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1  Games Center / WIP games, tools & toy projects / Re: Nokia 3310 (Android) on: 2013-11-13 00:25:59
Will you be able to run J2ME on it? Cheesy

2  Games Center / Featured Games / Re: Demise of Nations (turn-based strategy) on: 2013-11-05 19:25:47
This is not entirely correct, the salad was named by a dude which was named after the dude you are referring to.

Whoosh.   Roll Eyes

Anyhoo, really liking the graphical polish.  Judging by that map feature, Neapolis looks like it's gonna turn into Pompeii soon Wink
3  Games Center / WIP games, tools & toy projects / Re: LiveSheep on: 2013-10-30 19:49:59
Can I suggest a setting allowing you to desaturate the colors?  I like live wallpaper, I like cute wallpaper, but given my ADD, this one would really make me hunt for my icons Smiley
4  Discussions / Miscellaneous Topics / Re: I need to break an addiction to organization... on: 2013-10-29 23:33:11
Excessive code "gardening" or "architecting" is really just a form of procrastination, which is a knotty psychological issue to get to the bottom of.  I have a book called The Procrastination Equation that has a pretty good analysis on procrastination.  I bought it over a year ago, and haven't finished it.  Scribit se iocus, I know.
5  Discussions / General Discussions / Re: New feature: appreciation results in post medals on: 2013-10-29 23:27:07
"Signal To Noise Reducer"
"PHP Developer"
"The Member Formerly Known As ____"
""

And hey, Dishonored is an awesome game.  Actually so was Outcast.

6  Discussions / Miscellaneous Topics / Re: Java micro questions. on: 2013-10-07 20:21:45
Java's JIT inlines things very aggressively -- it's quite likely the call overhead is zero because there is no call.
7  Discussions / Miscellaneous Topics / Re: What would you like to see in Java? on: 2013-10-07 18:30:17
Scala is the Perl of the functional programming world: it's an ugly colossal mess with lots of warts and weird features from legacy versions, but still damn useful, and every language that professes to repudiate it will still find a feature from it they want to borrow.

If Scala doesn't turn your crank, maybe give Kotlin a try.  Or hell, take Clojure out for a spin.
8  Games Center / WIP games, tools & toy projects / Re: MERCury - 2d Game Engine on: 2013-10-03 19:16:01
If you mount your windows partition under linux, a system crash will cause the windows partition to become uncleanly unmounted.  Then on the next boot instead of just running ntfsck, it drops you into emergency mode.  How's that for user-friendly?  You can either run ntfsck by hand, but doing one windows boot ought to force a check and reset the flag so your linux box boots again.

It's why I don't auto-mount /win in my fstab anymore :p
9  Games Center / WIP games, tools & toy projects / Re: SF Citybuilder- Buildings/Concept Art on: 2013-10-02 18:22:22
Is there any simple way for 'classic' GL to get and apply the weighted average of two textures, including their alpha... or have I missed something obvious?

Blend them?


10  Game Development / Performance Tuning / Re: Concurency in 3d engine. on: 2013-10-02 00:02:34
I have a beast of a CPU and GPU, but the whirlpool room in Borderlands 2 becomes a single-digit-FPS affair once the firefight starts to heat up.  In fact when the game crashes, it's usually there.  The only thing that ever slows down to a similar degree is the end-game loot shower from the Warrior.  I suspect memory management is the culprit in both cases, not CPU efficiency.
11  Discussions / Miscellaneous Topics / Re: What music do you listen to while you code? on: 2013-09-30 20:09:06
On the other hand, I've bought no less than five albums straight off Pandora.  Would probably be more if it were a smoother experience and not just a link into the craptastic interface of the iTunes store.

12  Discussions / Miscellaneous Topics / Re: What music do you listen to while you code? on: 2013-09-30 20:04:31
the new thing cool kids do (hipsters) is hating on the mainstream just because they want to appear to be unique.

I can assure you there's nothing new about that.
13  Games Center / Showcase / Re: Conway's Game of Life! 1.2 on: 2013-09-25 22:28:10
Well sure, if you go with CA jargon, you could just say "B3/S23"

14  Games Center / Showcase / Re: Conway's Game of Life! 1.2 on: 2013-09-24 20:41:45
The rules for Life can actually be expressed more simply:

A live cell with two neighbors stays live.
A live or dead cell with three neighbors is live.
All other cells are dead.

This turns into a one-liner (where a cell is a boolean):
cell = neighbors == 3 || cell && (neighbors == 2);






15  Games Center / Contests / Re: Contest with CPU/RAM usage resrtiction? on: 2013-09-18 16:59:30
How would this be fun?
16  Game Development / Newbie & Debugging Questions / Re: this. - code consistency and readability on: 2013-09-17 07:18:12
Ofcourse member variables are 'special.'

And it's my assertion that they're precisely not "special".  They're variables in object scope.  Go look up the concept of "static closure" sometime (you'll have to do better than Wikipedia though, which does a lousy job at it).  You can wave your hands and say I'm up in some hoity-toity theoretical ivory tower, but then go ask yourself why they didn't make 'this' mandatory?

17  Game Development / Newbie & Debugging Questions / Re: this. - code consistency and readability on: 2013-09-15 19:27:37
You use "m_" in Android because Android code uses it.  Avoid the hell out of it everywhere else.  The scope you're naturally placed into is the exact reason you don't treat it as "special".  You don't name locals with "l_foo" do you?  If your variable naming is "unpredictable", you have much bigger problems.
18  Discussions / Miscellaneous Topics / Re: RAM size on consoles: How did they make those old awesome games? on: 2013-09-15 18:52:53
Lots and lots of very clever hacks.  They were't written like a Java 4K game where it's a reductive process from the game you want to pack it in to the desired size, more an incremental process of starting with a few squares on the screen, vaguely arranged like your idea, then seeing what you can do with them from there.  They took advantage of timing in ways we don't think of now.  An object (conceptually, no way it was OOP) could cease to exist once drawn, and you had til the next redraw to bring it back, so in the meantime, use the available RAM to do other things.  That sort of craziness.

Most interesting Atari 2600 games had expansion RAM on the cartridge, but you're talking about a few kilobytes maybe.  "Textures" are a pretty recent luxury.  Hand-drawn sprites were the rule before then.
19  Game Development / Game Play & Game Design / Re: Modelling (blender) on: 2013-09-15 05:58:54
Did you know that the mountains and plants in the Lord of the Rings series were completely computer generated?

Not unless you're alleging that New Zealand is all CG.  It might have been enhanced, but there's a variety of landscape there, even the barren rocky parts of Mordor.
20  Java Game APIs & Engines / OpenGL Development / Re: What is the field of view in gluPerspective? on: 2013-09-14 18:29:47
Yeah, even though FOV in a game tends to have the most dramatic effect on lateral vision, it's still defined in gluPerspective as being on the Y axis, which is traditionally top to bottom (could be whatever you want, but defaults are what they are).  You then stretch it out horizontally with the aspect parameter.  Bit weird, but you get used to it.

gluFrustum gives you more control and you pretty much have to use it instead of gluPerspective when dealing with stereoscopic displays because the view frustum for each eye is not on a perfectly isosceles triangle.  But for most uses, and especially for beginners, I still recommend gluPerspective.


21  Java Game APIs & Engines / OpenGL Development / Re: What is the field of view in gluPerspective? on: 2013-09-13 18:52:58
The field of view is describes the size of the rectangle that fills your entire field of vision top to bottom.  If you imagine you're looking at a rectangle some fixed distance away, draw a line from your eye to the top of the rectangle and another to the bottom.  The angle between those lines is the FOV.  90 degrees is a pretty common FOV, though it's often narrowed temporarily for a sense of speed, and some shooters crank it up higher to simulate a sense of peripheral vision (I commonly have it set >100 in Borderlands 2).

Also, it's
glFrustum
.  If you're already expert with glFrustum, you don't need gluPerspective, as it's simply a convenience wrapper over glFrustum.
22  Discussions / General Discussions / Re: Eclipse Kepler automatic semicolon on: 2013-09-13 18:45:30
Get Spine done then switch Smiley
23  Game Development / Artificial Intelligence / Re: Neural network - Yay or Nay? For games as well ? on: 2013-09-11 07:43:57
Is anyone even seriously considering doing hardware neural net implementations anymore?  Last one I can remember was the Connection Machine, which any modern CPU will run circles around, to say nothing of a GPU.  Hell they weren't even fast for their time, though it is true you'll never find computer hardware anymore that looks so absolutely badass as the CM did:



24  Discussions / Miscellaneous Topics / Re: I HATE coffee on: 2013-09-10 01:14:44
The coffee machine where I work is one of these babies which makes perfect espresso with a nice layer of crema on top and all.  I drink like eight of those a day.  If you think espresso is just strong coffee, you haven't had the real stuff.
25  Discussions / General Discussions / Re: Why is java not like heaven for AAA game companies? on: 2013-09-07 20:34:23
LLVM is designed from the start to support a static compiler target and includes things like load and store opcodes for arbitrary memory addresses.  The high level the JVM operates at gives hotspot a lot of flexibility in the optimizations it makes, but it does complicate the hell out of AOT compilation, usually necessitating a lot of extra runtime support and instruction scheduling that isn't always optimal, something resembling C++ code that's extra-heavy on vtables.

It's not an impossible problem, but C++ compilers haven't exactly sit still in the meantime either.
26  Discussions / General Discussions / Re: Why is java not like heaven for AAA game companies? on: 2013-09-07 06:22:01
Java programs do not run in a VM any more.

Patent nonsense.  The JIT compiles methods that have run several thousand times, and it uses the tracing information it collects during bytecode execution in order to do so.  That's why it methods in the server VM require more calls as bytecode before they're ever compiled.  And it's still designed to back out to bytecode whenever it needs to, such as in the face of new overloads appearing.

JVM Bytecode is starting to resemble something like an IR, but that doesn't mean it is one.
27  Game Development / Performance Tuning / Re: Basic Java code optimisation on: 2013-09-05 19:02:11
Not very useful with Java, though, unless you can get at the JIT output. javac leaves most of the optimisation to Hotspot.

https://wikis.oracle.com/display/HotSpotInternals/PrintAssembly
28  Discussions / Suggestions / Re: Liking on: 2013-09-04 05:05:59
If you really like a post ... reply to it.
29  Games Center / WIP games, tools & toy projects / Re: Legends of Yore 2 on: 2013-09-01 19:53:02
As RPGs go, I'm a fan of "real time you can pause at any time and give orders".  But it's definitely something that has to be designed in, so if the design is turn-based, turn-based it's gonna have to be.
30  Game Development / Newbie & Debugging Questions / Re: Including slick-util in maven builds, and how to distribute? on: 2013-08-29 21:11:33
Version 237 of slick is the last one kevglass released, or at least released through cokeandcode's infrastructure.  It's ancient and not likely to work with the current versions of slick.  While slick did make the move to github, it's otherwise taken a step backward in its packaging, and no one is bothering to make maven artifacts for it anymore.  I'd care but for the fact that libgdx does have maven artifacts.

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List of Learning Resources
by Longarmx
2014-04-08 03:14:44

Good Examples
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2014-04-05 13:51:37

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2014-03-11 15:05:20
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