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1  Game Development / Newbie & Debugging Questions / Re: Almost Completely Static Class Design on: 2014-04-09 22:29:56
It makes no sense to have multiple EventManagers
...one for input events
...one for backend logic
...one for communicating between clients and server
...different implementations with uniqe characteristics, whatever

Static design puts unnecessary restriction on the usability on your classes.
Btw. dont call it Manager. That is the most misused and meaningless name pattern.
2  Discussions / General Discussions / Re: What do you do to cut development time? on: 2014-04-02 17:54:00
Do not reinvent wheels.
3  Discussions / General Discussions / Re: Combatting Programmer A.D.D. in large projects. on: 2014-03-31 18:47:57
So, do you guys get programmer A.D.D.? How do you combat it? Do you even bother or just let the programming flow? Wink
Divide your work packages into smaller calculable tasks, finish them, commit, go on.
A chaotic unfocused approach is the ideal hatchery for bugs and introducing side effects.
4  Game Development / Newbie & Debugging Questions / Re: Beginner Design Questions on: 2014-03-31 18:36:57
  • Should I make all member variables of the Player class private and use these with setters and getters? If there are maybe 20-30 variables that would be a huge amount of code or not?
No, only ever expose as much as needed and keep your classes as closed as possible.
5  Game Development / Newbie & Debugging Questions / Re: Beginner Design Questions on: 2014-03-31 18:34:58
Good code design requires a lot of time to lay out.
No, not necessarily.
Good code design does not imply complexity.
Bad code design often requires a lot of time to get by with - after a certain delay.
6  Games Center / WIP games, tools & toy projects / Re: Caelum Engine on: 2014-03-29 09:59:14
Engine without game/s that drives it development and test it functionality/usability/flexibility never hit the goal.
That was the intention of my question.
You don't build no (good) frameworks, libraries or game engines without actual use cases. Plural is important here. It does not hinder progress, but does the opposite.
Anyway, have fun.
7  Games Center / WIP games, tools & toy projects / Re: Caelum Engine on: 2014-03-25 20:56:33
Do you develop a game side by side with the engine ?
8  Discussions / Miscellaneous Topics / Re: C++ standard library is really lacking - good or bad? on: 2014-03-03 07:34:58
I imagine Java is used for much of the front end code in a company. C++ for the powerful back end.
No. Banking, insurance, automotive, logistics, etc., rely on Java based backends.
Doing such projects with C++ would be an utter nightmare...
9  Discussions / Miscellaneous Topics / Re: C++ standard library is really lacking - good or bad? on: 2014-03-02 21:46:56
There is lot more to programming software development than knowing many programming languages. It is about algorithms, data structures, system and class design, performance, databases, testing, reliability, maintainable (!) software, taking objective decisions, team work, enduarance, etc. etc.
Those things are important for getting a job.
 
For the average business developer job you can easily get by without C++ or any low level language. Java, JavaScript, C#, SQL, PHP.

However, if you are masochistic enough and spent those long years that it takes to master C++, you surely have a valuable skill.
10  Java Game APIs & Engines / Engines, Libraries and Tools / Re: LWJGL character collision on: 2014-03-02 11:39:43
Add an exception breakpoint for NullpointerException to your IDE, start the debugger and happily stop on the line of code which causes the problem.
11  Discussions / Miscellaneous Topics / Banished on: 2014-03-02 10:25:22
Not related to Java, but check out "Banished" and its Steam ranking.
Nice success for a one man show Smiley
12  Discussions / Business and Project Discussions / Re: (PAID) testers wanted on: 2014-02-27 20:20:12
Closed while working on an updated version.
13  Discussions / General Discussions / Re: When should I stop reinventing the wheel? on: 2014-02-25 22:59:39
I think I'll have to learn to admit that it's nothing wrong using others code.
Using other people's code is even the professional way Wink
14  Game Development / Newbie & Debugging Questions / Re: When to split a class, when to keep it all as one. on: 2014-02-25 18:54:52
Always stay away from cyclic dependencies like hell and generally keep dependencies low.
A map controller (whatever that is exactly) shouldn't need to talk the input handler (which is confusingly named PlayStateHandler).
Arguments of the update method look rather suspicious, means too many and too general/global.
Do not merge but identify clearly separated game tasks and define your classes following that.
15  Discussions / Business and Project Discussions / Re: (PAID) testers wanted on: 2014-02-19 18:34:02
Can test it for Mac if you need testers.
Great, much appreciated.
16  Discussions / Business and Project Discussions / Re: (PAID) testers wanted on: 2014-02-18 23:02:32
Thanks, yes, a lot of testing is still required and very welcome.
17  Game Development / Game Mechanics / Re: Passing a variable vs. Storing that variable on: 2014-02-14 15:29:35
Always limit the scope of variables, thus passing in required parameters on the fly should be the default way.
Except, of course, the caller has no parameter access, values are needed across multiple methods or a reasonable component structure is built for a reason.
The more places you store objects, the more messy und unmaintainable the overall object structure gets. In case of cyclic references, memory leaks could be the effect as well.
18  Discussions / Business and Project Discussions / Re: (PAID) testers wanted on: 2014-02-02 11:45:34
Added OSX and Linux builds.
19  Discussions / Business and Project Discussions / Re: (PAID) testers wanted on: 2014-01-23 19:04:40
Fixed forum messaging.
20  Discussions / Business and Project Discussions / Re: (PAID) testers wanted on: 2014-01-21 22:11:41
Version 0.9.1 for Windows has been uploaded. Further information in the game forum.
21  Discussions / Business and Project Discussions / (PAID) testers wanted on: 2014-01-21 18:50:08
Testers are wanted for my little game Diabolus Ex Machina.

Some impressions:





22  Game Development / Newbie & Debugging Questions / Re: How does one "Stick" to it? on: 2014-01-13 18:45:36
As you only wrote about lack of knowledge the question should not be how to stick to projects but how to improve your programming skills.
There, nothing helps but learning, practicing, reading, asking. Again and again. For many years.
Simple as that.
Most likely you underestimate programming efforts like most beginners (and professionals in fact as well) and should thus start with simpler games.
To keep up motivation and to get results as soon as possible, do not start with menus, ui, splash screen, saving and loading, but with the game core. Implement the game mechanics and logic at first. Use dummy graphics, sounds, buttons, etc.
23  Discussions / General Discussions / Re: Opinions of games engines on: 2014-01-06 16:48:49
The programmer who tinkers has the ability to actually make a game, if he wants to, and will know how all of it works, so he can make an amazing game in a short amount of time,
Nobody makes amazing games in a short amount of time.
It takes much, much more than coding to actually finish a game, not to speak of the amazing ones...

About game engines... no player actually gives a #*$! about how ingenious all the coding was...
24  Game Development / Newbie & Debugging Questions / Re: 2D game collision problems on: 2014-01-04 18:47:21
A benchmark doing one pass without any warmup period means nothing.

I don't really get your thought man o-O What is wrong with my bench-mark? Maybe if you're trying to be 100% accurate, ofcourse. But I just wanted to prove that "my" way of doing that is faster. And it is.
No, you did not prove anything. Take some time and read up on doing Java micro benchmarks correctly (let the VM warm up, beware of optimizations, etc.).
25  Game Development / Newbie & Debugging Questions / Re: 2D game collision problems on: 2014-01-04 18:41:58
A benchmark doing one pass without any warmup period means nothing.
26  Discussions / General Discussions / Re: OO Design - which is better? on: 2013-12-27 15:41:14
IMHO this is an example of over-engineering. You're adding unnecessary bloat and complexity to a library instead of focusing on what really matters.
That was my point as well.
And the approach does not free you from OpenGL knowledge at all.
27  Discussions / General Discussions / Re: OO Design - which is better? on: 2013-12-27 13:28:30
@65K: Do you have any other alternative designs which allow the user to create a buffer object with no knowledge of using OpenGL? It seems simple enough to me. Anyone with a good knowledge of the Java language should grasp the idea quite easily if it's well documented.
What kind of knowledge do we not need when we use this buffer stuff ?
Give us a line of code what you would users like to type to use it.
28  Discussions / General Discussions / Re: OO Design - which is better? on: 2013-12-27 12:23:03
NIOBuffer holds a java.nio.[datatype]Buffer. A BufferObject is an object which holds data on the GPU. LWJGL has several overloaded methods which pass either a ByteBuffer, ShortBuffer, IntBuffer, FloatBuffer or DoubleBuffer to the GPU. What I'm trying to do is allow the user to use one of the helper methods in NIOBuffer which returns a sub-class of NIOBuffer that holds the buffer data and then the user can use that as the generic type parameter of BufferObject and pass that subclass to the constructor which uses that to obtain the buffer data.
Take a step back, re-read by yourself, and think whether this concept is suitable for OpenGL newbies and simplifies its usage.
29  Discussions / General Discussions / Re: OO Design - which is better? on: 2013-12-26 23:45:13
Hard to comment without knowing what your helper stuff shall actually do which is pretty unclear from your snippets and description.

The helper class just holds the buffer data and provides helper methods which allows easy creation of a buffer from a set of floats, e.g:
And what does a NIOBuffer do, what a BufferObject ?
30  Discussions / General Discussions / Re: OO Design - which is better? on: 2013-12-26 23:16:25
Hard to comment without knowing what your helper stuff shall actually do which is pretty unclear from your snippets and description.
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List of Learning Resources
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2014-04-18 03:17:39

List of Learning Resources
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Good Examples
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