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1  Discussions / Business and Project Management Discussions / Re: Crowdfunding in 27 Easy Steps video on: 2016-12-06 01:05:42
I was reading about the interesting survivorship bias recently:
https://en.wikipedia.org/wiki/Survivorship_bias#In_the_military

Survivorship bias is where we draw conclusions from the evidence that we see, ignoring the cases that we don't see because they failed and we never heard about them. This leads us to base our conclusions on the exceptions.

It's very kind of Catharsis to share his experiences so we're not mis-guided by the kickstarter success stories where the entrepreneur was probably just lucky. As they say, shit happens, so don't blame yourself for failures, and 'fortune favours the bold', so keep on trying.

Quote
I'm surprised that a company would make its "business model" one of repeatedly going back to KickStarter. Don't most people think of KickStart as a place to get a leg up when you are just starting out? I think veteran companies would have a harder time, because of this, and their "customers/supporters" would be increasingly demanding and value conscious rather than altruistic and generous.
Yes I was surprised by this too! If there were any bugs or annoying elements in the original kickstarter game that I bought from that company that they didn't fix, and then I learned that they are embarking on a new game, then I would be a little upset. Perhaps their games are all rock-solid excellent so this doesn't happen.
2  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-11-30 01:11:58
Neat, I actually assumed that you were using 2D graphics as most top-down view games do. Will be cool to see the more advanced 3D version you're working on. How are you doing it, using Unity, LWJGL, JMonkey engine or something else?
3  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-11-29 10:07:57
They came and played SLAG, well a few of em did. You got a random tank body and a random turret which gave you pretty random stats. You got to run around a small map and shoot the other guy. It only had PvP. To my surprise people really liked it.
I got interviewed a few times. I don't interview that well. https://youtu.be/E8E_We2z9Ao (no idea why youtube link won't work in preview. )
We are using the PBR rendering pipe line and finding it AWESOME. Really looking forward to real textures etc.
Fantastic, I love top-down view action games, especially with multiplayer.
Watching the video makes me really want to go to PAX next year. Sounds like a great atmosphere.
By the way, what's PBR? Google turned up Panda rendering engine and Physically based rendering.
4  Discussions / Business and Project Management Discussions / Re: Crowdfunding in 27 Easy Steps video on: 2016-11-27 10:01:43
Thanks for the thorough write-up, it is a cool video introduction you made for KickStarter. Interesting to hear how difficult it is to gather an audience. Sometimes I read posts by unknown programmers here who have a cool game that they're showcasing or advertising but no-one replies which is sad. Not because people don't think it's awesome, but because what do you say if the game is finished and they're not asking for advice or help and perhaps they won't even read the forum again after posting.

Your TyphonRT app looks great, reminds me of Instagram but for videos with all the cool effects and pre-sets  Cool
I can imagine that it would be hard to market such an advanced video tool when most people probably assume that high-level effects can only be achieved on a more powerful computer, not a phone.

What you said about social media not being fruitful is a pity. Perhaps your contacts liked the product but couldn't afford to back every single thing that comes up. With the prevalence of open source software and the way everything is somehow done for free, unfortunately there's a perception that everything should be or will be free despite all the work it takes to program cool projects.
5  Discussions / Business and Project Management Discussions / Re: Crowdfunding in 27 Easy Steps video on: 2016-11-26 15:14:04
That's an interesting strategy. From his talk he said that most people have to or should self invest and show a working prototype before kick starting, unless they have an amazing reputation that makes people trust them to do a great job.
This team harebrained schemes do seem to raise a lot of money and make good profits, though maybe I'm under-estimating their costs. It's very kind of the speaker to share his secrets.
6  Games Center / Showcase / Re: Proxy - A game about programming on: 2016-11-26 15:07:46
I really like the bright green palette. The terrain is very nice. It will be interesting to see how it looks as the character moves. From the screenshot it's hard to tell what the perspective is and how the shadows will behave. Nice job!
7  Discussions / Business and Project Management Discussions / Crowdfunding in 27 Easy Steps video on: 2016-11-25 11:57:05
An interesting video 'Crowdfunding in 27 Easy Steps' by Jordan Weisman:
https://software.intel.com/en-us/videos/crowdfunding-in-27-easy-steps
https://www.youtube.com/watch?v=bBELi_9v4n8MmB9b5njVbA

I wonder what Nate and others who have used KickStarter here have to add?

I was surprised to hear how he recommends marketing the game before putting it on KickStarter. I assumed that KickStarter was the advertising medium. He has some great ideas.

He also seems to recommend having a low funding target.
8  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-11-17 11:31:08
Had fun porting my little toy expression evaluator from HotSpot/Desktop with objectweb's ASM library as code generator backend to Android with Dexmaker.
It's ~40 times faster than exp4j on an Android ART device.
Tested with Apo's expression:
2^((14-x+t)/6)-sin(x+t)*2^(x/2)*(1-1/(1+20))


EDIT:
When not using sin(), the following expression:
2^((14-x+t)/6)*2^(x/2)*(1-1/(1+20))

is even 100 times! faster than exp4j on Android. On a device with the Exynos 8 Octa (8890) ten-thousand invocations take ~3.5 ms. vs. exp4j with 359.8 ms.

Nice job, works well.  Cool
I was looking for a maths expression parser years ago and no free ones existed until some smart JGO people made some interesting alternatives including woogley, Riven and pjt33:
http://www.java-gaming.org/topics/free-maths-expression-parser/20086/view.html
However their versions didn't include more advanced functions such as sin and cos, unlike yours.
Using some of the strange corner cases that people dreamed up in that thread, I see that your version outputs:
2^3^4 = 4096 rather than 2.4178516e+24
-2^2 = 4 rather than -4. But MS Excel also has this bug and it has never been fixed.
Cheers,
Keith
9  Games Center / Showcase / Re: [Free][Windows] WorldGrower, rpg simulator on: 2016-11-13 10:53:18
It's nice, you've done a great job adapting the look of swing. Perhaps darken the texture a little so it contrasts against the text. Both area a little too bright. Or darken the text and lighten the texture.
One thing that you might consider is a skill tree rather than the spreadsheet-style cells of numbers. Skill trees were one of the cooler aspects of Diablo, allowed for a greater amount of replay-ability.
10  Game Development / Networking & Multiplayer / Re: Fuse Multiplayer Platform on: 2016-11-10 02:31:11
Meadow is an interesting game, I've never heard of such an exploration game before. Graphics look good, nice video too.
11  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-11-09 23:29:57
Even if he eliminates his hate speech and pushes totally moderate agenda and none of his WTF things...it's still a disaster.  Hate of others is now OK.  Hate of america is flamed. 

Trump doesn't appear to be a wise leader or a good role model judging from the past. However, since winning he has refrained from gloating and has promised to unite the country again, acting more 'presidential'. Let's hope that continues
12  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?

13  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?
14  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:

1  
2  
3  
4  
5  
6  
7  
8  
9  
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 (http://www.java-gaming.org/topics/are-sin-cos-lookup-tables-still-relevant-today-with-regards-to-performance/29853/msg/274983/view.html#msg274983). 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.


http://www.java-gaming.org/?action=pastebin&id=1489

A big thank you to Roquen, Kai, theagentd and Riven for their code.
15  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 ?
16  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?
17  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?
18  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?
19  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.
20  Discussions / General Discussions / Re: Excelsior JET Standard set free, first beta for Linux/ARM released on: 2016-09-30 17:49:24
...at 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.
21  Discussions / General Discussions / Re: Comparison between 2 IDE's - Netbeans and Eclipse on: 2016-09-14 13:54:19
@nsigma
Hey you're up there with the big guns as an initial contributor, nice!
James Gosling (Liquid Robotics)
...
Neil C. Smith (PRAXIS Live)
22  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.
23  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?
24  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.
25  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
26  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.
http://mobile.reuters.com/article/businessNews/idUSKCN0ZR027

Quote
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.
27  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.
28  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.
29  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:
http://www.java-gaming.org/index.php?topic=18183.0
[EDIT, found it]: http://www.java-gaming.org/topics/networking-a-dungeon-crawl/10516/msg/83159/view.html#msg83159

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:
http://www.java-gaming.org/topics/multiplayer-top-down-view-shooter/18019/view.html

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.
30  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.

Quote
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 Mincraft.net 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, javagaming.org, libgdx, and all the other incredible projects  Cool
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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
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