SourceDataLine objects) used to a smaller number, the sound problems occur sooner. Calling line.drain() and line.stop() doesn't remedy the situation also. But if I just created new Threads and SourceDataLines each time to play the sound effects, the problems simply disappear... I wonder what's up.
20  Java Game APIs & Engines / Java 2D / Re: java2d clipping question on: 2004-09-03 13:48:24
Quote
I am now having difficulty with this system implementing screne wraping. where if part of the camera is outside the bounds of the screen, draw the opposite side of the map as the difference. I thought clipping might help. Has anyone implemented this before? Can you give me some direction on how to implement this.


To have that sort of inifinite wrap-around thingy, you can:

1. Check if scene objects are within bounds of the camera, translate them to screen coordinates if they are and then render them (as normal)

2. Check if the camera bounds is outside the bounds of the scene.

3. If true, then get the direction(s) of the sides, including the corners, that are out of bounds (ie, top, top-right, right, bottom-right, bottom etc),

4. For each direction that is out of bounds,

5. Wrap the scene around in that direction by using offset values. For example, if your scene extends from (0,0) to (99,99) (in world coords), the offsets to wrap around to the top-left corner would be offsetX=-100, offsetY=-100.

AND

6. Using the offset values, check if wrapped-around scene objects are within bounds of the camera, translate them to screen coordinates if they are and then render them.

In the worst case, you would have to do intersection/containment checks for scene objects 3 times. If you have lots of scene objects, consider partitioning your scene (using quad-trees or something else) to cut down on those checks. Otherwise, intersection/containment checks with Rectangle objects are performed very quickly and aren't a performance bottleneck.
21  Discussions / Miscellaneous Topics / Re: Help! I've got an interview with a local games on: 2004-09-02 02:27:25
Now comes the vertical learning curve of not only game programming and SDLC stuff, but also picking up C++ quick enough to pull my own weight in a months time.

I really want to THANK the people in this forum for helping me get here. I don't know you guys, but I say this in all sincerity - ALL of you here have helped me get here one way or the other. Smiley
22  Discussions / Miscellaneous Topics / Re: Help! I've got an interview with a local games on: 2004-09-02 01:36:35
I'VE GOT THE JOB AND I LOVE EVERYONE!  Grin
23  Java Game APIs & Engines / Java 2D / Re: Animations and Threads on: 2004-08-25 17:22:14

What you want your game loop to be like is something like this:

1. For each iteration of the game loop

2. Advance your game state (this is where you process the animation of your playerchip thingy as well as other aspects of your game)

3. Render your game at the current state (ie, clear and then draw everything onto a backbuffer, then blit the backbuffer onto the screen)

4. Handle timing

5. Go to step 1.

Quote

Any time i draw something on the backbuffer, it will only be shown up once. Does i need a second back buffer that saves the new painting and then copy it to my first one, so the new drawing would be saved. Or is this thought wrong?


If your animation of the playerchip image is static (ie, no change to the pixels in your image) and consists of only the image moving up and down, then just simply draw the image at different x/y values of the screen each iteration of the loop.

 
24  Discussions / Miscellaneous Topics / Re: Help! I've got an interview with a local games on: 2004-08-25 11:37:20
While I can also understand where the COO is coming from with his warnings, he also made it sound as if working in gaming is absolutely horrible - full stop. Simply put, he didn't address any perks at all (I wonder if he even knows there are perks besides "slaving like a dog and be happy doing that").

However, I must say that I am still keenly interested in gaming and nothing can  disuade me from going that way since coding + gaming is basically my inclination - it's just what I want to do. I suspect all of you here probably know what I mean by that.

Why I said that my interview didn't go so well was this: For all of the so-called "difficult" questions that he posed to me (like "How many times are you willing to redo a work you've submitted before you finally give up?"), I just answered realistically and reasonably and truthfully (ie "if it's not satisfactory, then until it is since I'm a bit of a perfectionist myself."). But I doubt that was the answer he was looking for. I think he was looking for a ultra-optimistic-to-the-point-of-stupidity, gung-ho-can-do-anything-and-everything-i'm-a-superman attitude.... maybe to prove my determination to stay commited. Sigh.








25  Discussions / Miscellaneous Topics / Re: Help! I've got an interview with a local games on: 2004-08-25 04:21:13
Here's how it went:

My interview with the CTO of the company went pretty well. We talked for awhile and he asked about my comments about Java and .NET taking over C++ in the games industry, and he tested me with a simple collision detection problem which I answered pretty easily.

Unfortunately, my other interview with the COO (chief operations officer) didn't go really well. He was stressing that the game industry has horrible 80-100hr working weeks and the tightest deadlines. Then he basically said that he's afraid to hire me because I have no professional game industry experience and that all the guys he has interviewed and hired have experience in that area.

After my formal interviews, the CTO invited me to have an informal chat with one of the programmers in the team. And we talked about the gaming industry blah blah, my BenTris game that I used as my portfolio and even a little about John Carmack and his prodiguous talent.

Altogether, I was there for close to 3hrs I think.

We'll see if all that has paid off or not in a week and a half.


 
26  Game Development / Newbie & Debugging Questions / Re: Web Start and Java2D performance properties on: 2004-08-24 07:12:49
Quote
Yes, i'm using 1.5.

there was an error, can't locate http://www.benyeoh.com/bgimages.jar which is weird because that Jar exists... 1.5 jaws bug?


Looks like it. I'm using 1.4.2 and I run it off web start just fine.

Does web start still allow you to continue after the error?
27  Discussions / Miscellaneous Topics / Re: Help! I've got an interview with a local games on: 2004-08-24 00:25:34
Hey guys,

Thanks fo all the sound advice. I definitely am going to put on at least a shirt/tie and nice workpants. Perhaps it's different in the US / Australia - down here, if you come in in anything less, you'll probably be labelled with something unkind.

Actually, I'm not toooo worried about the interview itself. I'm really more worried about whether I'm actually suitable for the job or not.

I've got 0 professional experience, and 0 experience in C++, and only limited experience in C from my Uni days. And they say they only code in C/C++. They've asked me to bring along / submit some source code and the crappy thing is that all I have are Java skills, and I've only got my half-finished, not-too-flash game to show for it. While I'm quite proud of how much I learnt from creating that game (since I started with practically 0 knowledge in graphics / game programming), i know it's not exactly cutting-edge or elegant. Still it represents that I can learn pretty quick and I'm driven enough to learn and apply new things and work on a project pretty much independently.

And i think I just want to take this opportunity to say a big THANK YOU to everyone in this forum for helping me come this far!

Anyway, what I feel I do have is POTENTIAL POTENTIAL POTENTIAL. If some company is willing to invest in me, I know I'll be an asset after some OJT and experience since I do learn things fast + I'm actually passionate about programming. That's the problem though with small startups though, they usually prefer someone with experience and who can do their job straight away rather than someone with potential and needs to be groomed since it costs probably a significant amount of time and money before the person is able to contribute.

Btw, I plan to pick up C++ since it's still extremely popular in the IT industry. To all who have programmed in C/C++: Is it easy to pick up? How long would it usually take to be proficient in it given that I already know basic game programming and Java?

And to those interested in learning J2EE, I'd like to share that there's a free online course that you can sign up for here: http://www.javapassion.com/j2ee

Interview is tomorrow. Pray for me guys Smiley Will let you peeps know how it goes.

28  Game Development / Newbie & Debugging Questions / Re: Web Start and Java2D performance properties on: 2004-08-23 07:41:32
You probably are but just to check, you were running JRE 1.5 right?

Anyway, if you want to test: http://www.benyeoh.com/bentris2.jnlp

1st time it launches and you'll get unaccelerated FPS.

Subsequent runs and you'll get accelerated FPS.
29  Discussions / Miscellaneous Topics / Help! I've got an interview with a local games co. on: 2004-08-23 06:45:06
For a games programming job no less!

So help me! I'm scared!

What to wear? What to bring? what to say? what to do? AaaaarrrrghhH!!!!!


30  Game Development / Newbie & Debugging Questions / Re: Web Start and Java2D performance properties on: 2004-08-22 02:39:51
Quote
it seems that when webstart launches the program, java2D is already inited and subsequent property changes are not taken in account. Got that problem very recently with java2D'opengl flag and nothing worked.  Cry


Aha. So you notice the same thing as well.

But it does work for subsequent runs, correct?
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