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1  Game Development / Newbie & Debugging Questions / Re: Could someone explain to me the update method? on: 2018-04-10 02:18:50
No no, I'm saying why update the game 60 times a second vs just letting it update continuously as the game is rendering.

Different devices run at different framerates. Let's say my computer can run at 120 FPS, whereas my phone can only render 30 FPS. If I program a game for my computer, then it'll be very slow on my phone. If I program a game for my phone, then it'll be too fast on my computer.

The code you posted in the screenshot solves this problem by running the update function multiple times on slower devices. That way my phone will step 4 times for every drawn frame, so it will look like it's running at the same speed as my computer.

I actually don't like this approach, as it's a bit hard to understand and feels a little bit hacky.

Instead, I like the approach that libGDX takes. You can update your game for each rendered frame pretty much exactly like you're describing, but you then have to take into account the amount of time that has elapsed since the last frame and move your scene relative to that. So if you want something to move 60 pixels per second, then on my phone you have to move it 2 pixels per frame, and on my computer you'd have to move it .5 pixels per frame.
2  Game Development / Game Mechanics / Re: Thinking about data formats - would appreciate opinions. on: 2018-04-09 15:33:48
If you like XML, then use XML.

How often is your game going to be reading these files? How large are they? How often do you, as a human, need to read or edit them?

My guess is they aren't going to be huge, and you aren't going to be reading them (either via code or as a human) very often, so you aren't going to notice a huge difference in "performance" no matter what you choose.

So go with whatever you like the best.
3  Game Development / Newbie & Debugging Questions / Re: Good YouTube tutorials? on: 2018-04-07 17:43:56
Check out Daniel Shiffman's Coding Train.

He covers a lot of topics, including video games.
4  Game Development / Newbie & Debugging Questions / Re: Assets package on: 2018-03-29 03:22:24
Im sure that creating pictures with paint is ridiculous.

Why are you so sure of this?

If you really have no idea how to start, then starting out in Paint is fine.

Start with something simple.

Google "microsoft paint art" if you want some inspiration. But again, don't start out trying to emulate the most complicated things you can find. Start with basic 2D graphics nad work your way up from there.
5  Game Development / Newbie & Debugging Questions / Re: Does processing is using Java 2d api or open GL? on: 2018-03-22 02:12:33
i would like to use processing as render template to see how it works, but if is using java 2d and am already using that, then i think wont be much useful.

@nsigma already covered it: Processing uses a bunch of different things depending on which renderer you choose.

But even if you use the Java2D renderer, Processing gives you a bunch of stuff on top of Java2D: a reliable 60fps render loop, easier event functions, a simplified IDE, and access to all of the functions in the Processing API.

The best thing you can do is try it out. Put together a few hello world programs and see if you like it.
6  Discussions / Business and Project Management Discussions / Re: Looking for ambitious java developers on: 2018-03-11 20:05:12
I'm actually impressed by how vague this is. This is some @recruiterbro or @forexposure_txt level stuff right here. If this is satire then you are a genius.

professional = quality

How do you expect to attract "quality" programmers if you refuse to give any details?

like i said though if you want info you have to pm/add me on discord/skype

That's not how this works. That's not how any of this works!

See also: http://shouldiworkforfree.com/
7  Discussions / General Discussions / Re: Gun violence in video games: Donald Trump meets with video game execs on: 2018-03-10 22:19:50
I don't see how people are talking over each other in this thread.
...
People think by talking to each other.

Nobody is going to learn anything from this thread. Nobody is going to change anybody else's mind. Nobody is going to change their own mind. We can all dump our opinions on here, but what's the point? What are we getting out of it? What is the site in general getting out of it?

There is one interesting and on-topic conversation in this thread that has a place on this forum, but it has long since been buried by noise.

I don't think it's self evidently the case that discussing a complex issue within our community would be counter productive.

Honest question: what do you hope to get out of this thread? What are you trying to learn? Is there a reason you're trying to learn about it on a Java game development forum?

I'm not sure what you're trying to say here since it's clouded by sarcasm and caricatures. But I wouldn't be so hasty to pass judgement of what is considered normal or not by world standards. Yeah yeah I know you're being sarcastic and hyperbolic, but still.

I wasn't being sarcastic, I wasn't painting any caricatures, and I made zero judgments. America is more conservative than most other developed countries, and I think we encounter a bit of culture shock when we start talking to people from other countries, and vice-versa. Evidence of that is in this very thread.

But again: what does any of this have to do with Java game development?
8  Discussions / General Discussions / Re: Gun violence in video games: Donald Trump meets with video game execs on: 2018-03-10 19:07:45
There's probably a joke to be made

The joke is that Americans get on the internet and think they're surrounded by extreme liberals, when in reality it's just that America is much more conservative than the rest of the world, we just don't know it. What we call liberal, the rest of the world calls normal.

It's always sad to see old stereotypes being proven as true, though.

Agreed.

Chit-chat Monster here we come!
9  Discussions / General Discussions / Re: Gun violence in video games: Donald Trump meets with video game execs on: 2018-03-10 16:34:26
Moderation action was "threatened" because this conversation is going nowhere. This is one of those topics where everybody wants to insert their own take, which ends up just being a bunch of people talking over each other.

I invite you to think about: what would it take to change your mind? If the answer is nothing, then what do you hope to get out of this thread?

The original post was perhaps related to Java game development, in that it mentioned video games. Obviously "video games cause violence" is an oversimplification, but I also think "video games are completely innocent" is also an oversimplification. It's a complex issue, and part of that complexity is examining your own contributions to the problem. Society isn't something that's separate from us. It's not an "us vs them" thing. We all contribute, and that can be a hard thing to think about. More thinking, less talking over each other.

Anyway I'm with princec. This thread should be closed.
10  Game Development / Newbie & Debugging Questions / Re: Java regex pattern for finding text between [[ ]] on: 2018-03-04 00:39:46
Maybe I'm missing something, but wouldn't this just be:

1  
[[.*]]


Note that brackets [] are a special character in regex, so you have to escape them:

1  
\[\[.*\]\]


And of course, backslashes are a special character in Java, so you have to escape them:

1  
String regex = "\\[\\[.*\\]\\]";


More info can be found in the Pattern class.

If that's not what you're looking for, can you please post a small example showing the kinds of Strings you're matching and what you're trying to do with the regex?
11  Game Development / Newbie & Debugging Questions / Re: KeyListener, MouseListener and repaint problem [solved] on: 2018-02-23 02:30:42
It sounds like you were drawing from two different threads. This is generally a bad idea.

Anyway you should probably just use a library that handles all of this stuff for you, like Processing (for beginners) or libGDX (for more advanced users).
12  Game Development / Newbie & Debugging Questions / Re: KeyListener, MouseListener and repaint problem on: 2018-02-18 17:55:23
I've heard using repaint is quite resource demanding and not recommended.
The way I've always made my game loops is to render to a BufferedImage and the render this image to the JFrame/JPanel. This prevents tearing and other problems too.

Where did you hear this?

That solution doesn't make a ton of sense to me. Swing is already double-buffered so you shouldn't have to do that yourself.
13  Discussions / General Discussions / Re: Level format and Collision on: 2018-02-17 19:30:43
I wanted to create Levels with my game Engine and load level files with it, but I don't know where to get started and what structure should I use for level loading or is there even a good level format to load into my Engine ?

Like most things with programming, there isn't a single best way to do this. You can use any format your want: json, xml, simple text, properties, some custom format, serialization, whatever. The best thing you can do is try out a few different approaches and see which one you like best.

And another question is how can I implement collision to my Engine because a simple AABB-Collision isn't enough Smiley

Again, there are a million different ways to do this. Start with something simple. Google something like "collision detection" for a ton of results. Put together some simple example programs that test things out.
14  Discussions / Miscellaneous Topics / Re: Is My Portfolio Frighteningly Underwhelming? on: 2018-02-17 18:53:14
Yeah... I thought that was a bit far fetched. BUT I still included them on the off chance they had Java installed (many of the positions to which I applied were Java positions so for those it was probably more likely) or they were just really interested. However, even if they didn't want to do that, they still had the option of watching the videos of my work in the link I provided.

Also the zip file was only if they wanted to test the demos. Otherwise, they could simply use DropBox's web file viewer (unless on mobile).

A couple things to consider: the recruiter is probably not a Java programmer, so they probably aren't going to install Java, download a jar, figure out how to run the jar, and then run it. Their job is to get people who might be a good fit through the door. So it's a numbers game: they can spend a half hour working through your portfolio, or they can spend that half hour copy-pasting the message to 15 other people. And the Java programmers who would eventually interview you want to spend as little time as possible on the interview, so they can get back to work. So they aren't going to download and run a jar file either.

Make it easy for people. If your portfolio is what you want to highlight, then put together a website. Showcase screenshots (just a few, not an album of hundreds of images) and videos of your work. People won't download a jar, but they might watch a .gif file.

But also keep in mind that even that is probably more work than most recruiters and interviewers are going to do. Most people are going to glance at your resume and make a snap decision based on that. So you can't just rely on a portfolio. Putting together a portfolio can be a great way to help organize a resume, but the resume is what gets you through the door.

I'm gonna take my grumpy arse and work on one of my projects right now!

That's some pretty solid advice.
15  Discussions / Miscellaneous Topics / Re: Is My Portfolio Frighteningly Underwhelming? on: 2018-02-17 08:14:00
Everybody else, especially Damocles and princec, have already covered it. But I'll try to offer my two cents.

First off: how old are you? It sounds like you're relatively young (new grad? still in school? hoping to turn a hobby into a career?) and haven't had a lot of interactions like this.

Get used to it. As you get your name out there (GitHub, LinkedIn, forums, Stack Overflow, whatever), you are going to get more and more of these messages. You can't take them too seriously. The honest truth is that there probably wasn't anything too special about you that stood out to the recruiter. They probably emailed a hundred people the same message. You have a public profile on the internet. You're going to get random messages from recruiters. Trying to gleen some kind of hidden meaning behind them is a path to madness.

I've offered my portfolio in the hopes of securing any of several general software engineer positions, and one game engine programmer position. My portfolio DropBox link is at the bottom if you'd like to skip right to that. The runnable demos are jars so you'll need a JRE (the demos were written using Java 8!). The file Main.zip contains the whole portfolio and you can download it if you'd like to test.

There are a lot of red flags here. Don't use dropbox. Get a personal website. But even then, a website with a bunch of personal projects will only get you so far. What is your experience? What classes have you taken? Nobody is going to download a jar file, let alone install Java and then run a jar file. Using Java 8 isn't going to get you a job. Nobody is going to download a zip file. You have to make it as easy as possible for people to get this information. If I have to install Microsoft Word just to read your resume, I'm going to move on to the next resume.

I don't say any of that to frustrate you or to criticize you. But you definitely can't expect to put your personal projects up on dropbox and expect that to go very far.

SUCH AS? EXAMPLES? What in my portfolio jumped out at you and the hiring manager and said "red flag"? I asked for specific feedback!

Quote
you still have a lot to learn.

I know. Who doesn't? Even John Carmack has a lot to learn, otherwise we'd have reliable wireless VR headsets on the market by now.

Am I overreacting? Is there ACTUALLY something in there that could be considered useful feedback? Or did he just feed me a crap souffle?

You are overreacting. It is not a recruiter's job to give you feedback, and in most cases they legally (or at least according to company policy) aren't even allowed to give you more specific feedback. It sounds like this recruiter went out of their way to try to give you whatever feedback they could. Saying anything other than "thanks for your time, keep me in mind if you see a more junior position" is just burning bridges.
16  Java Game APIs & Engines / Java 2D / Re: Java2D game loop stuttering on: 2018-02-10 19:12:29
You'll have better luck if you post a MCVE that demonstrates the problem.

One thing that sticks out to me is that it looks like you're updating your game state on a different thread than the one that's drawing your game.

Quote
What alternatives can you recommend if I want a game loop that can ensure a relatively smooth gameplay without dealing with anything that is way too advanced?

Use a library. I really like Processing.
17  Game Development / Newbie & Debugging Questions / Re: [Libgdx] Spell class on: 2018-01-27 04:29:50
Some friendly advice: you're overthinking things.

One of the most amazing, and frustrating, things about programming is that there is never just one way to do something. There are a million ways to do it.

That also makes it hard to answer general "how do I do this" type questions. The best thing you can do is just try something and see what you like best.

Then if you get stuck, you can post a small example class that demonstrates exactly what you're working on, along with a more specific "I tried X, expected Y, but got Z instead" type question.

Good luck!
18  Game Development / Newbie & Debugging Questions / Re: [Libgdx] Spell class on: 2018-01-23 03:10:19
There is no best way. Do whatever makes sense to you.

What have you tried? Which approaches did you like the best? Which didn't you like? Why did you like or dislike them?
19  Discussions / General Discussions / Re: Gluon Mobile: Java 9 JRE that works across Desktop, Android, and ios on: 2018-01-23 03:05:25
Possibly related: http://www.java-gaming.org/topics/cheerpj-convert-any-java-application-and-library-to-a-browser-based-web-app/38335/msg/366085/view.html
20  Java Game APIs & Engines / Java 2D / Re: First time pixel artist on: 2018-01-20 17:35:46
Overall nice work. You might consider adding some texture or animation to the water, like you did with the ground.

I'd also be curious to see how the characters move in the world. Movement is hard to get right, but a general rule is that it should be fun to just move around in your game. If moving around isn't fun and interesting, then people won't enjoy playing it.
21  Discussions / General Discussions / Re: Jail time for cheat programmers in China on: 2018-01-17 03:56:02
This is really interesting. I wonder what they were actually charged with?

Now if we could only crack down on fake review bots, people who steal other people's art, and advertisement spammers...
22  Game Development / Newbie & Debugging Questions / Re: [Libgdx] Huge world with alot of entities fps drop on: 2018-01-17 03:50:59
Why would you want to store the map in a quadtree? Why would you need to test for collision between map tiles?

Yes it's possible to have a huge map. But it might not be possible to have the whole thing in memory at one time.

Again, the answer is to try it out and see what works for you.
23  Game Development / Newbie & Debugging Questions / Re: [Libgdx] Huge world with alot of entities fps drop on: 2018-01-14 17:13:01
i doubt it would help you if i say "use this!" or "use that!".

Exactly. The only right answer to these types of questions is to try it out yourself and see which one works best for you and your game. There isn't a one-size-fits-all solution. It all depends on your preferences and your exact context, which only you know.

Don't be afraid to test stuff out. Write a bunch of smaller example programs that try out different approaches. Do some profiling if that's what you're worried about. Otherwise just do whatever fits in your head the best.
24  Java Game APIs & Engines / OpenGL Development / Re: Admins, delete this on: 2018-01-03 18:04:08
Recommended reading: https://rubberduckdebugging.com/

Also, instead of deleting your post and removing all your code, you should generally reply with the solution so it can help other people with similar problems in the future.
25  Discussions / General Discussions / Re: HappyNewYear! on: 2018-01-03 17:58:07
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.

I agree with this a million percent.

2D: I know how to use cos and sin, I am a math god.
3D: Quaternions are magic, I am a toddler in a vast unexplainable universe, woe is me.

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

This is a really interesting point. Creativity is shaped by limitations, not freedoms.

I'm probably the only one taking NetBeans editor into nightclubs, so it's a good niche!

Woah what? That sounds really interesting. Can you talk more about exactly what you do?
26  Java Game APIs & Engines / OpenGL Development / Re: UI-Overlay on 3D scene on: 2018-01-02 00:11:55
The best thing you can do is try all 3 approaches (in a little test program) and see which approach you like the best.
27  Discussions / General Discussions / Re: HappyNewYear! on: 2018-01-01 21:46:12
During the last couple of weeks I've been assisting him in integrating JOML into his book, which went flawlessly according to him.
So in addition to 3D Game Development with LWJGL 3 we will soon be having an actual hardcover book about JOML together with JOGL, which is pretty neat! Smiley

That sounds really awesome. Congratulations!
28  Game Development / Newbie & Debugging Questions / Re: [Libgdx] Huge world with alot of entities fps drop on: 2018-01-01 19:37:02
The issue is that if i add to many enemies to the array it seems to decrease the fps.

Yes, probably because you're still iterating over all of the enemies and checking whether they're on screen? Again, you need to profile to see what's taking up the most time.
29  Discussions / General Discussions / Re: HappyNewYear! on: 2017-12-31 21:39:51
Happy new year.

What are everybody's favorite accomplishments of 2017? What are you looking forward to in 2018?

For me, I managed to add a bunch of tutorials to my little tutorial site, and in 2018 I'm looking to get back into Android and libGDX programming, with the goal of making a "real" game. (Click here if you want to read more detail.)
30  Game Development / Newbie & Debugging Questions / Re: KeyListener, MouseListener and repaint problem on: 2017-12-31 18:35:42
You need to call repaint() on your JPanel whenever you want to redraw stuff.
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