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1  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Scene2D, utter tedious on: 2014-04-18 06:16:45
Once you have a skin it is rather easy. It is getting that setup that is hard. Libgdx comes with a default skin you can use.
2  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Scene2D, utter tedious on: 2014-04-17 22:13:47
My issues is not that writing stuff is hard, but that it doesn't work right.
3  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Scene2D, utter tedious on: 2014-04-17 21:22:02
I have run into many issues with scene2d's ui stuff. It is sad that I have to say to stay away from it. There are focus issues, rendering issues where things get cutoff oddly. I have tried multiple version of libgdx but they all have the same issues.
4  Game Development / Newbie & Debugging Questions / Re: LWJGL - Drawing to a file. on: 2014-04-17 21:20:19
I would just let the client upload an image. If your game gets popular enough for people to reverse engineer it, then penis pics will be a small problem. And you do not have to have large images as thumbnails. Keep it at say 64x64 or so.

5  Games Center / Featured Games / Re: The Intergalactic Trashman - PLAYABLE ALPHA AVAILABLE!!! on: 2014-04-14 22:19:53
This is why libgdx needs a general level editor...
6  Discussions / Miscellaneous Topics / Re: What are Anti-Virus Developers Protecting us From? on: 2014-04-14 16:34:42
For us proud people who kinda know about add block and how that Arabian price does in fact not want to give you his fortune, AV is more of a hindrance then anything else.

All I have used is MSE and since then have never had issues. The occasional false positive but other then that no problems. I like MSE as it gives you a nice not so heavy bit of protection whilst not taking up much resources. I have tried a great many others and all have used huge ram and basically sandboxed the OS.
7  Game Development / Newbie & Debugging Questions / Re: OpenGL glColor3f interfering with textures? on: 2014-04-08 02:19:11
Actually, Drenuis that is the best way when using fixed function.

If you want a different color for each corner of a quad, you would call glColor4f four times.

If you call color4f with (1,1,1,0) and then call color3f with (1,1,1) the alpha still is 0, so for clarity you may as well use glcolor4f.

opiop65 is right.

8  Game Development / Performance Tuning / Re: Pixel Array Manipulation vs. Multiple DrawImage Calls on: 2014-04-08 00:41:53
Here, try drawing with a bufferedimage's graphics object and then try drawing with a volatile image's graphics contex. You can draw your own conclusion.

All BufferedImages are "Managed" Images be default. That is they start accelerated. You can draw buffered images onto accelerated surfaces quickly. An accelerated surface is basically a VolatileImage. You cannot draw to a bufferedimage quickly as it is not an accelerated surface.

In pseudo opengl:

BufferedImage  = texture
VolatileImage = FBO/render target
Buffered Strategy is backed by a Volatile Image a believe.

So drawing to a texture that is not set up to be drawn to is slow.

BufferedImages support AA/filtering/other such effects. Some are slower then others. Shape/polygon rendering is slower then image bliting.

VolatileImages can be drawn as well but not all operations are "fast".

All of this also depends on ones drivers as well.

I have done extensive trial and error testing much of this in my Retro project. So my proof behind what I say is not from documentation but experience. Realistically, NO one should be using java2D for anything other then a 4k contest.
9  Game Development / Performance Tuning / Re: Pixel Array Manipulation vs. Multiple DrawImage Calls on: 2014-04-07 22:11:16
I have found that the easiest, simplest, and for the most part fastest way to draw an image is via the "blit". If this is accelerated, it should be faster then direct manipulation.

2 reasons.

1. If it is accelerated, it will use opengl/directx which is faster then software rasterizing which is pixel manipulation.

2. Software rasterizing is slow. It will be faster then the "blit" if the "blit" is not accelerated as it will default to rasterization.
 
What can drop acceleration from images:

First you should be drawing using a buffer strategy or a volatile image. Drawing with a buffered images graphics object is not accelerated.

Grabbing the pixels from a bufferedimage will drop it from being accelerated. It is also slow.

Certain operations when drawing bufferedimages/volatile images drop into software. Things like drawArea/shape and different filtering settings. (AA, bi-cubic filtering, custom alpha composites)

Pixel manipulation via grabbing a buffered images pixels once, manipulating them and then drawing said buffered image will be faster if you want to do things that will drop acceleration as you can optimize better then the fall back the Java2D uses. 
10  Game Development / Newbie & Debugging Questions / Re: OpenGL glColor3f interfering with textures? on: 2014-04-07 22:01:39
I think it is the fixed function pipeline that is confusing because we are so object oriented today.

Basically, all calls to GL11 etc are state based. IE if you say glColor(1,1,1,1), everything that requires a color will pull from that state. So any time you want to change the color for something you need to change glColor. This is the same for all GL11 stuff.

I recommend creating some sort of batching using VBOs. It is not nearly as bad as it seems but you basically fill up arrays with data and send it to the GPU.
11  Game Development / Newbie & Debugging Questions / Re: OpenGL glColor3f interfering with textures? on: 2014-04-07 06:49:03
Really? OpenGL is state based. So when you say glColor4f(0,0,0,0) all fixed function drawing will use the current bound color which is (0,0,0,0).

If you want to "clear" the color after drawing something, just call glColor4f(1,1,1,1).

12  Game Development / Newbie & Debugging Questions / Re: Upgrading movement to use acceleration / deceleration, rather than static values on: 2014-03-30 01:56:24
Havn't done much outside of 2D but what works for very nice smooth movement is something like.

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public float friction;
public float speed;
public Vector2f vel;

public void update()
{
if(moveRight)
vel.x += speed;
if(moveLeft)
vel.x -= speed;

vel *= friction;
}


friction of like .98-.95 or so gives a nice deceleration for smooth movement.
13  Games Center / Showcase / Re: [WEB/Android Libgdx] To The Moon on: 2014-03-30 01:35:49
Even though it is basically a skin for flappy bird I love this. Kinda a meme fan.
14  Discussions / General Discussions / Re: 30 vs 60 vs 120 FPS on: 2014-03-20 17:24:19
I have found that the people who actually care about the perfect 120+fps are gamers. And I mean gamers not your average COD players. This means that the lowest common denominator doesn't care what the frame rate is as long as the game plays well.

Most people aren't rocking monitors above 120hz so why bother. It would be nice to have the game compatible for 60+ but they people with hardware to get that are even fewer. Its like those few PC (as we know consoles ain't hitting 120 anytime soon) gamers that have 120hz and the pimped hardware expect all this fancy stuff when they forget that their a small part of the market.

I think it will be a while before I look into 60+ fps as I don't have a monitor at above 60hz.
15  Discussions / General Discussions / Re: 30 vs 60 vs 120 FPS on: 2014-03-20 03:58:32
15-30 Huge difference.

30-60 More fluid but not as much as 15-30

60-120 I see a slight difference. That is I can tell but I need to really pay attention.

The human eye can pick up light from like miles away and detect flashes in tiny fractions of a second so of course we can see at more that 30/60/9999fps. The thing is, diminishing return. At how much faster do things need to run to get the return of more fluid movements. I think that 60 should be the standard. This is because 60 gives the best results without making things unreasonably slow.

What about gameplay? does it really effect it? If the simulation is at, say 60 logic cycles and someone plays at 120 fps, do they have an advantage? I know that input can be tied to framerate but we will say that the rate the frames show doesn't effect anything.

16  Discussions / General Discussions / 30 vs 60 vs 120 FPS on: 2014-03-20 03:38:17
So I did a quick search didn't find anything on this and was wondering. Do you think there are huge noticeable differences between 30, 60 and 120 fps? If so, by how much? Is 120 that much better than 60? Does the frame rate (not linked to logic) really effect game and by how much?

This is because some dude was ripping on me when I said that from 60 to 120 there isn't such a huge noticeable difference. Most wouldn't even care to notice.

Sorry if this was talked about already but I couldn't find anything.
17  Java Game APIs & Engines / Engines, Libraries and Tools / Re: [LibGDX]Particle Effects/emitter collection? on: 2014-03-20 03:33:47
Sorry you are right I should be more technical.

The reason why I think (again opinion) programs like this are bad (or not so useful) is because they are normally precomputed particle effects. They are sprite sheet generators or video generators used for compositing. Their systems can create nice effects but as they generally cannot be plugged into a framework, you get only one sprite sheet of the EXACT same effect. This makes them in the category programs like fumeFX and Afterburner (precomputed effects) which, although more expensive, produce much better results. Particle effects generated during the game give a much better and varied result. The topic was about real time particle effects for libgdx so these programs really do not belong here.

They do have a place in game dev if you want to use their generated result as an animated sprite which can yield very nice results with minimal effort. Sadly, fumeFX and the like give much higher quality effects.

If you look at the effects of most modern games (I am not talking Crysis here), they rival everything I have seen from programs like TimeLine which shows that you can generate better effects at during the game. This is not to say that you cannot get TimeLine to produce things of similar quality, but that the average effect I have seen from TimeLine doesn't depict the programs potential.

I could go into more detail on the above but, as is the reason why I do not explain everything fully normally, because most do not have the time (or want) to completely understand something but will instead take someones experience with it. This is bad and good as you can avoid pitfalls but can also avoid something good. TimeLine I say is one to avoid for the use of video game particle effects.

Also, I am not sure why you had such an aggressive response. Didn't think "half-assed" would illicit such a response. I have seen far worse on here let alone the whole of the interwebs. Need tougher skin. 
18  Game Development / Newbie & Debugging Questions / Re: Having trouble with the special drawing. on: 2014-03-19 17:32:12
Both please use paste bin next time. It makes the posts look much more readable.
19  Java Game APIs & Engines / Engines, Libraries and Tools / Re: [LibGDX]Particle Effects/emitter collection? on: 2014-03-19 17:25:41
hmmm...I really should get around to doing a "how to create good looking particle effects with libgdx's particle editor" as I think even the effects from TimelineFX and the such look half-assed. Best way to get great looking effects is to use something like fumeFX in 3dsmax or w/e then export to a sprite sheet for use as animated particles.

If you need some place hold stuff, here are some public domain animations

http://opengameart.org/content/more-explosions
http://opengameart.org/content/explosion-sheet

20  Game Development / Newbie & Debugging Questions / Re: How to transfer lighting code from vertex shader to fragment shader? on: 2014-03-19 17:18:42
hmmm....almost all integrated graphics chips in the last 6 years support shaders. At least the ones from intel. Not sure if you are using any special or more modern extensions/versions but generally DX9 means at least opengl 2.something and dx11 means at least opengl 3.something.

Also, why not google how to check what your computer supports? Or even better, use the bindings to opengl to find out.
21  Discussions / General Discussions / Re: The balance between quality and accessibility. on: 2014-03-18 05:07:13
I am guessing you are using java2d or some non-batching opengl rendering? I ask this as my first gen i5 with integrated graphics can quite easily do 50k sprites/particles. The bottle neck becomes fillrate which is a GPU limitation.  

I would say that you should not target the average gamer'ish desktop in the last 3-5 years as you are not going to make a game that visual can target that range. With the level of visual fidelity we can reasonably produce as indie game devs, most of our games should run on phones/tablets.

I say that you should make it run an on many computers as you can. I try and make sure everything can run at a steady 30-60 fps on my laptop. This is because my laptop is a POS. So if they can run on it, they can run on just about anything.

Final note. Profile profile profile.

22  Game Development / Newbie & Debugging Questions / Re: I am currently studying VBOs VAOs. (Q)uestion about instance copies. on: 2014-03-16 07:57:35
Its very easy to render small scene looking like minecraft.
You just slap all the vertices into 1 vbo and render it..
The tough part would be making infinite terrain like minecraft to render properly.

It's easy to make a scene that looks like minecraft and slightly hard to make infinite terrain. Hard part is coming up with an original idea.  Wink
23  Game Development / Game Play & Game Design / Re: Should I just use one thread - the main thread? on: 2014-03-16 03:40:34
Until things get slow do NOT worry about this.

Fact is, unless you are actually making a 'real' game (not tinkering or some small project) you will never need to worry about multithreading your game.
24  Java Game APIs & Engines / OpenGL Development / Re: VBO performance on: 2014-03-13 22:26:25
Anyway you could move some stuff such as rotation to a shader? May speed things up. Looks similar to what I used which I posted in I think the tutorials section. It is not using a VBO but the built in VA. I have since changed it to use a single interleaved buffer but still use the built in VA.
25  Discussions / General Discussions / Re: Family problems because of programming? on: 2014-03-13 22:22:08
I came out of my cave once and found that my entire family had been dead for 40+ years. Just bones. I guess that when you are so focused on something you don't see the other important things in your life.

 Tongue
26  Java Game APIs & Engines / OpenGL Development / Re: VBO performance on: 2014-03-13 21:56:29
That is so odd. On my laptops integrated gpu (first gen i5) I can push into 50K+ easily at solid 60. This is without any game logic so there is that but I would think that it wouldn't vary that much. I am sure your sprite batcher is more complicated then mine but it makes me wonder why it would be the bottle neck.



PS. multithreading...nice job man.
27  Java Game APIs & Engines / OpenGL Development / Re: VBO performance on: 2014-03-13 19:10:32
Tip on answering questions about opengl: Unless you REALLY know what you are talking about, do not say anything as you may confuse the person asking the question more then they already are.

Simple: Fixed Function/immediate mode should never be used. Especially because you can toss together a vertex array batcher for many types of data in a matter of minutes. The performance gain is at least an order of 10.



@pricec
I think you are hitting fillrate issues more than anything else. Even on lowend POS systems I can very easily get 10k+ sprites going at it. Problem is fillrate....its always fillrate.
I am sure you are doing culling when a sprite is outside the camera. Could use polygon meshes instead of quads/triangles_strips. Reduce overdraw via less composited stuff. Instead have the shadow part of the sprite or something similar. Just tossing ideas out.
28  Discussions / General Discussions / Re: A lack of appreciation on: 2014-03-06 04:00:59
medals...I don't think I ever look at someones medals nor post count nor rank when I read a post from them unless I do not know the name and think they may be new. I more about content/quality of post then anything else. I rarely give out medals even when I should mainly because I don't think they are important. It is nice to know that your time is appreciated though so I am not against the whole metal system.

I remember this one medal monger by the name of...what was it...raw4king? What happened to that guy? Kinda miss his stuff. 
29  Game Development / Newbie & Debugging Questions / Re: Do colored images take longer to load? on: 2014-03-05 23:59:30
Sorry for derailing here but I agree with Varkas. Programming is big obviously but there have been so many new topics that have literally been answer over and over again and are very much basic java type questions. Doesn't matter how fast, nice looking, or technical your game is, if it isn't fun it isn't a very good game.

I would rather no one posting then posting for the sake of posting. Those posts become useless noise.

30  Game Development / Newbie & Debugging Questions / Re: Do colored images take longer to load? on: 2014-03-05 10:37:08
...I do not get it. Googling would have been faster then starting a new thread. For the love of God google first. You have made 14 topics in what a month? Not trying to make you afraid of asking questions but really google before posting.
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