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1  Game Development / Newbie & Debugging Questions / Re: Would this be the correct way to make AI? (Idea, no code) on: 2014-11-22 22:19:33

I am also making a similar game and another thing to take into account is how many units from the same team are attacking a given target. You don't want half of a fleet all going after 2 or 3 small ships just because they are closer. You could maintain a global list of who is targeting who, and query it as part of your algorithm.
2  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-11-18 17:27:16

My de-generalization /  de-abstraction work continues. I had an Action framework where all game entity behavior was encapsulated in concrete actions that inherited from an abstract Action base class that contained code for life cycle management and hooks for concrete Actions to extend. While this had some nice properties, it was hurting my brain from a code organization stand point because I had a proliferation of classes and had to have supporting classes (ActionSystem, ActionEntity) to make it work.

I am working through a much simpler model that won't necessarily give me as much flexibility but will give me what I need now, rather than what I think I may need. If it goes as planned it might be worth a write up in the Shared Code area to get feed back and to also serve as a cautionary tale of the pitfalls over premature generalization.
3  Game Development / Newbie & Debugging Questions / Re: Ways of keeping track of classes... on: 2014-11-13 17:30:48
The fewer classes and interfaces you have the easier they are to organize. Do you have interfaces with only one implementation? Are you programming in flexibility you do not yet need? The more you can get rid of, the easier it is to organize what is left.

One thing I have tried recently which has proved useful is to group classes by cardinality. At a high level, my game has a high Game class which then has multiple GameStates. The game then passes execution to the current GameState. So one package has classes that operate at the Game level (Game itself, GameWindow, InputHandler) and another package has classes at a GameState level (GameState interface, EventQueue, etc). This makes it easier for me to see what "goes together".
4  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-11-13 14:48:55
I have been going through a process of "De-abstracting" my code. I was running into trouble where I had too many interfaces and too much indirection to the point where I was having trouble following the control flow. I was able to remove almost a dozen classes and interfaces. I may be pushing against the SRP but it is so much easier to understand my code now that more of it happens in one spot.
5  Game Development / Performance Tuning / Koloboke - High Performance Collections Library on: 2014-11-03 18:24:26
Koloboke is a higher performance collections library that I have not seen around before. It has the usual primitive collections and claims to perform better than some of the other options out there (like Trove or HPPC). The collections implement the basic Set, Map, and Collection interfaces making them easier to integrate into your existing code.
6  Game Development / Newbie & Debugging Questions / Re: How can I optimize my code: multiple boolean checks on: 2014-10-24 19:31:48
If you had more statuses than completed y/n, you could use an enum.
1  
2  
3  
public enum LevelState {
   NOT_TRIED, ATTEMPTED, COMPLETED, COMPLETED_PERFECT_SCORE;
}


Then you could use an array of these enums to capture more nuanced state.
7  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-10-24 00:16:40
Released Harldland early access to Steam. http://store.steampowered.com/app/321980/

Awesome job, the game has a really cool look about it. Just don't threaten to kill Gabe and I'm sure you'll do fine.
8  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-09-30 12:33:05
Today I sighed. Well first I opened my IDE, I looked at my ToDo list, poked around some of my classes, and then I sighed. Every time I work on a project I seem to hit this point where the code becomes this amorphous blob and making changes becomes more and more difficult. This time through I was determined not to let that happen and I have been refactoring and refactoring to (hopefully) so I can keep making progress. I have tried to keep my tasks very small and simple so that I make some amount of progress. I think it is a mental thing more than anything else...



sigh
9  Discussions / Miscellaneous Topics / Re: Whays the story behind your name on: 2014-09-21 21:42:38
I use "Actual" from military jargon (see here).

I am making a space fleet sim game where the player is the CO of the fleet, so it seemed appropriate.

10  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-09-19 14:43:39
I am home sick but have managed to largely complete my Action system. All of my game entity behavior are wrapped up as Actions which run every update step. So I have a RailGun game entity that has LoadProjectile, ActivateRailGun, DeactivateRailGun, and FireProjectile actions.  These actions all inherit from a base Action class and there are method hooks for concrete Actions to override ( onInitialize(), onUpdate, onComplete(), and onFail()). Actions can also have child actions.

I am really liking this approach as it provides a nice, simple way to write and coordinate behaviors amongst multiple game entities.


11  Discussions / General Discussions / Re: Aspect Oriented Programming: Has anyone tried it? on: 2014-09-09 13:05:38
A bit long and not the most dynamic speaker but here is a talk attempting dispel some myths about AOP.
12  Discussions / General Discussions / Re: Aspect Oriented Programming: Has anyone tried it? on: 2014-09-08 23:24:18
Points taken. One of the things that piqued my interest in AOP is the ability to possibly consolidate code that might be spread across various classes into a smaller set of aspects. Counter balancing that was the worry about making the same code less comprehensible.
13  Discussions / General Discussions / Aspect Oriented Programming: Has anyone tried it? on: 2014-09-08 16:56:58
I have recently been taking a look at Aspect Oriented Programming. It seems like an interesting compliment to OOP and I can see some potential uses in game development. Looking at AspectJ it looks like the overhead is all (or mostly?) at compile time with little to no run time overhead.

Has anyone tried AOP programming before and if so what were your impressions?
14  Discussions / Miscellaneous Topics / Re: What other programming languages do you use & why? on: 2014-09-03 16:44:02
Scala because it is interesting. Javascript + HTML for the occasional web application at work. I also do a fair bit of SAS programming for work. SAS is a language for statistical computing that is pretty common in the pharmaceutical and financial industries.
15  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-09-03 16:33:56

For my game I am doing some very simple Graphics2D text rendering while I work on the simulation logic. Due to laziness and taking the "simplest thing that works" approach, my main game class has become an unholy mess of that rendering code, along with other game system level fields and methods. I was able to pull out all of the rendering code (~80 lines in the main game class and 4 other classes), make it a bit more generic, and move it into my game utilities library.

Right now I am trying to figure out how I can better structure some of the higher level systems and fields that I stuck in the main game class.

Refactoring feels good!
16  Game Development / Newbie & Debugging Questions / Re: Does anyone create custom annotations in their game code? on: 2014-05-21 14:42:35
I understand the basic mechanics of how annotations are created. I was more interested in the purposes people use custom annotations. Are there issues in game programming that people here use annotations to help solve.
17  Game Development / Newbie & Debugging Questions / Re: Does anyone create custom annotations in their game code? on: 2014-05-21 14:00:59
I think what you are referring to are comments. I am thinking more about Java Annotations which allow you to attach metadata to your code.
18  Game Development / Newbie & Debugging Questions / Does anyone create custom annotations in their game code? on: 2014-05-21 13:53:14
I know basically what annotations are and use ones like @Override. I was curious, do people here create custom annotations for their game code and if so why? I feel like I may be missing something here.
19  Discussions / General Discussions / Value Types Proposal for Java on: 2014-05-02 13:47:47
A fairly in depth proposal for value types by John Rose, Brian Goetz, and Guy Steele. Would be nice to see this in Java 9 or even sooner.
20  Discussions / General Discussions / Re: GameProgrammingPatterns.com is finished on: 2014-04-24 14:58:35
I found the Type Object and Subclass Sandbox chapters to be interesting and useful. I thought the Decoupling Patterns section interesting as well even though I am not directly applying them to my game.
21  Game Development / Newbie & Debugging Questions / Re: Raw material in a game on: 2014-04-22 22:51:10
I would lean towards new Material("wood",getTexture("wood.png")). It makes it easier to add new materials from a configuration file without having to change code.
22  Game Development / Newbie & Debugging Questions / Re: Raw material in a game on: 2014-04-22 22:14:25
You have the right idea in that most everything is specified as data, although your material class should not be abstract. How you structure it depends on how materials are used in your game. For instance if you have a set of materials that can be used to build walls and a set of precious metal materials (gold, gems, etc) that are defined by their value. In that case you may have two classes, BuildableMaterial and ValuableMaterial.

23  Discussions / Miscellaneous Topics / Re: f.lux on: 2014-04-16 16:06:21
Personally I love flux. Every now and then I will turn it off to see how I do without it, but it never lasts long.
24  Games Center / WIP games, tools & toy projects / Re: [LibGDX] GameUtils on: 2014-04-09 10:48:06
Looks good...I've been thinking about timers, intervals, etc a fair bit recently which is why these thoughts are coming to me. As for the last point, it might be nice to have a constructor for StopWatch that takes a Clock as a parameter. That way when you slow or speed up the clock time, the stop watches speed or slow down automatically.
25  Game Development / Newbie & Debugging Questions / Re: My most inefficient way of implementing running texts. How to optimize? on: 2014-04-09 10:30:00
Do you really intend on using words of 18 letters or more? It's nice to have a complete solution for these kinds of edge cases, but it may have little to no practical impact.
26  Games Center / WIP games, tools & toy projects / Re: [LibGDX] GameUtils on: 2014-04-09 05:26:31
A couple of random minor comments about StopWatch:

Is there a reason why the callback is implemented as a StopWatchCallback interface as opposed to a simpler no argument interface like execute()? I could see using this to schedule command pattern style code where I don't really care about the timer, I just want to do something when it goes off. Also, I may want to use my command object outside of the StopWatch and now I need to either pass in null to the execute or have a separate no-argument execute method.

It might be nice to have a setCallback(StopWatchCallback callback). Depending on what is going on in a game one may wish to change the callback while the stopwatch is counting down.

You may want to have more states for your StopWatch (start, stop, pause, resume). You could even assign different callbacks to each in case you wanted it to respond differently to it pausing vs. stopping prematurely.

EDIT:
Another random thought. Are or should StopWatches be associated with a Clock and if so, would the StopWatch count down at a rate equal to the Clock rate, so that if the Clock slows down, the StopWatch does as well?
27  Discussions / General Discussions / Re: JDK 8 is released on: 2014-03-28 17:54:53
Although Stripped implementations were ruled out for java 8, they may show up in a point release prior to java 9. While it's not a full module system, it would at least allow for the removal of unneeded classes in a way that is compliant with the license.
28  Game Development / Newbie & Debugging Questions / Re: vector formulas on: 2014-03-26 12:50:49
Yup.
29  Discussions / General Discussions / Re: JDK 8 is released on: 2014-03-19 22:21:41
I had downloaded the jdk pre-release builds and have been developing my game with those. Defender methods are pretty cool. It makes it easy to add certain types of functionality with very little boiler plate.

30  Discussions / Miscellaneous Topics / Re: what to do? on: 2014-03-08 00:49:42
You're there already so enjoy it. People watch. Have some fun. Be a little stupid yourself. You don't have to get high or drunk to do it, if it isn't your thing.
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PocketCrafter7 (12 views)
2014-11-28 16:25:35

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2014-11-24 19:59:16
Understanding relations between setOrigin, setScale and setPosition in libGdx
by mbabuskov
2014-10-09 22:35:00

Definite guide to supporting multiple device resolutions on Android (2014)
by mbabuskov
2014-10-02 22:36:02

List of Learning Resources
by Longor1996
2014-08-16 10:40:00

List of Learning Resources
by SilverTiger
2014-08-05 19:33:27

Resources for WIP games
by CogWheelz
2014-08-01 16:20:17

Resources for WIP games
by CogWheelz
2014-08-01 16:19:50

List of Learning Resources
by SilverTiger
2014-07-31 16:29:50

List of Learning Resources
by SilverTiger
2014-07-31 16:26:06
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