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1  Discussions / Miscellaneous Topics / Re: What's your "game dev dream" on: 2016-02-09 07:39:27
Thanks liquidnitrogen, yes that's a good idea to make them procedural. I didn't think of that, that's why I made many different versions of the same thing.
It might be nice to also animate everything individually, such as the leaves blowing aroind when a gust of wind sweeps through.
2  Discussions / Miscellaneous Topics / Re: Go has been cracked! on: 2016-02-09 06:25:30
How interesting, thanks for posting.
Your article mentions a few things about the hardware:

Quote
Like most state-of-the-art neural networks, DeepMind’s system runs atop machines equipped with graphics processing units, or GPUs. These chips were originally designed to render images for games and other graphics-intensive applications. But as it turns out, they’re also well suited to deep learning. Hassabis says DeepMind’s system works pretty well on a single computer equipped with a decent number of GPU chips, but for the match against Fan Hui, the researchers used a larger network of computers that spanned about 170 GPU cards and 1,200 standard processors, or CPUs. This larger computer network both trained the system and played the actual game, drawing on the results of the training.
3  Discussions / Miscellaneous Topics / Re: What's your "game dev dream" on: 2016-02-09 05:43:18
Personally, my dream project is an abstract, geometry based game, kind of like Geometry Wars mixed with RFLEX's retro aesthetic.
I like abstract geometric vector graphics too, I'm personally not fond pixel art.
Have you seen 'sins of a solar empire'? It's one of the best RTS games I've played in a LAN and could be done in a vector-graphics style.
4  Discussions / Miscellaneous Topics / Re: What's your "game dev dream" on: 2016-02-09 05:27:17
I would really like to make a 2D look down game which is not tile based but uses vectors for the map boundaries and obstacles. The maps would be set in a green forest similar to ags' Vangard, but perhaps with a more Japanese blossom-style landscape.
The game style would be similar to either Diablo or Pokemon in terms of how the characters battle. But the graphics would not be isometric, just layered 2D vector graphics with gradients.
Ideally the game would have some kind of educational tilt, helping to learn either maths or economics. But that is asking a lot I know, I'd settle for a hack and slash!
Here is some mock up art i did in inkscape, experimenting with the graphics style.



5  Discussions / Business and Project Management Discussions / Re: Naturact! A terraria-like with a twist. Need parterns to continue development! on: 2016-02-06 02:18:15
This is not constructive criticism guys.
xtremegames's Naturact is quite impressive and you would be lucky if he let you join his team.
6  Game Development / Newbie & Debugging Questions / Re: Chunks? Chunk loading and unloading? on: 2016-02-01 12:29:32
Hi, I'm not an expert in this field, but I read once that Minecraft used procedural terrain generation formulas to populate chunks with data. Because the formulas such as sin and cos functions go forever the terrain can go forever, hence the infinite maps. The tile array chunk can be loaded as the player approaches.
Hopefully that gives you some keywords to Google.
Cheers,
Keith
7  Discussions / General Discussions / Re: Oracle kills webstart on: 2016-01-30 01:11:34
Even if the client has a pre-installed JVM and the browser allows the download of the webstart jnlp file, webstart won't launch your game unless you've purchased a certificate and signed your game files with it which is prohibitive for most of us hobbyist developers.
8  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-01-27 15:08:20
Distance field fonts!
...

It very impressive, rendering text in openGL is a much bigger pain than it should be. Well done for making it as easy as java2D's drawString.
I hate to be a nit-picker, but is there a thin vertical white artifact (|) between some letters? Such as before the first i in '|ipsum', and on the second line before the second i in 'suscip|it'. Seems to only affect i's as far as I can tell.
9  Game Development / Game Mechanics / Re: 2D point in polygon algorithm on: 2016-01-25 01:37:13
Kai

If you draw a 5 pointed star (https://en.wikipedia.org/wiki/List_of_regular_polytopes_and_compounds#/media/File:Star_polygon_5-2.svg) you get overlapping (but its a continuous drawn polygon), the centre part of the star is currently seen as "out" when it is actually "in" but the 5 points of the star show correctly "in".

This is an example where the odd / even test fails.

The winding number algo is more accurate and potentially faster (http://geomalgorithms.com/a03-_inclusion.html). Most packages seem to offer both methods so it might be good to be able to select either algorithm depending on whether you have basic geometry or complex.


That's interesting. But the exclusion of self-intersecting polygons is a reasonable restriction.
10  Game Development / Game Mechanics / Re: 2D point in polygon algorithm on: 2016-01-23 10:03:22
Your optimisation is clever.
Just one small thing to keep in mind. Since your ray is a horizontal line, and many games use shapes with horizontal lines such as axis aligned bounding boxes aabb's, the ray-polygon line test may often be a collinear overlapping line test which is a special case that will cause problems with your line line intersection method.

One method to overcome the problem but still keep your clever optimisation is to offset the testing point slightly by adding a small amount like 0.0001 to its y coordinate so then the casting ray is less likely to be collinear with the polygon line.

EDIT: an interesting trove of 2D geometry is JTS, java topology suite. It prioritises stability over speed, however the algorithms are interesting.
11  Games Center / WIP games, tools & toy projects / Re: Vangard on: 2016-01-21 04:57:50
balancing the economy in a game is easier than balancing it in real life. There's no outcome or income you don't have information on, and you know exactly what entity needs what and so forth. So I guess you just need to lay it on paper and sort it out Pointing
This is called a general equilibrium (GE) model and you're right, if you know all of the agent's preferences (utility curves) and initial wealth (endowments) then it may be possible to figure out the general equilibrium prices of all goods. However there might be more than one equilibrium, or even none. Also, the way that you get to that equilibrium is not very well understood in economic theory.
https://en.wikipedia.org/wiki/General_equilibrium_theory

Quote from: Riven
I'd argue the opposite: 7 billion minds (and the forces of nature) are constantly balancing the economy. Good luck to you indeed!

That's a fair point, there's a type of model called an 'Agent based computational model' (ABC) which tries to represent all the random people in an economy. This sounds like what ags1 has created in his game:
https://en.wikipedia.org/wiki/Agent-based_computational_economics

The general equilibrium models usually have trouble dealing with heterogeneous agents but the ABC models are better in this regard and appear to resemble reality more closely than the GE models which usually assume that everyone has the same preferences and are rational economic maximisers with perfect information.

Interesting work on Vangard ags1, will be cool to see how your computer game economy works out. I've heard that in MMO games, humans tend to hoard and dump products and generally act irrationally which can make the balance between fun and the realness of the economy difficult.
Sounds like most of your players are computer-controlled so maybe this won't be a problem.
I like the polygon graphics and bright green artsyle too.

By the way, be careful that your agents in the game don't create their own game with their own economy, and so on, or else there might be tragic consequences!
https://en.wikipedia.org/wiki/World_on_a_Wire
12  Game Development / Newbie & Debugging Questions / Re: Learn to make game engine from scratch or learn existing game engine? on: 2016-01-07 02:34:44
CommanderKeith: I don't think applets dying are a pitty.. persecutioncomplex
.

Yes it's true that applets were never well implemented by sun. But the lwjgl guys including kappa did a very good job of the lwjgl applet loader. Marcus Person, who used this applet loader, actually attributed some of the success of Minecraft to the ability of potential customers to try the demo applet game in their browsers without installing anything, since most had java installed already in those days.
It's a big pity that applets are no longer supported. Our java code must be turned into JavaScript now.
13  Game Development / Newbie & Debugging Questions / Re: Learn to make game engine from scratch or learn existing game engine? on: 2016-01-06 11:37:07
There's also the issue that java games can't be distributed as applets anymore which is a real pity. Executables are the only real way to go to distribute your java game.
There appears to be a trend that many non-AAA games, such as casual games and so on are being programmed in javascript perhaps with webGL targetting the browser, iOS objective-C targetting the iPhone, and java targeting android phones.
You might want to keep this in mind when choosing an engine and language.
Thankfully libGDX can be coded in java and compiled or transpiled to all of those platforms.
14  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-01-01 14:25:44
Haha, I have to stop reading your posts literally.

That's interesting about the feed in tariff, i didn't realise that it exists in different countries. They had it here too but it just ran out and was not extended as far as I know.
There's a pay back calculator here which is interesting, and you're right that its a 5yr payback. It's calibrated to australia but you could substitute dutch figures:

http://www.solarchoice.net.au/blog/solar-power-system-payback-calculator

However the firm who made this model are obviously selling solar panels so they use over optimistic inputs such as 70 percent usage of the solar power even though you're not at home using power while at work.
15  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-01-01 13:59:40
Thank goodness you're ok! That's pretty unlucky that the window frame came loose. Geez, you could have broken your back or neck. You must have fallen into some bushes that broke the fall?

I was also looking into solar power, but when I realised how little electricity I use during the day when I'm at work and the sun is shining, I ditched the idea.
Before solar is economical, I think that Tesla or some other company have to make cheaper batteries. Here's an interesting article about that:
http://www.forbes.com/sites/christopherhelman/2015/05/01/why-teslas-powerwall-is-just-another-toy-for-rich-green-people/
16  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-01-01 05:06:35
Happy new year to all!
I had a very quiet new years eve at home.
I learned a little about how to use mathematica. It's a cool program, really takes the grunt work out of solving equations and differentiation.
Being able to just type a new function and see how a formulaic model is affected is really cool, instead of working through all the algebra by hand which can take days and I'm never totally sure that I did it right.
But I'm surprised at how few tutorials I could find. Many are very slow and boring videos, whereas I learn better from written examples with explanations. I guess mathematica mustn't be a hugely popular program.
17  Games Center / Showcase / Re: Beard Man on: 2015-12-31 10:18:28
It's a great game, especially for the graphics. The beard theme is comical.
I think the introduction should say that you drag down to fly up. It took me a long time to work it out. Also maybe have no walls for the first 10 seconds so the player gets the hang of it.
Nice job. Looks polished
18  Game Development / Game Play & Game Design / Re: Fatigue as a design element on: 2015-12-28 01:44:35
It's an interesting concept and would be a cool effect in a horror game or zombie survival game.
I agree that players might be frustrated by any lag, un-focused rendering, background noise and general fuzziness. It might even give players a headache.
There is a technique that makes games more fun by rationing play time:
http://yukaichou.com/gamification-study/8-core-drives-gamification-6-scarcity-impatience/
This effect of yours could kick in after a set time and make game play so difficult that the player has to give up and wait for a while before playing again.
19  Game Development / Game Mechanics / Re: 2D shooter game weapon class structure on: 2015-12-21 03:36:16
Hi Greenlantern101,
I think your work is great, and I'm looking forward to see the 2D game you make!

I've noticed 3 main ways to structure the data:
-Inheritance by sub-classing which is simple but a little restrictive and often to keep flexibility you end up with a hollow 'Weapon' class that barely has any member data.

-Interfaces which allow a 'Laser' class to implement different interfaces such as 'Equipable', 'Weapon', 'Renderable' and so on with the corresponding methods which are all implemented in the individual Laser class. This is the pattern that most programmers use here I believe. The problem with this is code repetition since every Laser, MachineGun, and so on class will have the same code to do basic things like fire a bullet. But in Java 8 I think that interfaces can now hold some non-abstract methods which might mitigate this downside, though I haven't tried it.
There is wider support for this Object Oriented composition pattern over the inheritance structure, it's called 'Composition over Inheritance':
https://en.wikipedia.org/wiki/Composition_over_inheritance

-Entity component systems which are quite controversial on this forum with clever people arguing for and against them. I haven't tried it, but there's some info about it here:
https://en.wikipedia.org/wiki/Entity_component_system#cite_note-4
Adam Martin used to frequent this forum many years ago as Blahblahblah and wrote this article which inspired a lot of interest in ECS:
http://t-machine.org/index.php/2007/09/03/entity-systems-are-the-future-of-mmog-development-part-1/

Cheers,
Keith
20  Discussions / General Discussions / Re: SMF is falling apart. on: 2015-12-09 10:42:30
There will be a new frontend and a new backend, as both are in a deplorable state. Pointing

That's a Herculean task! I don't doubt that you can do it, but you shouldn't feel obliged to bear it solo. Feel free to farm out any dreary jobs to us.
For example, will you carry over all of the old forum posts and personal messages? I imagine that would be a nightmare, but something that we could help with once the new back end design is settled.
21  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-12-09 10:34:02
Ah I see, that's interesting.
Quote
About Video - I wonder.. where old people go to work, because the max age of the employees there 27-30 years old.
I am not Chinese, but I listened to a talk about the Chinese labour market once. The speaker said that many of the factory workers are from rural towns. They go to the city factories to earn as much as possible then go back home to start a family, probably by the time they are 30 I assume.
In China there are a huge amount of rural villagers who wish to go to the cities to work, but they are restricted by a formal government-enforced sort of class system called Hukuo:
https://en.wikipedia.org/wiki/Hukou_system#Rationale
This might explain why the Chinese who are allowed to work in the factories see themselves as the winners, since there are many  in rural towns who would happily take their place if they were allowed.
22  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-12-09 07:42:20
Yesterday I watch this
https://www.youtube.com/watch?v=h1_XAuJ8qCc

No comments – simple share funny moments of my life ^^


Interesting video. Did you use to work at Foxconn?
23  Discussions / General Discussions / Re: SMF is falling apart. on: 2015-12-08 07:30:03
Your efforts are greatly appreciated Riven.

Of course I wouldn't expect one person to attempt this by themselves, but is it too crazy to suggest making our own forum in java or adapting the jforum2 software to our needs?

https://code.google.com/p/jforum2/

The Sims 3 forums are based on jforum and are quite beautiful:

http://forum.thesims3.com/jforum/forums/list.page

The jforum2 project is not being actively developed. It is in bug-fix mode. However, it is complete. It's the best java forum software that I could find.
24  Discussions / Miscellaneous Topics / Re: How to disable the DOTA game on my LAN? on: 2015-11-26 10:55:05
It's very kind of you to try and help your brother this way.
Something you might try is to get your brother addicted to making games rather than playing them. That's how I transitioned from gamer to amateur coder.
Here is an interesting article about what makes games addictive, which might make him see the pointlessness of game addiction and the hooks that he is falling for:
http://www.yukaichou.com/gamification-study/world-of-warcraft-gamification/#.VlbjxXbvM0M
Good luck!
25  Games Center / Android Showcase / Re: Cashdefense - Cashflow Simulation on: 2015-11-25 09:27:38
Hi,
Yes I see what you mean about the playability, good point.
Rather than make all debt have such punitive interest rates of 2% per month, perhaps you could ration it like the way banks do in real life using some kind of maximum debt servicing ratio or loan to valuation ratio. So you can't borrow any more when your interest expense is more than say 35% of your annual income (the definition of mortgage stress in some countries) or when your LVR is more than 80 or 90%.
Just some ideas.
It's a really clever game, I like it. I'm doing research into finance and economics and often think about these things. You must be a business student as well?
It's funny how you say that having lots of cheap debt would make the game too easy, since that is what has happened in real life with zero interest rates and quantitative easing in most of the world's biggest economies. House and share prices have ballooned significantly, arguably buoyed by cheap debt.
26  Games Center / Android Showcase / Re: Cashdefense - Cashflow Simulation on: 2015-11-24 08:33:18
Hi,
I played 4 times and enjoyed figuring out how it works.
The different goals of cash and wealth versus popularity and life goals is interesting. I wonder why you only put cash as the 'score' visible at the top?
There are many humourous things like the 'physical relationship' option with the rabbit icon and the comment that 'Mom still likes you' for low popularity.
There is no option to buy shares which is a common investment, perhaps that could be included in addition to property.
One thing that I thought was unusual was that borrowing to invest in real estate was at the very high rate of 2% per month, whereas the capital appreciation of the real estate asset was only 2% per year. That explains why the debt snowballs so quickly. Perhaps personal unsecured debt funding non-investment assets should attract higher interest rates while personal secured debt funding investment assets such as property or shares should have a lower interest rate, as in real life.
I found your game entertaining and liked it. It's well thought out, even the way you die at 71 if you don't do sport! Lol.
A score timeline of your different stats would be interesting.
Cheers,
Keith
27  Game Development / Newbie & Debugging Questions / Re: Lwjgl to browser. on: 2015-11-19 16:23:49
Adding to the list, forum member SHC recently released an interesting webGL library 'webgl4j' that is designed to work similarly to lwjgl:

http://www.java-gaming.org/topics/webgl4j-simple-gwt-based-webgl-wrapper-for-java/36783/view.html
28  Games Center / WIP games, tools & toy projects / Re: Isotröma on: 2015-10-22 15:13:25
It's impressive, the graphics and lights are very nice.
The scene reminds me of the film noire blade runner
29  Game Development / Shared Code / Re: Extremely Fast sine/cosine on: 2015-10-06 02:15:11
Quote
Quote
..the worst possible professors at my uni...
They're paid to help you.  Any time I type in information here I'm putting my hand in my pocket and throwing cash out the window the entire time I'm typing.  Seems pretty understandable that my willingness to do so is rather limited.
Lol, you must be an economist as well as a mathematician and programmer!
As someone who obviously understand opportunity cost, do you contribute to open source software? A truly rational person would not, it seems, since it's a complete waste of time. Yet may programmers do, for the fame, notoriety or feel-good emotion that they're part of something bigger than themselves.
I'm not faulting you and I appreciate your maths posts and your humour, demonstrated here. I just wonder how you can justify your actions based solely on opportunity cost.
30  Discussions / Miscellaneous Topics / Re: Two supermassive black holes discovered in close orbit, possible merger on: 2015-09-25 02:05:27
Interesting article, thanks for posting!
Unfortunately we will not see the result:
Quote
The two supermassive black holes of PG 1302-102 will not remain in their absurdly fast orbit forever. Rather, they’re expected to spiral into one another and merge in about a million years.

I don't really understand how the event horizon of a black hole can stop light and matter escaping yet the force of gravity still escapes and interacts with everything else like normal.
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