Java-Gaming.org    
Featured games (81)
games approved by the League of Dukes
Games in Showcase (487)
Games in Android Showcase (110)
games submitted by our members
Games in WIP (552)
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 ... 11
1  Discussions / Miscellaneous Topics / Re: Killers/Murderers - Are they really wrong? on: 2014-08-27 13:44:42
Are we serious about this thread? Oh well, I'll bite.

Based off of the theory evolution, us and apes both have a common nature to dominate and use tools... isn't fighting for dominance the correct way to do things? Since we are animals (based off of the theory of evolution), and apes as well as many other animals fight to the death. Isn't murder, killing, fighting, part of who we are inside?

That's, uh, not exactly how evolution works.

People who don't understand evolution take the "survival of the fittest" part of natural selection and think it means "survival of the most cuthroat sumbitch of the group" and that's not true at all.

Because what you're looking for is the fittest at passing on their genes. This translates more naturally into "being a good parent" or "sticking with your mate throughout your child's life" or "cooperating with others" than it does murdering everybody in sight.

Think of "survival of the fittest" as happening between species instead of between individuals. Which group is more likely to survive: the group who has "evolved" to learn how to cooperate and work together, or the group that is constantly infighting?

This can be seen in other groups of animals, not just humans. Many animals hunt in packs or work together to protect their group. Lions, wolves, fish, ants, cats, birds, etc. This is why so many cultures have similar "morals": killing is wrong, children should be protected, etc. These are leftover from our evolution as a pack animal.

Sure, evolution also has some nasty side-effects. Going back to when we were pack animals split into separate tribes that fought for the same food and land, it was evolutionarily advantageous to have a general mistrust of people outside of your group. You protected people from inside your group, but *the others* were the enemy. This is where things like racism or general *otherism* come from.


Like other civilians, I dislike the view of killing and the loss of lives in others. Some may debate that society is there to make humans work together to reach a common goal, but it doesn't appear that we are so focused on that anymore. It's 2014, and our tools are getting strong, powerful, useful, and more dangerous. The thinking that once got us better lives are now making them worse in ways.

So, at our core we're pack animals that protect our own (because of evolution) but mistrust or even hate people from groups we view as *other* (because of evolution). Society (technology, communication, agreed upon rules, etc) has widened the group of people we can view as *from our group*- after all, I'm talking to you from hundreds or even thousands of miles away right now. That's a big change from not too long ago when the only contact outside your group was the other pack of humans across the river hunting the same deer as you.

Our biology has not quite caught up with our culture, so many of us have trouble with viewing people from "outside our group" the same as we view people from inside it. That leads to many of the big conflicts we have today. But hopefully, as our culture and technology improve (technology includes the internet, medicine, etc, not just bombs), we'll get better at including "others" in our own group and see them as people who should be cooperated with and protected, just like we view our own group.

Sure there are people who are mentally ill, or angry, but are they really bad? Is there a reason to this madness, possibly a rebellion to society? What are your thoughts on this topic?

Like I said, we got our sense of right and wrong through evolution: we view killing as wrong because evolution has made us into a more cooperative and symbiotic species. That's why many religions and cultures have such similar rules, because deep down, every pack animal has these kinds of rules, even if they don't have a language to explain it. Our "otherism" (our tendency to mistrust or hate people outside our group) is on the other side of that scale.

But morality and ethics are full of gray areas, so it's not as simple as "these people are bad". On the other hand, saying "there's no such thing as good or bad" isn't really true either, thanks to us evolving into a cooperative species.

Recommended reading list:
http://en.wikipedia.org/wiki/Evolutionary_psychology
http://en.wikipedia.org/wiki/Dunbar's_number
http://en.wikipedia.org/wiki/Ingroups_and_outgroups
2  Java Game APIs & Engines / Android / Re: Hardware survey on: 2014-08-26 14:24:40
That's a good point, Cas. People talk about Android fragmentation like it's this big scary monster that nobody knows how to deal with, as if developers haven't been dealing with it since the first monitor was invented.

Actually I suppose people were dealing with this even before monitors: I wonder how many people complained about "printer fragmentation", haha.
3  Java Game APIs & Engines / Android / Re: Hardware survey on: 2014-08-26 14:13:14
This was an interesting read.

But I wonder how overstated the fracturing issue is, especially for game development. I remember seeing something from one of the big Java game developers (might have been princec or Mario Zechner?) saying that they never worry about it and just target the biggest device and scale down. That's what I've been doing for the few little Android games I've made.

I suppose it's a bigger deal for apps that have thousands of downloads or that have more sophisticated GUIs than a game, but for most people I wonder if worrying about this is a form of premature optimization?
4  Discussions / Miscellaneous Topics / Re: Do you ever actually just despise someone ? on: 2014-08-21 18:04:53
It's miscellaneous for a reason! We're a community, thus, sometimes silly community posts come up. Us, as a community, should be able to discuss basically anything we want for any reason regardless of it's association with java gaming. JGO doesn't just have to be strictly about Java, that's boring! How will we ever get to know each other more personally if we just have to stick "To business"? Why can't we just talk about other random things, is that not the entire point of this subforum?

I don't disagree with you. I guess this specific thread (who else hates people for no reason?) irked me a little bit.

Yes, we've had some silly topics in the past that made me cringe, but those really are far and few between. I don't see how this is any different than almost all the other stuff in this forum.

Maybe my cringe-reaction is a little more sensitive than yours. I just don't see the merit of a thread celebrating prejudice. I do see the merit in calling out prejudice for not being cool, hence my complaining about it.
5  Discussions / Miscellaneous Topics / Re: Do you ever actually just despise someone ? on: 2014-08-21 14:00:59
I fail to see how posts discussing the usefulness of other posts are useful.

break;

They are useful because they can maybe help steer the direction of the types of posts in this forum: maybe next time OP wants to talk about being prejudiced, he'll remember that other people expressed a disinterest in this kind of post, and post about something interesting instead.

But for the sake of going down the rabbit hole: I fail to see how posts discussing the uselessness of posts discussing the usefulness of other posts are useful.

Chit chat monster, here we come.
6  Game Development / Newbie & Debugging Questions / Re: Private fields, not really private? on: 2014-08-20 18:45:05
Aint that a big security risk?

It seems like reflection is "to strong".

Anything that happens on the client side should be viewed as pretty much open to the client, including private variables, algorithms, passwords, etc.

What are you trying to do? What exactly are you afraid will happen?
7  Game Development / Newbie & Debugging Questions / Re: Private fields, not really private? on: 2014-08-20 18:13:38
Reflection comes with a pretty big "you can use this to break the rules" warning, so it's not really something you can -or should- worry about.

I mean, you can change the String that a String Object holds, and if you can do that, then pretty much all bets are off.
8  Discussions / Miscellaneous Topics / Re: Do you ever actually just despise someone ? on: 2014-08-19 18:07:07
I do just see people and hate them from looking at them.

This is the definition of prejudice. Not cool.

What does this have to do with Java or game development again? Seems like 4chan might be better suited for this conversation...
9  Games Center / Contests / Re: Ludum Dare 30 (Next Weekend) on: 2014-08-15 16:25:29
Nice. I'm probably in.

I've been completely rewriting my little hosting/tutorial website, with the plan of unveiling the overhaul a week from today. I thought Ludum Dare was 2 weeks away. Not sure if that's good timing or bad timing!

I'm hoping to do a little platformer with libGDX and Box2D. Hopefully that's the start to some kind of reusable framework that I can build on in subsequent game jams.
10  Game Development / Newbie & Debugging Questions / Re: Lost my CODE! on: 2014-08-14 14:40:30
Also, try opening it up outside of eclipse. Navigate to your workspace and look for files that look like this: GameScreen.java~

If you get really desperate, you could try decompiling any class files that eclipse has generated.
11  Discussions / Miscellaneous Topics / Re: Abusing the use of letter salutations. on: 2014-08-08 23:27:04
Like everything in language, this is entirely contextual. It depends on who you're sending it to, why you're sending it, etc. Are we talking email or written letters here? Are you writing to a person, to a company, or posting in a public forum? This question is pretty much impossible to answer without more information.

If you've sent them several messages (letters?) then I would assume you've grown more familiar with the person, and you can switch to something less formal. In fact, continuing to use such a formal (and impersonal) greeting might be a little rude, or at least strange.

But like I said this is all conjecture without more specific information.
12  Discussions / General Discussions / Re: Open-Source Licenses on: 2014-08-07 16:57:23
Normally, unless your game is Doom 3 or Jedi Academy of which the source codes were released not too long ago, people don't really care and won't read all your source code.

True, but I'm releasing a Spring application (not a game), specifically a website that allows game uploading, user comments, blogs, other stuff you'd expect. My concern is that a script kiddie will come along, clone everything, and then deploy it as their own. I gather that the answer is to not worry about it, and that's a fine answer, I just wanted to make sure I wasn't missing anything.

To answer your question more on topic, I guess GPL, LGPL and BSD would be interesting licenses.
Also your code can be just copyrighted... if you dont have any special license its just copyrighted proprietary code. The fact thats its freely accessible somewhere doesnt change that fact - you are not obligated to keep it secret and closed to protect your copyright.

Yeah, I know about the "automatic copyright" or whatever it's called, but I'm specifically trying to open-source my site for two reasons: so users can make changes to the site itself (anything from tweaking the css to adding server features), and to act as a bit of a tutorial on JavaEE and Spring.

I guess I can't have it both ways, having an open-source project that's useful to people while protecting myself from the clone army. I just wanted to make sure I wasn't missing anything, as this seems like it would be a big deal to a lot of people.
13  Discussions / General Discussions / Open-Source Licenses on: 2014-08-07 13:29:11
I've been pondering open-source licenses lately, and something I'm having a hard time grasping:

What's stopping bad guys from taking, say, libGDX (which is under an Apache 2.0 license), rebranding it, and marketing as their own?

I suppose the answer is "the community would come after them with pitchforks", but what about smaller open-source projects without a community?

The reason I ask this is I'm in the process of open-sourcing an entire website (tutorials, game uploader, comment system, etc) and inviting my users to make changes to it, learn how to build their own JavaEE/Spring applications, etc. I've put a lot of time into this, and it scares me to think that somebody might just take it all, copy their logo into it, and spend their time on marketing instead of programming.

Sure, that's an imaginary scenario and the answer to most of these types of questions is "you aren't popular enough to worry about this kind of stuff", but it seems that open source licensing would deal with this exact kind of thing... I'm just not sure how.

I've been using a Creative Commons No-Derivatives license for my open-source games, which meant that people could learn from the code but couldn't just take the code and create a direct derivative from it. Through my recent research I've learned that Creative Commons is actually not supposed to be used for software, and the No-Derivatives isn't exactly right for the website anyway since I'll be hosting it on GitHub and allowing (encouraging) forks.

I suppose something like a copyleft license might help, as at the very least I could then use any changes that people make (since they'll be required to release their code under the same copyleft license), but then again who enforces that? And that doesn't apply to non-code changes, like the above scenario of basic rebranding.

So, what open-source licenses do you guys and gals use for your projects? Is it really an all-or-nothing case where open-sourcing means letting people do whatever they want with your work?
14  Game Development / Newbie & Debugging Questions / Re: libgdx : running as an Android Project is not working on: 2014-08-06 13:23:02
You might want to copy the text of your error so we can actually read it.

You also might want to provide an MCVE that demonstrates the problem. Note that this shouldn't be your whole project, just enough code that we can copy and paste it to see your error.
15  Game Development / Newbie & Debugging Questions / Re: libgdx / Anroid :Can't get my project packed to an .APK file on: 2014-08-06 13:22:00
Crossposted: http://stackoverflow.com/questions/25158916/libgdx-anroid-cant-get-my-project-packed-to-an-apk-file
16  Discussions / General Discussions / Re: Offer to buy android source code on: 2014-08-06 13:20:41
I've received similar offers, which has always seemed strange because most of my games or really simple, proof-of-concept gamejam type games. I usually politely refer them to the Box2D tutorials, haha.

I've also created a few toys involving ant colony simulations and evolutionary algorithms, again, super simple stuff, but I still get desperate emails from grad school students asking for help on their thesis papers. I usually send them here.
17  Game Development / Newbie & Debugging Questions / Re: Why does my if statments stop working when I remove System.out statments on: 2014-08-01 14:31:04
I agree that Threads are much better for performance than Swing Timers. But in the above example, what logic could he possibly move to another Thread?

I suppose he could have the if statements on another Thread and then wrap the bodies in SwingUtilities.invokeLater(), but what would be the point of that?
18  Game Development / Newbie & Debugging Questions / Re: Why does my if statments stop working when I remove System.out statments on: 2014-07-31 22:43:08
Looks fine to me, although if you're doing *everything* on the EDT, why not just use a Swing Timer instead of a Thread?
19  Game Development / Newbie & Debugging Questions / Re: Libgdx concept and purpose of the classes on: 2014-07-31 12:39:07
I suggest you follow a tutorial and try out each approach you mentioned. Stopping to ask "which way is better" is usually pointless and always a waste of time compared to just trying something.

What have you got so far?
20  Game Development / Newbie & Debugging Questions / Re: Double Buffering with a JPanel on: 2014-07-30 17:16:20
@Kevin Also see my example.

Whoops, all I saw was your snippet, and I wanted to provide a complete MCVE. I didn't realize you did the same thing above!
21  Game Development / Newbie & Debugging Questions / Re: Double Buffering with a JPanel on: 2014-07-30 17:03:06
To demonstrate my points, here is a program that constantly updates two JLabels **on the EDT** and keeps them in sync simply by obeying the Swing rule that anything that changes the GUI (including your JLabels) must be done on the EDT:

Warning: this program might not be safe for people with epilepsy.


1  
2  
3  
4  
5  
6  
7  
8  
9  
10  
11  
12  
13  
14  
15  
16  
17  
18  
19  
20  
21  
22  
23  
24  
25  
26  
27  
28  
29  
30  
31  
32  
33  
34  
35  
36  
37  
38  
39  
40  
41  
42  
43  
44  
45  
46  
47  
48  
49  
50  
51  
52  
53  
54  
55  
56  
57  
58  
59  
60  
61  
62  
63  
64  
65  
66  
67  
68  
69  
70  
71  
import java.awt.BorderLayout;
import java.awt.Color;

import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.SwingUtilities;


public class Test {
   public static void main (String [] args){

      JFrame frame = new JFrame("JLabel Test");
      frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);

      final JLabel topLabel = new JLabel("top");
      final JLabel bottomLabel = new JLabel("bottom");

      topLabel.setOpaque(true);
      bottomLabel.setOpaque(true);

      Thread t = new Thread(){
         public void run(){

            int steps = 0;

            while(true){

               //this is a lazy trick
              final String stepsText = "Steps: " + (++steps);

               //this will be done on the EDT so the whole thing will happen before any painting
              SwingUtilities.invokeLater(new Runnable(){
                  public void run(){

                     Color bg = new Color((int)(Math.random()*256), (int)(Math.random()*256), (int)(Math.random()*256));
                     Color fg = new Color((int)(Math.random()*256), (int)(Math.random()*256), (int)(Math.random()*256));


                     topLabel.setBackground(bg);
                     topLabel.setForeground(fg);

                     bottomLabel.setBackground(bg);
                     bottomLabel.setForeground(fg);
                     
                     topLabel.setText(stepsText);
                     bottomLabel.setText(stepsText);

                  }
               });

               try {
                  Thread.sleep(10);
               }
               catch (InterruptedException e) {
                  e.printStackTrace();
               }

            }
         }
      };


      frame.add(topLabel, BorderLayout.NORTH);
      frame.add(bottomLabel,BorderLayout.SOUTH);

      frame.setSize(200, 100);
      frame.setVisible(true);

      t.start();
   }
}



If you don't believe me that they're staying in sync, try taking a screenshot.
22  Game Development / Newbie & Debugging Questions / Re: Double Buffering with a JPanel on: 2014-07-30 16:36:01
Basically what I'm trying to do is prevent one of the label displays from getting updated slightly before the other one.

You should only be modifying the JLabels on the EDT.

Painting is done on the EDT as well. So are events.

That means that if you set the text (or icons, whatever) of both JLabels at the same time, neither JLabel will repaint before the other one is updated, because you're using the EDT to update the JLabels, so painting can't be started until you're done.

You're introducing a ton of needless complexity to this program, when really all you need are the basics.

Update the JLabels from the EDT. Let them paint themselves.
23  Game Development / Newbie & Debugging Questions / Re: Double Buffering with a JPanel on: 2014-07-30 14:50:09
This whole approach doesn't make a lot of sense to me.

Swing is already double-buffered. Why do you think you need to handle double-buffering yourself?

Why are you updating a JLabel "off-screen"? All changes to Swing components must be done on the EDT anyway, so I'm not sure what kind of performance gain you're expecting from this.

In any case, when do you draw the JPanel to the BufferedImage?
24  Game Development / Newbie & Debugging Questions / Re: Why does my if statments stop working when I remove System.out statments on: 2014-07-29 20:05:58
So I'm wondering if I'm asking to much of the event thread. What is to much for it.

There is no hard number (What would the unit be? On what system?) for what is "too much" for the EDT. Basically, you shouldn't do long-running tasks on the EDT, because it causes your GUI to become unresponsive, since GUI events are processed on the EDT. An example would be loading a large file when you click a button. Your entire GUI will become unresponsive while the EDT loads the file. Instead, you'd spawn off another Thread (or a SwingWorker) that loaded the file, and then update the GUI when the file was done loading.

On the other hand, anything that modifies the GUI must be done on the EDT, otherwise you'll get strange behavior and possible crashes. That's what the SwingUtility.invokeLater() and invokeAndWait() methods are for. In the above example of loading a file on another Thread, you could use SwingUtilities.invokeLater() to update the GUI on the EDT when the Thread was done loading the file.

The above worked

The new code you posted modifies the GUI from the update() function ,and the update() function is called from a non-EDT thread. This is a pretty big no-no. You might not notice anything too bad because the GUI changes are pretty minimal, but this is a terrible habit to get into.
25  Discussions / Business and Project Management Discussions / Re: what now? on: 2014-07-23 11:17:45
A month?? NO! God DAMMIT. Of course, right when school restarts. Maybe I'll get lucky the 5th time around.
Yes that's right. It's happened 4 times now in a time when I can't do it. In a row. Grr  Roll Eyes

Ha, yeah. It's almost like they purposely time them to coincide with the beginning of school in August or final tests in December and April. I wonder if it has something to do with the organizers' schedules?
26  Discussions / Business and Project Management Discussions / Re: what now? on: 2014-07-23 00:21:24
TL;DR: Don't jump right in on coding your "great" idea. Instead, let it "boil" for a few weeks and see if it still has you hooked. Basically, have one or two ideas cooking while you work on your current "proved" good idea(s).

This is pretty good advice, but you could also try going the other way: instead of ruminating on ideas for weeks, try boiling your ideas down to a very small core concept that you can get up and running in a very short amount of time (think hours or days, not weeks). That way you can spend a week creating a prototype to see if it feels as fun as you thought it would. Then if it works, great, spend some more time on it (adding very small features incrementally), and if not, you're only out a short amount of time and you can jump on the next project.

This is the kind of approach that works for things like Ludum Dare, which is in a month! http://www.ludumdare.com/compo/
27  Java Game APIs & Engines / Engines, Libraries and Tools / Re: [Lego NXT] Java Libs? on: 2014-07-22 16:26:26
I highly recommend LeJos: http://www.lejos.org/

I built a drawing robot using LeJos: https://www.youtube.com/watch?v=QRqc8S7k6aM
28  Discussions / Business and Project Management Discussions / Re: what now? on: 2014-07-22 14:24:56
1. stop using todo-lists.

usually todo-lists contain stuff that you dont like to do. stuff that you like to do you just do, no reminder required. having a list of things that suck will not motivate you.

Pertinent Coding Horror: http://blog.codinghorror.com/three-things/

better make a list of awesome things you like to have in your game and then code them (or learn first, then code).

But be careful about getting lost in unachievable daydreams and feature creep. Keep your goals very small so that you have some hope of achieving them, and don't add to your list until you've accomplished something.
29  Game Development / Newbie & Debugging Questions / Re: Why does my if statments stop working when I remove System.out statments on: 2014-07-22 14:21:43
If you want help, you have to provide an MCVE (not a disconnected snippet like you've posted, but not your whole project either) so we can see exactly what you're doing.

Also, attributing your problem to things like "thread focusing" and "Swing background threads" is a recipe for disaster. Take the time to understand what you're talking about. Recommended reading: http://docs.oracle.com/javase/tutorial/uiswing/concurrency/
30  Game Development / Newbie & Debugging Questions / Re: [libgdx] Importing libgdx libraries into a non-libgdx project on: 2014-07-21 18:41:48
You need to add the correct jar to your classpath.

How you do that depends on whether you're using maven, gradle, eclipse, the command line, etc.

LibGDX uses gradle to build itself, but that doesn't mean you need to use gradle to use the libGDX jars. For example, here is the maven repository for libGDX jars: http://mvnrepository.com/artifact/com.badlogicgames.gdx
Pages: [1] 2 3 ... 11
 

Add your game by posting it in the WIP section,
or publish it in Showcase.

The first screenshot will be displayed as a thumbnail.

CopyableCougar4 (23 views)
2014-08-22 19:31:30

atombrot (34 views)
2014-08-19 09:29:53

Tekkerue (30 views)
2014-08-16 06:45:27

Tekkerue (28 views)
2014-08-16 06:22:17

Tekkerue (18 views)
2014-08-16 06:20:21

Tekkerue (27 views)
2014-08-16 06:12:11

Rayexar (65 views)
2014-08-11 02:49:23

BurntPizza (41 views)
2014-08-09 21:09:32

BurntPizza (31 views)
2014-08-08 02:01:56

Norakomi (41 views)
2014-08-06 19:49:38
List of Learning Resources
by Longor1996
2014-08-16 10:40:00

List of Learning Resources
by SilverTiger
2014-08-05 19:33:27

Resources for WIP games
by CogWheelz
2014-08-01 16:20:17

Resources for WIP games
by CogWheelz
2014-08-01 16:19:50

List of Learning Resources
by SilverTiger
2014-07-31 16:29:50

List of Learning Resources
by SilverTiger
2014-07-31 16:26:06

List of Learning Resources
by SilverTiger
2014-07-31 11:54:12

HotSpot Options
by dleskov
2014-07-08 01:59:08
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!