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1  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-02-11 00:57:11
You're a f**king beast, man.
2  Discussions / Miscellaneous Topics / Re: How do I get Java and Javascript working together? on: 2016-02-03 21:49:43
Wait, what are you using the javascript for? Text to speech is not an answer. And why would you need the window/document/DOM?

It makes no sense.
3  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-01-22 20:01:25
@DarkCart

1  
2  
3  
   remove : function(i) {
      internalArray = internalArray.splice(i, 1);
   },


Riven had it right the first time. Array.splice modifies the content of the array being called returning the deleted elements.

http://devdocs.io/javascript/global_objects/array/splice

Not to be confused with Array.slice which doesn't modify the original array.
4  Game Development / Newbie & Debugging Questions / Re: [libgdx] How do i save data of my game on GooglePlay? on: 2016-01-21 01:32:23
What kind of data? For what purpose?

Have you looked at the api docs? https://developers.google.com/android-publisher/api-ref/
5  Games Center / WIP games, tools & toy projects / Re: Heroes of Loot 2 on: 2016-01-20 11:37:52
Voted. How does the local coop work?
6  Discussions / General Discussions / Re: JGO server folded in on itself on: 2016-01-13 20:30:36


Nothing suspicious in the log files between 11:50-55?
7  Games Center / WIP games, tools & toy projects / Re: Pantless Hero on: 2016-01-09 11:00:07
Looks great!
8  Discussions / Miscellaneous Topics / Re: Happy 2016 on: 2016-01-01 12:33:32
Oh shut up you pompously disingenuous scruff riddled ruffian.

Personal goals:
f**k bitches.

Biz goals:
Get money.
9  Game Development / Networking & Multiplayer / Re: what is a game snapshot on: 2015-12-30 10:07:34
Yes, generally a snapshot would mean the full game state in a certain frame, or perhaps more exactly concerning multiplayer games, a blob of the required data for the client to render a full scene.

Not necessarily tied to the FPS, however, as even high action packed multiplayer game servers rarely need to send snapshots 60 a second - but the client can render at 60 FPS by simulation and prediction based on the snapshots it's received.
10  Discussions / General Discussions / Re: SMF is falling apart. on: 2015-12-29 05:13:46
Put them on github. Front- and Back-end separately. The meat is all really in how REST is structured - you can worry about ux and mod tools (how it's rendered in the browser) later.
11  Game Development / Networking & Multiplayer / Re: What I need to host a java server on: 2015-12-18 07:30:59
<snip> just don't do it. <snip>

I agree with @noctarius. Just don't do it. Pay him to do it for you.
12  Game Development / Networking & Multiplayer / Re: Real Time UDP position packets (and states) strategy Client-Server-Client on: 2015-12-17 19:06:17
Well, read it again

read this: http://gafferongames.com/networking-for-game-programmers/what-every-programmer-needs-to-know-about-game-networking/

watch this: http://gdcvault.com/play/1022195/Physics-for-Game-Programmers-Networking

read this: http://gafferongames.com/networked-physics/the-physics-simulation/

Based on your post I can't even figure out what kind of system you're trying to implement. How about you tell us about your game and what you're trying to do (how many clients, how real time etc) and come with more specific question that we can help with.
13  Game Development / Networking & Multiplayer / Re: What I need to host a java server on: 2015-12-16 20:19:56
I know I can use my PC, I know I can host my own Server and I already did using kryonet and libgdx (this community helped by the way)

I was trying to ask about hosting online in 3rd, what I need ? something similar to Tomcat? dedicated server? VPS ?(thanks for the VPS suggestion, I'm testing some stuff here).
I know I didn't ask clearly, I could have been more specific.

@noctarius
This is what you say when someone is trying to understand or learn something?

https://www.youtube.com/watch?v=TAryFIuRxmQ

Apache Tomcat is essentially a (java) web server. A web server in its simplest form is a program that listens for incoming connections on port 80 (web browsers do this automatically which is why you don't have to type it in the address bar) and sends (usually html) files back as a response from a specific folder.

The how and what kinds of agreed upon commands a web server should interpret and respond with is described in the hypertext transfer protocol (http) which is text based. Web browsers automatically render these html files as web pages.

If you have your own game server then you probably have your own custom networking system between your server and your clients. So all you need to do is run the server program on your "cloud computer" wherever it may be and simply connect to its IP and port number (or have a webserver in front to proxy specific requests to a subdomain or path locally to your server programs port) from your clients.

Cheap 5$/month VPS are a dime a dozen you can start to get your hands dirty with.
14  Game Development / Networking & Multiplayer / Re: what would be the basic structure for UDP multiplayer server/client on: 2015-12-15 23:53:54
 Adding reliability to UDP will incur the same penalty.

Not at all. There are many ways to add reliability to your custom UDP. TCP comes built in with other "features" as well like congestion avoidance which you can do without.

Then again for a lot of multiplayer games TCP is just fine and for others it's cancer infused ebola herpes.
15  Game Development / Networking & Multiplayer / Re: What I need to host a java server on: 2015-12-13 00:55:39
A computer that is always connected to the internet from a static IP that you have control over.

VPS hosting is a simple and cheap way to get started. It's essentially a computer in the "cloud" that you connect to with root privileges over terminal/console/puTTY/ssh.
16  Discussions / General Discussions / Re: SMF is falling apart. on: 2015-12-10 15:24:03
That's quite a commitment.

1 or 2?

[EDIT]:

That is to say - Angular is quite the hideous beast alone and for anyone to contribute they'd need to be well versed in the framework. Not a huge fan personally but hey, if it works.
17  Discussions / General Discussions / Re: SMF is falling apart. on: 2015-12-10 09:59:39
Wait, are you using Angular?
18  Discussions / General Discussions / Re: SMF is falling apart. on: 2015-12-08 05:37:15
I have come to the conclusion that SMF is a lost cause. Pointing

Even when I'd continue fixing the bugs, it would mean I'd invest even more in a forum that is showing its age (apart from having a crappy PHP backend). The generated HTML more or less rules out any modern look.

I am exploring the options, and once I have anything to show, I will share it with you as early as possible. I will also open source the backend as a github repository. We'll see what a bit of cooperation can do for JGO! Smiley

So the idea is to keep the front untouched making/getting a new backend and link it with the front? Seems like a good choice keeping all the archives and data in tact.

Updates on the backend choice or custom made? Have you already started? Keeping the old database or relocating? Probably MySQL?

Been working a lot with NodeJS which has proven the past few years to be an all round solid choice so that'd be my suggestion (and area of expertise).
19  Discussions / Miscellaneous Topics / Re: Bought the Humble Bundle so I could play Insurgency; here's the rest of it. on: 2015-11-02 18:39:37
I like the humble bundle. These kind of public dissections of the humble bundle conflicts me.

On one hand the negative side-effects, proof of loss etc, are at best arguable. On the other it may have a net positive through a kind of word of mouth advertising.

Although these kinds of, sacrificial offerings for lack of a better term, are mostly coated in a syrup of good will - I can't help but view it as a simple form of open prostitution.

Then again maybe I'm just getting old.
20  Discussions / Miscellaneous Topics / Re: Battlestation Thread on: 2015-11-02 05:00:21
Just crop the right 10% off, will ya.

( ͡° ͜ʖ ͡°)
21  Discussions / Miscellaneous Topics / Re: Battlestation Thread on: 2015-10-29 22:20:36


Bonus:

22  Discussions / Miscellaneous Topics / Re: What are the viable alternatives to Sourceforge? on: 2015-10-27 20:15:55
If something comes "free of charge" from a for-profit organization, it means that I am the product or there is another way to make me or my users pay.

Standard industry practice. So what? You have a pretty cynical view on it but in reality I'd say it's generally more of a symbiotic relationship, not a parasitic one.
23  Game Development / Networking & Multiplayer / Re: Introduction to Network multiplayer game in Java on: 2015-10-22 19:41:08
If you know to make a chat server like you said, then you already have all the tools necessary to make a multiplayer game - which all boils down to sharing information between two (or more) programs. In other words, Networking.

Now it's generally up to you to decide the whats and hows concerning the sharing of information. This is the meat of multiplayer networking. Sharing and organizing the necessary information to achieve your desired effect. It isn't easy and can get messy very quickly.

Fortunately this isn't really a new problem and there are a few popular models that suit most cases concerning game development. Perhaps overkill for a simple game. Read more about these here.

SocketChannels etc are just are just another way of doing networking, i.e. sharing information, and thus doesn't hold within themselves any magical powers to do multiplayer in games.
24  Discussions / Miscellaneous Topics / Re: Programming Laptops on: 2015-10-21 05:49:28
Just... please not a Mac..

Why not?

I've been using a macbook air almost exclusively for development for about a year or so now. It's great. Then again I mostly do web development and devops these days so it's not like I need a lot of juice.

The main reasons I got it (aside from portability) was battery life and the solid, comfortable keyboard/arm rest. Something other laptops, at least at the time, didn't really compete with.

Although the 2015 line with the cord octopus strategy sounds like shit. The 13/14 models have been great.
25  Game Development / Newbie & Debugging Questions / Re: Sending data through Socket leads to lock-up on: 2015-10-16 08:42:03
Such high frequency updates are only going to have a chance to work on a LAN and with a max of a dozen or two clients.

There are better ways to do networking for multiplayer games. You could watch this talk to get an idea of the main advantages and disadvantages of the few popular methods: http://gdcvault.com/play/1022195/Physics-for-Game-Programmers-Networking

What @pavul hints at is that socket reads are blocking so if you're running it in the same thread as your game you're going to have a bad time.

Other than that, what does this sentence mean?:

What's odd, is that this ONLY happens when I run both the client and server application on my desktop computer. If I connect to my server computer from the client, this does not happen.
26  Game Development / Newbie & Debugging Questions / Re: Advantages of games created with JAVAFX on: 2015-10-12 01:57:25
I thought JavaFX was dead. In fact I'm not entirely convinced it isn't.
27  Java Game APIs & Engines / OpenGL Development / Re: Standard Game Loops for lwjgl? on: 2015-10-09 03:46:13
And up until now all my game loops i've made/used run on a separate thread to the main one.

Why?

There's generally no benefit/need to use more than one thread. Unless you know exactly why and what you're doing in which case you wouldn't be asking this question.

@mattdesl has some nice tutorials:
https://github.com/mattdesl/lwjgl-basics/wiki/Display#game-loop
28  Discussions / General Discussions / Re: Programmer jokes on: 2015-10-07 17:00:01


Why is he hovering over the trackpad mouse button?
29  Game Development / Newbie & Debugging Questions / Re: Best way to move actor along a path on: 2015-10-07 16:55:35
You say that interpolation doesn't move anything (it just transitions it from point A to B), but then you agree that transitioning from point A to B is the definition of moving something.
No, "it's just a function to smooth out a transition from points A to B.".

I'm not sure what your argument is.
Interpolation is sth you can use after you got movement - not before. And in the case of games you'll probably want simulation instead of a stock animation in which case interpolation goes out the window.

I mentioned interpolation as something the OP can start googling. I'm not sure how you can disagree with that,
I don't. But it's not what the OP is looking for (probably).
30  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-10-07 03:44:35
Finally got around to working on my non-existent web development skills Smiley.

Learning project 1: 'Welp'

I learned how to use some of Express, Node.js, Nginx and others. Very fun; I will probably work on this more in the future.

<snip>

Link to it (may be down)

It's a super fun place with a lot of work too. It has and is changing fast. Almost too fast even.

Pretty solid backend tools those you listed - they work well together. Careful when jumping into front-end with the myriad of frameworks available (most of which are basically new programming languages in themselves) - learn the basics first (i.e., stay away from front-end frameworks).

Also unless you locally have something similar installed you may find this helpful: http://devdocs.io/

Working with the backend is also a good time to get familiar with Vim. It may or may not change your life forever.
Pages: [1] 2 3 ... 32
 
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List of Learning Resources
by SilverTiger
2016-02-05 09:39:47

List of Learning Resources
by SilverTiger
2016-02-05 09:38:38

List of Learning Resources
by SilverTiger
2016-02-05 09:35:50

Rendering resources
by Roquen
2015-11-13 14:37:59

Rendering resources
by Roquen
2015-11-13 14:36:58

Math: Resources
by Roquen
2015-10-22 07:46:10

Networking Resources
by Roquen
2015-10-16 07:12:30

Rendering resources
by Roquen
2015-10-15 07:40:48
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