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1  Games Center / Featured Games / Re: Quantum - Free RTS on: 2009-02-10 12:23:00
i guess i'm lacking a bit in that area too Smiley

Too modest marzec  Grin

http://www.actapress.com/PaperInfo.aspx?PaperID=31541

Great game, though I tend to loose a lot.

Cheers W.

2  Games Center / 4K Game Competition - 2009 / Re: Trade and Space Sim (aka Elite4k): Some questions on: 2009-02-02 09:29:21
A bit Off-topic,

    I found today Elite Plus for DOS boxed for $6.00. It's on two 5 1/4 floppies!! But 150 pages manual its pure game design gold.
  

5,25" floppies?!?! What did you do with those? Got a toaster with a USB port?  Grin Anyhow, the novel included in the manual alone is worth the price!

Still playing it on DOS-Box. By the way, the original Elite was about 22k in size ... so quite a challenge to wrestle it down to 4k, despite all the help the api provides.

Brief status update: Finished the second iteration last week and ended up at 5.5k compressed. Now coding the third iteration, with many new ideas ... there is hope  Smiley It looks like the space sim part (including models and all string resources for the trade sim) will end up at 3.2k, so at least a streamlined version of the trade sim should be possible.
Stuff I definitely had to drop: Station and docking (you just fly straight at the planet until you automatically land), Thargoids, multi-galaxy, tribbles  Grin.
Stuff that exceeds the original elite: Flat-Shaded graphics Tongue and the option to purchase a new ship (as a long-term motivation)
Galaxy size is 1024 systems. Boa, Mamba, Kraith, Viper and Cobra are included. So is asteroid mining, cargo pickup, refuelling at sun.

Nuff said, now I better go and live up to the promises
3  Games Center / 4K Game Competition - 2009 / Re: Best [Smallest] Consistent Timing? on: 2009-01-25 10:26:34
you can probably use nanotime instead of currentTimeMillis(), I used it for legacy JVMs

It is a good idea to use nanotime, no matter which timing scheme you apply, because currentTimeMillis is very unprecise under Windows and will limit you to 20fps under certain (not so uncommon) system/os combinations.

Moogie, I'll try out your approach in my Elite clone, hadn't though about it in years due to the shortcomings of currentTimeMillis but with precise timing it should work for simulations with higher precising requirements, too.
 
4  Games Center / 4K Game Competition - 2009 / Re: Key handling on: 2009-01-24 11:02:58
The issue I have is this: the standard key handling discussed there is basically to detect key pressed and released events and update a boolean.

I prefer keeping things simple. I use a key state array, but it is int, not boolean, and pressed keys set the int value of 1. This way, I can immediately use pressed key values in computations, e.g. (in pseudocode)

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rotation+=keystate[KEY_LEFT]*somevalue


To handle typed keys, I store the keycode of the most recently typed key in array entry 0 and I process this entry in the game loop, and reset it's value to 0, if its non-0.

hth Wolfgang

"I'm a ****ing starship, I'm allowed to cheat!"
GCU Arbitrary, Culture Craft
5  Games Center / 4K Game Competition - 2009 / Re: Best [Smallest] Consistent Timing? on: 2009-01-24 10:27:02
I use System.nanoTime() to compute the exact duration of the most recent frame. I then compute a time factor from frame duration, which is applied in all computations. This way, you get approximately performance-independent game behavior. Pseudocode example:

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// Initialize timer
timer=nanotime
// Game loop
while game running
  // Update timer
 timer=nanotime-timer
  // Compute delta (this is a float or double!)
 delta=nanotimer/10e6
  // Example application: Movement
 exampleposition+=examplevelocity*delta


Note: You have to be a bit careful when dealing with derivates (e.g. accelleration), know your calculus  Smiley

hth Wolfgang

"I'm a ****ing starship, I'm allowed to cheat!"
GCU Arbitrary, Culture Craft
6  Games Center / 4K Game Competition - 2009 / Re: Trade and Space Sim (aka Elite4k): Some questions on: 2009-01-18 18:52:20
When writing the algorithm yourself you can ofcourse sacrifice speed for code simplicity/size

Comprehension dawns ... still thinking too much from a performance point of view. Of course you could get away with evaluating a distance function per pixel, especially if you use a lut, and for filling antialiasing would be cheap. Nice one, pjt33, and thanks for the clarification, abuse!
7  Games Center / 4K Game Competition - 2009 / Re: Trade and Space Sim (aka Elite4k): Some questions on: 2009-01-18 15:19:15
I'm drawing my circles myself. Admittedly this is in large part because I'm doing complicated things with them (e.g. drawing an anti-aliased circle to the alpha channel).

Of course, my general statement does not hold if the drawing functionality is a central part of your app and involves complex stuff hard to do using the API. In Ares, I referenced the backbuffer as a byte array and implemented the fake-phong rasterizer based on that.

On the other hand: setRenderingHints, setComposite and drawOval is worse than a hand-rolled antialiasing bresenham? Obviously, I don't know any details ...
8  Games Center / 4K Game Competition - 2009 / Re: Trade and Space Sim (aka Elite4k): Some questions on: 2009-01-18 09:26:57
Yeah, i wrote that at 2am... my brain was not really firing well.. it makes sense that it should compress worse!

Anyhow, your solution raises an issue I've been thinking about a lot: API calls versus do-it-yourself. As I see it, there are three basic cases. Two are no-brainers:

Never ever use the API, as in max/min or event handling, where the API calls compress much worse than your own constructs.
Always use the API, as in drawing ovals or filling polys, where your own constructs get much too long.

But the third is tricky: To use System.arrayCopy() or Arrays.fill(), or not? My guess is that for using such methods once, your have to pay the full overhead, but by using them frequently, the overhead should decrease ... where is the breakeven, when your own constructs start to get more expensive than the call overhead? I'm aware that this is almost a philosophical question and depends on the type of method we are talking about.

9  Games Center / 4K Game Competition - 2009 / Re: Trade and Space Sim (aka Elite4k): Some questions on: 2009-01-17 19:47:02

if numVal is passed as zero, it'll set resVal[6] to '0', and then immediately set it to ' '.
Breaking what you intended it to be doing.


Correct, and exiting early reintroduces the if. Stupid me. Thats what you get for debugging a geometry pipeline while playing solitaire with your wife and posting in boards simultaneously  Smiley

Anyhow, your optimizations have put an end to that discussion, very very nice!

Thanks

Wolfgang

PS: "Whoever finds embedded literals may keep them"  Grin
10  Games Center / 4K Game Competition - 2009 / Re: Trade and Space Sim (aka Elite4k): Some questions on: 2009-01-17 19:30:37
Without spending any time actually testing things, one probable-optimisation which jumps at me is moving the "Write zero" up before the "Write values"
You are completely right. Will work and save a byte or two.

Thanks

Wolfgang

11  Games Center / 4K Game Competition - 2009 / Re: Trade and Space Sim (aka Elite4k): Some questions on: 2009-01-17 18:33:59
For numbers perhaps this might be smaller?

g.drawBytes(Integer.toString(val).getBytes())

no idea tho...


I tested this but (a) it compresses a lot worse than the solution I use now and (b) it does not support some required features. I need to draw tabular displays, with right-aligned numbers and a unit sign at the end of each number. Here is what I use now, input welcome:

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    /**
     * Formats a number into a byte array which can be rendered
     * as a string.
     *
     * @param numVal Numeric value to write
     * @param chrUni Sign to append to value
     * @returns Byte array of formatted numeric data
     */

    private byte[] f(int numVal, int chrUni)
    {
        // Define result
       byte[] resVal=new byte[8];
        // Write unit sign
       resVal[7]=(byte)chrUni;
        // Write values
       for(int digPos=6;digPos>=0;digPos--)
        {
            if(numVal>0)
                resVal[digPos]=(byte)(48+numVal%10);
            else
                resVal[digPos]=(byte)32;
            numVal/=10;
        }
        // Write zero
       if(resVal[6]==32) resVal[6]=48;
        // Return result
       return resVal;
    }


Thanks

Wolfgang
12  Games Center / 4K Game Competition - 2009 / Re: Trade and Space Sim (aka Elite4k): Some questions on: 2009-01-17 18:31:07
Or even smaller if you just draw it to the screen, since OP is already using methods to draw text to the screen.

Thanks for the input on the issue! Fortunately, neither the input nor the rendering of the save-game-string is the problem, I'll probably end up well below the mentioned byte counts by integrating it into the existing event logic.

From the responses so far, I conclude that a save-game-string of, say, 30, alphanumeric chars wouldnt be a problem (correct if wrong).

Thanks

Wolfgang
13  Games Center / 4K Game Competition - 2009 / Re: Trade and Space Sim (aka Elite4k): Some questions on: 2009-01-17 18:27:57
This is worth knowing, as people might expect 'pointer++' to generates smaller bytecode than 'pointer+=127'

Invaluable! Most of the rendering and game logic codes does little more than add and mul based on pointers. This will help a lot!

Thanks

Wolfgang

14  Games Center / 4K Game Competition - 2009 / Trade and Space Sim (aka Elite4k): Some questions on: 2009-01-17 13:38:01
Hi,

I've been working on Elite4k, a trade and space sim, since December. The game is basically a clone of evergreens like Elite and Privateer: You fly your spaceship from planet to planet, trade goods, buy upgrades, hunt pirates, mine asteroids or turn pirate yourself ... I think you all get the picture Smiley I've almost finished the game now, with a size of around 4.8k and enough optimization potential remaining  (hopefuly  Undecided) to reach 4k. However, some issues turned up during development which keep bothering me. I would be grateful for any input on the following questions:

Text rendering I'm currently using drawBytes to draw text from a resource byte array to a graphics context without string overhead. Is there a smarter way to do this? 

Number rendering I'm currently using a method which fills a byte array from a given number by setting the current modulo-10-value of the numeric value to the current byte, then decimal shifting the number and advancing the output byte. Is there a smarter way to do this? Perhaps some light-weight number format method in the API I don't know about?

Matrix inversion For the 3D space sim, the inverse camera matrix is required. Two ways to get it: Matrix inversion (my unrolled version is 12 lines with lots of multiplies and adds) or premultiplication with the negated matrix components. Which way to go? Premultiplication eliminates the inversion code but requires some control flow in the geometry pipeline. Any experiences?

Loading and Saving For a game where you can easily spend dozens of hours, a load and save game function is a must. The amount of game data I have to load and save is around 20 bytes. One option is to write out a text representation of the values and let the user note it down and reenter it to load a game (old-skool console style). However, 20 bytes mapped to easily typable characters is a lot of text. So I consider using the clipboard: Copy to get the current game state as a string, paste the string (which you saved in some file) to resume. Does this make sense? I'm a bit in doubt

Array Access When accessing array cells in approximately linear (depending on control flow) sequences, is it better to have something like "data[basepointer+1] (...) data[basepointer+2] (...)  data[basepointer+27] (...)" or is it better to go unary where possible "data[pointer++] (...) data[pointer++] (...)"?

Thanks for your input

Wolfgang

"I'm a ****ing starship, I'm allowed to cheat!"
GCU Arbitrary, Culture Craft




 
15  Games Center / 4K Game Competition - 2009 / Re: Asteroid Alert! on: 2009-01-15 11:44:24
Great work, I especially like the comet particles!

Regarding requests for a open-universe space trade game: I've been working on Elite4K since December, I think it's what some of you are looking for. Trade simulation and UI done, currently applying finishing touches to the 3D engine, 150 bytes left Grin Will publish next week.

Cheers

Wolfgang
16  Games Center / 4K Game Competition - 2006 / Re: JUDGES! on: 2006-02-19 15:24:20
(promised no more ranting, but have to apologize to marcus ...)

I'm not entirely sure why you felt the need to pick on my game, but please stop it.

I did not intend to pick on your game, I apologize if that is how my post came across. To illustrate my point using my own submission, shooting evil ... drawRectangle aliens with hot ... drawLine laser beams wouldn't be the same, even if I still included physics and enemy ai (which I suppose fall under gameplay?) I greatly enjoy your game and I would rate your game's replay value a lot higher than that of my own submission (and most other submissions I have seen so far).

Wolfgang

"I'm a ****ing starship, I'm allowed to cheat!"
GCU Arbitrary, Culture Craft
17  Games Center / 4K Game Competition - 2006 / Re: JUDGES! on: 2006-02-19 12:43:03
Yes, technology typically does not do well in this contest.

<sarcasm>Good to know. Where can I find that other contest, the one where the better 4k Java program wins?</sarcasm>

Seriously, I should have asked beforehand, I suppose, I was under the impression that this is a programming contest.

if you know an algorithm which you can fit in 4k when should it be considered technically hard?

No, it should be considered technically hard if you fit an algorithm into 4k which everyone knows cannot be made smaller than 8k  Grin

perhaps I'm not taking it seriously enough (I'm in the contest purely for my enjoyment)

No, imho you've got exactly the right attitude. I considered myself to be into this for the fun of it, too, but my nevermind factor still wasn't high enough. All fixed, after the recent discussion about evaluation criteria it asymptotically approaches positive_infinity.

This is, after all, a 4k game competion - not a tech showcase. The gameplay has to play an important role here.

It's a 4k game competition and a tech showcase. Gameplay is important, and can be evaluated, for example, by number of interactions available to users,  complexity of ingame entity behavior and so on. Techniques have to be applied to implement that gameplay in an attractive fashion. Even the "gameplay" fanatics crowd wouldn't  enjoy a lemmings clone where your cute little ... white pixel digs up crumby little ... brown pixels. Anyhow, most people here seem to define gameplay as "I like it", so either we do a public vote (again, applause to woogley for proposing it), then this definition is on the spot, or we use judges, then this definition is plain wrong, and we need some objective criteria.

(Promise to myself and all interested parties: This is my last posting on the topic of evaluation, voting and judges Lips Sealed )

Wolfgang

"I'm a ****ing starship, I'm allowed to cheat!"
GCU Arbitrary, Culture Craft
18  Games Center / 4K Game Competition - 2006 / Re: JUDGES! on: 2006-02-18 18:59:35
It's a mistake to get hung up on voting in this competition. The entries are so different voting for the 'best game' is pretty much meaningless

"Contest: an occasion on which a winner is selected from among two or more contestants" (wordnet) Either we do a competition for the best Java4k game (and I spend the time polishing my submission, as I did), and then determine ranking by some objective criteria. Or we do an exhibition of Java4k games (and I submit a sketch, or nothing at all), and do not determine ranking. Yes, I did my entry for the fun of it, but still, we have a contest here, and we should arrive at some kind of ranking in the end. Most of us wouldn't invest the time to finish our entries if not for the competitive aspect of the whole thing, which is why in my opinion, woogley's choice to call it a contest is just right.

I agree that judging for "best game" ist next to impossible due to the wide variety of genres and personal preferences. However, I consider the focus to be on "best 4096 byte java code", with the game side just being thrown in to encourage meaningful, interactive submissions. Studying last year's results, where the entries most advanced in terms of structure, graphics and user interface were ranked top, it seems I'm not so far off the mark. Let's simply  judge number of tricks used, rules bent, paradigms thrown overboard and unbelievable stunts pulled, and subsummize it into a "geek factor", which then determines ranking Grin

Serious again, last year's composition of the judge comitee sounds very reasonable.

Wolfgang

"I'm a ****ing starship, I'm allowed to cheat!"
GCU Arbitrary, Culture Craft
19  Games Center / 4K Game Competition - 2006 / Re: JUDGES! on: 2006-02-18 16:00:58
(...) but they're just as good as any of the contest participants (...)

To make this very clear: It was not my intention to imply that people not submitting to the contest are somehow less qualified to sit in as judges than participants of the contest. I'm totally aware of the many reasons (including serious work  Wink ) which can hinder finalization of a submission, and I found myself hard-pressed to complete my submission, too, because of project deadlines at work.

However, recalling the discussion about the pros and cons of a public vote, I was under the impression that you had professionally qualified judges available, that people at least as adept in Java development as the best of us would judge our entries. Knowing that this is not the case, I tend more towards a public vote than before: If the outcome of the contest is to be determined by members of this community, then let it be many, if not all, of us.

Wolfgang

"I'm a ****ing starship, I'm allowed to cheat!"
GCU Arbitrary, Culture Craft
20  Games Center / 4K Game Competition - 2006 / Re: JUDGES! on: 2006-02-18 14:44:20
I thought you'd have some guys from industry or research, senior developers or the like, as judges. Soo ... am I getting this right, contest judges are pulled from people from this board who did not manage to contribute to the contest themselves?

 Shocked

Wolfgang

"I'm a ****ing starship, I'm allowed to cheat!"
GCU Arbitrary, Culture Craft
21  Games Center / 4K Game Competition - 2006 / multiplayer via network? on: 2006-02-14 17:35:30
Quick question: Do the rules of the contest allow multiplayer games which access the network not to download resources, but to transmit steering and synchronisation commands, chat messages and the like?

Cheers

Wolfgang

"I'm a ****ing starship, I'm allowed to cheat!"
GCU Arbitrary, Culture Craft
22  Games Center / 4K Game Competition - 2006 / Re: Ares - 3D space shooter in 4k [Update available!] on: 2006-02-13 22:51:12
Pathetic attempts? Please stop that, I'm sure we all appreciate every single entry, and we're all into this for the fun of it. Anyhow, we yet have to see woogley post about the million dollar cash price, lamp-post-wink Grin

I'm using http://www.256b.com as a reality check on a regular basis, to verify that no matter how nice my entries look, I'm still an absolute n00b compared to certain people.

Cheers

Wolfgang

"I'm a ****ing starship, I'm allowed to cheat!"
GCU Arbitrary, Culture Craft
23  Games Center / Archived Projects / Re: 3D Engine and Demo with some nice effects on: 2006-02-13 22:28:52
Malohkan and g666 -  It sounds like your cards don't have the level of shader support required for this demo.

Exactly. Forget running this baby on the infamous Intel Extreme internal series of cards. Ascengine makes heavy use of projective texturing and hardware shadow mapping and these cards don't support it, so everything is emulated and slooow. As for the GF4MX, now that's a GF2 with another label tagged on (I know the story, my laptop has one) and this model, too, does not support the required extensions.

A good test is downloading an old SplinterCell demo (one of the first games which really went into projective texturing and shadow mapping): If it runs smoothly, so will Ascengine. One example: I have been unable to get decent framerates for it on the Intel Extreme "powered" 2GHz Celeron my girls use for homework (which actually is a good thing, otherwise they would probably fall in love with Sam Fisher Cool ) However, since I installed a 9200 Radeon PCI card and disabled the onboard card, everything runs okay, including Harry Potter, which they, to my great  relief, prefer to good old Sam.

Bottom line: Small demo, but hardware requirement like the big guys, sorry. Minimum GF3 (arb_depth_texture and arb_shadow support), better true GF4 (both fully accellerated).

Cheers

Wolfgang

"I'm a ****ing starship, I'm allowed to cheat!"
GCU Arbitrary, Culture Craft
24  Games Center / 4K Game Competition - 2006 / Re: Ares - 3D space shooter in 4k [Update available!] on: 2006-02-13 16:54:23
Hi again!

I've just posted an update to Ares. Thanks to moogie, who pointed out bjwflates superior compression, I found the space to add a laser targetting system, propulsion animation and a boss opponent. In reaction to feedback provided by Malohkan and jojoh, I've adjusted colors, brightness and difficulty levels. Hope you like it!

Cheers

Wolfgang Kienreich

"I'm a ****ing starship, I'm allowed to cheat!"
GCU Arbitrary, Culture Craft
25  Games Center / 4K Game Competition - 2006 / Re: Ares - 3D space shooter in 4k on: 2006-02-13 08:51:34
also for your reference i am able to re-compress your jar to 3,814 bytes without a manifest or 4041 with a manifest

Thanks for that, I only tried rar and 7zip ... *frantically starts downloading bjwflat* With 50 bytes left, you'll probably get a targetting reticle and a boss opponent by the end of the week. Will also adjust brightness and difficulty levels. For the records: The first wave of baddies has intentionally been placed early in the game to show off graphics.

Cheers

Wolfgang Kienreich

"I'm a ****ing starship, I'm allowed to cheat!"
GCU Arbitrary, Culture Craft
26  Games Center / 4K Game Competition - 2006 / Ares - 3D space shooter in 4k [Update available!] on: 2006-02-12 17:11:06
Hi all!

I just submitted Ares, a 3D space shooter, to the Java4k competition. Ares features include a 3D engine with perspectivic correct texture mapping, depth buffering, per-pixel shading and alphablending, procedurally generated resources, complex physics, single or double player gameplay with dynamic level generation and upgrade system, and more. This is how it looks:









Use this Webstart link to play Ares right away: ares@javaunlimited. Please excuse the signed jarfile, I had to make use of the sun.misc.perf timer calls because of the restriction to Java 1.4. An unsigned version, which is exactly 4095 bytes in size, is available for download at the page mentioned below. Steer your ship using the arrow keys, fire guns using the space bar. Second player uses wasd keys to steer, c key to fire. Press any fire key to start a new game or to join a game in progress. Find more information on gameplay and techniques used at www.ascendancy.at/ares/ares.htm.

Have fun with Ares,

Wolfgang Kienreich

"I'm a ****ing starship, I'm allowed to cheat!"
GCU Arbitrary, Culture Craft

edit by woogley: changed the JNLP link to Java Unlimited to start the download count Wink

edit by wolfgang: changed the JNLP description, too. Thanks woogley!

edit by wolfgang: Update 1.1 available! Added laser targetting system, propulsion animation, boss opponent. Adjusted colors and difficulty levels. Thanks to moogie who pointed out bjwflate's superior compression!
27  Games Center / 4K Game Competition - 2006 / Re: who needs judges? on: 2006-01-31 10:21:22
Just jumped into this thread, perhaps somebody already proposed this:

Have the best of both worlds. Keep the judges, give them guidelines, try to get as objective a judgement as possible, for example, use principles from hci, like heuristic evaluation. In addition, offer a public vote, so people can rate their favorites and play votebot games if they like. With 50+ entries this year, I see no problem with having a "favorite of the audience" in addition to the official winners. This would also invalidate the argument that changing the evaluation method late in the contest is a bad move.

Cheers

Wolfgang

--
"I'm a f****** starship, I'm allowed to cheat!"
GCU Arbitrary, Culture Craft
28  Java Game APIs & Engines / JOGL Development / Re: jogl demo with some nice effects on: 2005-11-16 17:17:02
Hi all,

i just recompiled the Ascendancy demo against the latest jogl builds (*not* the jsr beta), this should fix some issues people encountered. Still, Java 1.5 is required. Download from the old location, http://www.ascendancy.at/downloads/ascendancy.zip

Cheers,

Wolfgang Kienreich
wolf@ascendancy.at
http://wolf.ascendancy.at

--
"I'm a ****ing starship, I'm allowed to cheat."
GCU Arbitrary, Culture Craft
29  Games Center / Archived Projects / 3D Engine and Demo with some nice effects: Updated Version on: 2005-11-16 09:03:06
Hi all,

i just recompiled the Ascendancy demo against the latest jogl builds (*not* the jsr beta), this should fix some issues people encountered. Still, Java 1.5 is required. Download from the old location, http://www.ascendancy.at/downloads/ascendancy.zip

Cheers,

Wolfgang Kienreich
wolf@ascendancy.at
http://wolf.ascendancy.at

--
"I'm a ****ing starship, I'm allowed to cheat."
GCU Arbitrary, Culture Craft
30  Java Game APIs & Engines / JOGL Development / Re: jogl demo with some nice effects on: 2005-11-15 08:58:23
Unfortunately, I never tested the demo on a Mac (we don't have any available at our office), so I cannot comment on the bugs you encountered. Perhaps someone with know-how on jogl and Mac can help us out?  Anyway, Java version is definitly 1.5.

Cheers,

Wolfgang Kienreich
wolf@ascendancy.at
http://wolf.ascendancy.at

--
"I'm a ****ing starship, I'm allowed to cheat."
GCU Arbitrary, Culture Craft
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