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1  Java Game APIs & Engines / Engines, Libraries and Tools / Re: JOML 1.8.0 Release on: 2016-10-22 18:59:28
Yes.  The trick is range reduction since atan doesn't converge as fast.  So there are many more choice trade-offs.

That's great news! Are these trade-offs done automatically by sollya or does it need manual tuning?

2  Java Game APIs & Engines / Engines, Libraries and Tools / Re: JOML 1.8.0 Release on: 2016-10-22 18:05:05
Is it possible to make an atan2 approximation using the sollya method you used to make this great sin approximation?

I see that atan2 is not continuous and has vertical asymptotes so would an approximation using this polynomial-fitting method be very good?
3  Java Game APIs & Engines / Engines, Libraries and Tools / Re: JOML 1.8.0 Release on: 2016-10-22 15:25:41
Very interesting.

I made some small additions to Roquen's code to do a little micro-benchmark of the different Math.sin approximation methods referenced in this and other threads between zero and +Math.PI. Thanks to Roquen, Kai, theagentd and Riven for contributing their different fast sin methods.

Here are the micro-benchmark results:

Math.sin nanos per operation: 92.64692352
original nanos per operation: 15.45626018
horner nanos per operation: 12.8026165
range nanos per operation: 9.38279252
newk nanos per operation: 9.22229814
sin_9 nanos per operation: 7.35209479
sin_theagentd_lookup nanos per operation: 9.73315193
sinHalf nanos per operation: 7.10601857
sinFull nanos per operation: 6.19737146

I have little confidence in my own benchmarking abilities, but I did notice that these results are similar to Riven's given here ( Riven's sinHalf and sinFull methods take about 7% of the time needed for the Math.sin function in his test and in mine here.
Riven's SinHalf lookup table method is the fastest. Roquen's interesting sin_9 method is only marginally slower but I suspect it has far greater accuracy. The speed of Roquen's newk method given it's level of accuracy is pretty incredible.

I wanted to include the error table that Roquen showed and include Riven's methods too, but I did something wrong with measuring the error of Riven's look up tables since it was negative, so I won't post that error output until I have time to investigate.

Here is the code that I threw together to do these benchmarks. Apologies for the poor organisation. You may have to run it with the -Xmx6000M VM option to avoid running out of memory or else change the line "int numTestValues = 100000000;" to something smaller.

A big thank you to Roquen, Kai, theagentd and Riven for their code.
4  Java Game APIs & Engines / Engines, Libraries and Tools / Re: JOML 1.8.0 Release on: 2016-10-20 10:09:12
Is it that the error 'e' actually got smaller on the second print rather than bigger, so 5.881719777889316E-9 < 5.881720110956223E-9 ?
5  Java Game APIs & Engines / Engines, Libraries and Tools / Re: JOML 1.8.0 Release on: 2016-10-17 22:08:47
Impressive, thank you. I'll try to run your code and do a test to see how much faster this approximation is.
By the way, what is your job or study area?
6  Java Game APIs & Engines / Engines, Libraries and Tools / Re: JOML 1.8.0 Release on: 2016-10-16 12:27:52
Thanks, interesting to read about that software package Sollya. It looks difficult to use for non mathematicians, I couldn't see any sin approximation function there ready-made. I assume that you used it to make one yourself somehow for those nth degree polynomials?
7  Java Game APIs & Engines / Engines, Libraries and Tools / Re: JOML 1.8.0 Release on: 2016-10-16 09:42:04
Is that a graph of the error compared to Math.sin of the different approximations 'order-9, order-11', etc?
What is the 'n' on the y-axis?
8  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-10-03 11:22:32
What I did... actually over the weekend... was I've finally decided to bite the bullet and figure out coding a modern OpenGL application. I knew the pre v2 OGL pretty well and I figured it was time to take the plunge.  It's been fun.  Using "3D Game Development with LWJGL" GitBook as a guide.

How incredible that this book is freely available. I notice that it doesn't have a listed author, strange. Open source is incredible.
I'd like to ask the author about their experiences using GitBook.
If Wikipedia were not invented yet and someone thought of making it, I wonder if they would use Git rather than develop its current system again from scratch.
In my limited experience, Git appears very efficient, fully undo-able and fine for even small updates on very large projects.
9  Discussions / General Discussions / Re: Excelsior JET Standard set free, first beta for Linux/ARM released on: 2016-09-30 17:49:24 no cost. The license is perpetual and permits commercial use

Quote from: tberthel
The free version is not for commercial use.

Apparently it is for commercial use. That's very generous, thanks dleskov.
10  Discussions / General Discussions / Re: Comparison between 2 IDE's - Netbeans and Eclipse on: 2016-09-14 13:54:19
Hey you're up there with the big guns as an initial contributor, nice!
James Gosling (Liquid Robotics)
Neil C. Smith (PRAXIS Live)
11  Games Center / WIP games, tools & toy projects / Re: Frequent Flyer, a small shoot-em-up game on: 2016-09-13 14:09:29
Played well, worked first time on Chrome windows 10 with zero fuss, nice work. 
Good gameplay, but maybe a small radar mini map would be good to know where the action is.
12  Games Center / WIP games, tools & toy projects / Re: First Recon - Small Online First Person Shooter on: 2016-09-10 10:20:49
TPS 200.

Ping 300. There appears to be a teleporting bug when I play now, I kept on going back in time. Maybe it's the high ping?
13  Games Center / WIP games, tools & toy projects / Re: PFTheremin on: 2016-09-09 13:27:35
Nice app, worked fine for me on windows 10 java 8.
The default settings make a spooky wail. Will be interesting to see how you and others tune and use it.
I have no experience in how to make or use sound but intend to learn one day.
14  Games Center / WIP games, tools & toy projects / Re: First Recon - Small Online First Person Shooter on: 2016-09-09 12:25:12
Very nice graphics, impressive work. Reminds me of the fun old days playing counterstrike!
I did notice that when I was just standing without moving that the screen appeared to bump up and down very slightly as if the physics of me standing there was not quite right.
With jumping, I managed to get on top of the fire truck and break out of the pen which was funny.
Nobody was online when I tried it, but I'm looking forward to fragging some people!
Keep up the great work  Cool
15  Discussions / General Discussions / Pokemon GO 'augmented reality' game on: 2016-07-11 21:46:26
Pokemon GO is very popular here and appears to use Google maps, GPS and the phone's camera to catch Pokemon.

In the United States, by July 8 - two days after its release - it was installed on more than 5 percent of Android devices in the country, according to web analytics firm SimilarWeb.

It is now on more Android phones than dating app Tinder and its rate of daily active users was neck and neck with social network Twitter, the analytics firm said. The game is also being played an average of 43 minutes a day, more time spent than on WhatsApp or Instagram, it added.
16  Game Development / Shared Code / Re: Quark - Game Framework on: 2016-06-22 09:35:06
Cool stuff, both demos displayed for me and I was able to move with WASD.
I've never heard of TeaVM before. An interesting java byte-code to javascript compiler.
17  Games Center / WIP games, tools & toy projects / Re: Drift Team on: 2016-06-19 08:05:10
Cool game, controls and camera are nice.
Would be cool if you could bump the AI players. I couldn't seem to affect them at all when I tried to fish tail them or bump them off course.
18  Discussions / General Discussions / Re: Question: Bit-exact floats on different computers? on: 2016-06-16 11:19:16
KevGlass made a networked game using perfect determinism with strictfp that was a success. I forget which game that was but I found this old discussion about it on google:
[EDIT, found it]:

My little networked game used Roquen's approach where the server is always right. But I used a funny setup to update the clients where the server would send an old game world's state which was then updated to the present by the clients. This happened every few seconds.  
There's some detail about it here:

I wasn't happy with the end result since there was noticeable frame drop when the big update occurred to get the old server world up to date by applying all of the events and updates. But perhaps it could be refined some more.

I'll be interested to see how you deal with the networked game problem.
19  Java Game APIs & Engines / Engines, Libraries and Tools / Re: LWJGL 3 - LMDB bindings on: 2016-06-07 14:50:15
It's a pity to de-motivate the project lead like that. The main currency in open-source projects is respect, fame and the warm feeling of being altruistic and you've painted a sorry picture of them all! 

Whether or not LWJGL is truly lightweight, it's open source and can easily be forked.
If it's also modular as promised, even better. Making separate Git projects out of it is another good solution and can always be done in the future.

I don't think that Spasi's additions do any harm and he brings up interesting libraries that I'd never heard of before since they're not in the java ecosystem, but appear to be best practice in the C world. Putting together a bare bones 'best practice' game dev library is useful. I imagine that it's also easier to manage build scripts and forums and what-not by combining all these projects into one, saving Spasi's and others' precious time.

The huge amount of work that Spasi has put into LWJGL3 and the sister-projects should be celebrated. It is judging by his medal count! It's a shame to criticise him for going even further beyond the call of duty by including extra interesting stuff.

What LWJGL 3 is now is a vast collection of bindings, most of which are irrelevant to most people. What this means is that maintenance effort is going to be simply non-existent on it, and once you (eventually) grow tired of it, and you will, it'll just stagnate and get bitrot and become a large legacy which will distract people from otherwise creating separate efforts to solve specific issues.

I lost interest in maintaining LWJGL after a few years of developing on it, largely because it did everything I needed it to by that point, and also because I was seeing virtually no return on my efforts. I watched Markus accumulate two and a half billion dollars on the back of the literally months and months of effort I'd put in on the library he used to catapult himself into the realms of the unspeakably rich with barely so much as a thankyou, and that, for me, was the point at which I decided I couldn't be arsed with open source any more. I only have so much time left in the world and a lot of things I'd like to do, and making Markus richer wasn't on the list, so I diverted my efforts elsewhere. At some point, you too will find something more interesting and distracting, and you'll be leaving behind a huge, huge pile of stuff which no-one except you really cares too much about.
That's a shame that you feel that way. I think you know there's more to life than cash and fame, you probably just had a rotten day.
Think of all the mathematicians, scientists, engineers and writers who did amazing things and didn't get paid a cent for their life's work. They're not losers for being hard working and altruistic, they toiled for a purpose above themselves which added to their sense of life fulfillment and contributed to better living standards for everyone.
I mean, why do you think that the super wealthy always create universities named after themselves such as Stanford, Yale and Duke? It's a cliche, but making a ton of money above the average income doesn't fulfill life's higher aims.
As a LWJGL dev you should be proud to have contributed to the sensation that was Minecraft. Markus wasn't obliged to reflect any cash or fame on the downstream tech that he used. From memory he did have a credits page on which linked to LWJGL and generated much interest there and also here at JGO, promoting Spasi and princec and all the other LWJGL devs which will help them get work in the future on anything graphics and game-related, in addition to respect in the game-dev community.
I'm sure Markus will drop in one day to remember the good old times and thank everyone who made tech like LWJGL.
Thanks to all the devs who made and continue to make lwjgl, java,, libgdx, and all the other incredible projects  Cool
20  Game Development / Game Mechanics / Re: Hardware-like software cursor. on: 2016-05-02 14:30:57
I (honestly) was thinking about that solution too - but it makes your (gameplay) framerate issues even worse, especially when vsync is on.
If it's dynamic enough and only activates at <half the monitor's refresh rate, it should be OK. It might improve the perceived responsibility.
Could you also just repaint the small cursor and the small 'dirty' section where it used to be painted? Might save some time.
21  Discussions / Miscellaneous Topics / St Petersburg paradox on: 2016-05-02 13:05:23
This is not related to java, it's a maths problem.
I was wondering if any of the many smart maths people here could take a look at this problem about the St Petersburg paradox? I posted it on MathExchange but the dweebs there put my question 'on hold' for some reason.

I've tried to verify the below quoted statements on wikipedia because I think they're mixed up:

"For example, with log utility a millionaire should be willing to pay up to $10.94, a person with 1000 should pay up to 5.94, a person with 2 should pay up to 2, and a person with 0.60 should borrow 0.87 and pay up to 1.47."

According to my simulation of results in a spreadsheet, I calculate that a natural logarithm utility function player with an initial wealth of 1000 (not a million) would pay a maximum of 10.95, rounded to the nearest cent, to participate once in the game. Here is a link to my spreadsheet simulation calculations that demonstrate my above findings that a player with 1000 initial wealth will only pay 10.95, not 5.94 as is stated in the wikipedia article.
Apologies if I've made a silly error. Just wanted to check.

22  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-04-20 04:51:35
Azul Systems have ported OpenJDK to run natively on ARM - I'll be evaluating it soon. I imagine it to be more or less the same as the Oracle offering, performance wise (that is, very good indeed).

Cas Smiley
That's exciting. I found the announcement about it here:
Too bad that I bought a 64 bit ARM board rather than a 32 bit one. This Azul JVM is only for 32 bit.
Will be interesting to hear your experiences with it on the raspberry pi 3.
23  Games Center / Showcase / Re: Amoebam - LD35 Compo Entry on: 2016-04-19 13:05:48
Worked well for me, chrome windows 7 html5.
Impressive for one weekend.
But I must say it's pretty hard! I could barely finish the last jump in the tutorial. And then trying to kill the enemies without being able to shoot while jumping was tough. But I expect that these little things are very hard to iron out in such a short time.
Nice work overall. Finishing a jam with something to show is a victory in itself  Cool
24  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-04-19 12:59:46
One thing that seems strange is this quote from the UDOOx86 kickstarter:
"Quad Core 64-bit new-generation x86 processors"

I thought x86 meant 32 bit?
Given that the processor is actually 64 bit, shouldn't the whole project be called the UDOOx64 rather than UDOOx86  Huh

25  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-04-19 12:51:30
Link share Wink
- X86
- Intel® Quad Core up to 2.24 GHz
- 4 GB of RAM
Estimated delivery: Nov 2016
X86 - Win ^^
Interesting board, thanks for sharing.
I see that the power consumption is said to be between 5 and 6 Watts which is only double or triple the ARM boards.
Here are the board's processor specs for the Intel® Celeron® Processor N3160 (2M Cache, up to 2.24 GHz).

Interesting to see that it's a Celeron which as a desktop has a bad reputation for being slow but comparable to the ARM boards it must be relatively faster. I notice that this incarnation of the celeron was released in 2016Q1.
I hope this UDOOx86 board takes off and gives rise to lots more competition. One of the pains with the ARM boards is that few programs work with them. Even java is a pain to run on ARM since Oracle attempt to charge a licensing fee for the embedded Oracle JDK if you distribute a commercial program, unlike the regular JVM.
Also, I haven't been able to find an ARM64 headful (graphics capable) Oracle JVM, embedded or not. This is not a big problem since the openJDK arm64 JVM works headful but I suspect that it's slower than the oracle one.
Having a fast and power-efficient x86 board would be great from a software point of view since ordinary java will work on it. Also, the linux operating systems on x86 are fully functional and stable, unlike arm64 which is a big headache. For example, Chromium browser doesn't work on Ubuntu arm64 at the moment, among other driver and OS problems:
26  Game Development / Networking & Multiplayer / Re: Kryonet hosting? Where and how? on: 2016-04-12 06:51:24
I use ramnode and have been impressed with how cheap it is at $5 per month with 2 cores.
Also, in the last few years I've never had to restart the server. I guess that's Linux and Java stability.

Sounds like you're using libgdx, but if you end up running tomcat for a website, Java melody is very handy

27  Games Center / Showcase / Re: Age of Conquest IV for PC, Mac, Linux, Android & iOS (Strategy/WEGO) on: 2016-04-07 14:16:57
Yes the scrolling works well, I was just commenting about how the window itself wasn't maximised, it took up only about 3/4 of the screen. Seems like a fully expanded default window would be better for immersion and so on. I am using windows 7.
28  Games Center / Showcase / Re: Age of Conquest IV for PC, Mac, Linux, Android & iOS (Strategy/WEGO) on: 2016-04-06 13:19:58
I downloaded it and it worked well. I must say I was very surprised and happy to see that the game is largely free, I was only expecting a demo.

The graphics, smoothness and responsiveness were great. The resizable-window was cool, rather than full screen exclusive. But perhaps the window should be maximised by default rather than small because then it would be easier to scroll by moving the mouse to the screen edge like a normal RTS. The ctrl - mouse wheel zoom is a great idea.

I did the tutorial and to be honest I didn't get a good feeling for how the game is supposed to work. I was a little confused about which territory was mine since I could see all territories. The intro mentioned Rome, but my people seemed to be in North Italy or France. I couldn't seem to control the Rome city. Perhaps a pulsating colour on your own territories would make it more obvious which cities are yours.
It's not clear how to move troops, I expected to slide them from where they were to where I wanted them to go, like Civ2. I did attack a town but then I couldn't find my troops anymore and couldn't seem to attack anything else. I had to google what the acronym WEGO is, it might be worth writing what it means.

Perhaps a 2 minute youtube video detailing how to do things before the tutorial would be nice.

Overall, it looks like a great game and I intend to give it more time this weekend.

EDIT: forgot to say, WEGO is a great idea, especially for multiplayer where it is super frustrating waiting for other players. Here's a definition for those  like me who don't know what WEGO is:
Turn-based games come in two main forms depending on whether, within a turn, players play simultaneously or take their turns in sequence. The former games fall under the category of simultaneously-executed games (also called phase-based or "We-Go"), with Diplomacy being a notable example of this style of game.
The WEGO system is this:   Everyone issues their orders for the turn at the same time.  You hit "End Turn" and all side's actions are made at the same time.  It eliminates the unbalanced turn-based part but also adds an extra dimension by attempting to anticipate what your enemy might do while your orders are being carried out.
29  Games Center / Showcase / Re: Age of Conquest IV for PC, Mac, Linux, Android & iOS (Strategy/WEGO) on: 2016-04-06 09:34:18
This looks very impressive, similar to Risk and Diplomacy (board games) or Civilisation (PC).
Well done implementing the multiplayer aspect. I'm looking forward to trying it.
30  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-04-04 14:37:04
To add to Grunnts' point, students and teachers at uni are very interesting and you'll probably enjoy meeting new friends and colleagues more than anything else. It's one of the few real (non-internet) forums where you can have an in-depth technical debate about topics that you're interested in. I'm still studying and it's a high point in my week when I have a class with a knowledgeable teacher who can provide some new ways of looking at a problem that I wasn't aware of.

University is not actually a big commitment since you can quit at any moment and start work. If you find that the benefit of what you're learning is less than the cost of fees and missed wages then just take a break and start work.
But while you look for a job, you may as well start uni and see what it's like. That way you'll not have the fear of missing out.
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List of Learning Resources
by elect
2016-09-09 09:47:55

List of Learning Resources
by elect
2016-09-08 09:47:20

List of Learning Resources
by elect
2016-09-08 09:46:51

List of Learning Resources
by elect
2016-09-08 09:46:27

List of Learning Resources
by elect
2016-09-08 09:45:41

List of Learning Resources
by elect
2016-09-08 08:39:20

List of Learning Resources
by elect
2016-09-08 08:38:19

Rendering resources
by Roquen
2016-08-08 05:55:21 is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑
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