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1  Game Development / Newbie & Debugging Questions / Re: Best way to do loading screens and resource management? on: 2014-04-15 21:52:18
It may of changed due to the new rendering attributes in OpenGL 3.x on, but while I was using immediate rendering mode I didn't have to much of a problem with loading textures at run time. ( I don't mind taking a small take on these questions, though there is a huge chance I may be repeating what others have said...  Clueless )

For the game I'm making I handle all textures and sounds in giant arrays and then access them with textures[index] and sounds[index]. Is this the best way to organize textures and sounds or is there another?

There is no "best" way to organize textures. I do mine in a simple array[] just because I feel that is the best way. However, the true answer is if you can find it within your code, it is decently done. An array does the job for me because having everything in a list makes life easier...

Quote
Also I wanted to make a loading screen and was wondering how that would work since my resources take a couple seconds to load in (should the loading screen be it's own game state? should loading occur on it's own thread? how would the second thread work if I'm using OpenGL? etc...).

Actually, unless you are loading a ridiculous amount of textures there is really no need to use more than one thread at a time to do it. The GPU is running on a separate thread already using your graphics card, so why would you need 3 threads.

I recommend that loading be done at the beginning. It can be done in its own state, though it is usually what is easier. Running it on a separate thread creates some boilerplate that should just be avoided. Really, you just want to keep it as simple as you can. Creating multiple threads makes things harder to keep track of and more difficult to keep at a decent speed.

If you run into problems using one thread, then look into other methods. Splitting things into states always makes things easier, but there is a time where you can go overboard in that too. As long as you know where things are and it is working, that is a good rule that you are doing something right.

Quote
When you guys do loading screens (if you do) how do you do them?

I do loading directly at the beginning of a game. Usually, people don't like loading screens in the middle of a game unless the game is running custom maps alongside high end graphics. If you have a simple game, loading screens are discouraged unless you do one big load at the beginning. It is all about the size of the production, the smaller the production, the less loading screens you should show. Man, do I miss the days where systems didn't have any loading screens at all...

Final Thoughts

KISS (Keep It Simple, Stupid), seriously. I mean, the only time you want to go into creating loading screens is if your assets are taking too long to load. Other than that, people should be striving to not make users wait as much as they can, instead of trying to load things in crazy ways just to make the time take longer. If you can't avoid it, then you can't avoid it. But the easier you keep loading assets, the better off you and your user base will be in the long run.
2  Games Center / WIP games, tools & toy projects / Re: MERCury - 2d Game Engine on: 2014-04-12 23:35:19
A joke about how opiop65 is ruining the development within a few seconds.

Though I think a simple "You're fired" after his reply would have sufficed Tongue
3  Game Development / Newbie & Debugging Questions / Re: Can you randomly bitwise shift an integer left or right? on: 2014-04-12 13:40:52
Just to chime in..

 If
 biomecolor 
ever did equal to 0 it would break the code as 0 - 1 due to the shift is in fact -1.
4  Game Development / Newbie & Debugging Questions / Re: Almost Completely Static Class Design on: 2014-04-09 22:09:36
There is really no clear answer to this argument... I mean, take a look at this thread.

Static-Free Engine

There is a way to go static without actually making a singleton, but I think the true answer is just "doing what feels right". Yes, there is the option that everyone has to just turn any object static. However, when designing a library, it does make sense for the creator to decide how a feature of that library is best used. (Like in LWJGL's case, they decided that having once instance for Display was the best way.)

In this specific case, I do believe that going static is a good idea for removing overhead of creating "too many classes". There is a talent for finding the middle ground on classes without having to necessarily create a singleton, but instead a helper class. All aspects of computer science always run the risk of being overdone. In Java, too many getters and setters create an unreadable mess of classes, while giving users of a library direct access to a variable can cause devastating errors. Same with inheritance, encapsulation, abstract, and static builds of classes.

It is up solely to the developer to decide how best to utilize the tools given. Trends are born mostly by not following convention. How else are you supposed to create a library that doesn't reinvent the wheel if you don't add some of your own flair to your projects?
5  Game Development / Newbie & Debugging Questions / Re: Listening to Keyboard while using OpenGL on: 2014-04-09 17:57:36
Yes, the keyboard has to be handled within that one thread, and it'll probably be a lot faster that way too.
6  Game Development / Networking & Multiplayer / Re: Game Networking Framework on: 2014-04-07 22:48:55
So, basically, you want to send Objects over to the server regardless of the structure, store them, and be able to read them back with no questions asked. Maybe some more information about these Objects would help people a little more. Try answering these questions...

1) Do these Objects have a maximum size?
2) Does data loss of these objects matter?

To be honest, the request sounds unreasonable for UDP. I believe researching how to use Kyronet would be the correct solution as you are heavily hinting at serialization and storage. At least, in this case, you'd be able to handle new requests client side. The server can care less what data is stored, it is just up to the client to keep track on where to look for data when it is on the server.
7  Game Development / Game Mechanics / Re: Visibility test. on: 2014-04-07 07:52:23
There is using A*. You can set each node to the corner of each object and use A* to check for the path around those nodes. It is a very flexible algorithm not just used for tile based systems.
8  Game Development / Newbie & Debugging Questions / Re: Collision Detection Crash Bug [Slick-2D Game] on: 2014-04-07 00:26:26
Well, by the looks of this, you are trying to implement collision detection with tiles. There is another method to do it, but I don't know why you aren't limiting your bounds and checking to see whether x and y+16 is valid before execution. Make sure the values are within the map by making a boolean  Smiley.
9  Game Development / Newbie & Debugging Questions / Re: Collision Detection Crash Bug [Slick-2D Game] on: 2014-04-06 23:47:58
It is complaining about an Out of Bounds exception.

In your case, this is a logic error. Try messing with the values at line 75, 80 and 86. Specifically
 level1.getTileId(x, y+16, 0) 
to make sure you are calling the values within the bounds.
10  Discussions / General Discussions / Re: Creating dev team Java 2d!! on: 2014-04-06 23:27:13
However, 2 minds put together is far better than 1. In almost every single situation. The only situation this is not effective in, is when you try it with someone who is stubborn and close minded.

Try playing a puzzle game yourself, then try it with a friend watching as well. Goes the same for debugging, 2 people are going to spot the problem much quicker than 1.

Errrrmmmmm.... I don't know about this one.

The huge misconception...

There is one huge factor that is being forgotten, the fact that you need to be able to understand. Two huge problems generate from this...

  • You have to be able to read another person's code to help with debugging
  • You have to understand a person motives for your project

In all cases, this makes your communication overhead go way way up. I'll tackle each problem below...

Debugging...

All programmers don't write in the same way, and even with rules, we have a hard time following conventions. Programming is pretty personal and having someone tell you how you can write code is annoying. Programmers code best when they are comfortable with what they are writing. In groups, this is why it is almost inevitable that Unit Tests became so popular, because it allows programmers to write in a way where they feel most comfortable. This enhances programmer productivity by a lot because a programmer just has to focus on making it work (the end result), not making it pretty.

If you want someone to read your code, you are going to have to make it understandable enough for both of you. The other thing you'll need to do is make sure you both are able to look at the code at the same time. Finally, you'll have to be able to explain where the bug is to your partner in order to fix it. The amount of time saved with both programmers working together to solve a syntax bug is lost by communicating about the bug in the first place. You can avoid this by writing issues, but it still means that the issue needs to be written and that also lessens productivity by a little.

Where I realize that this isn't true is when you are talking about brainstorming or algorithmic problems. In this case, planning with another person allows a much more tighter flow of ideas. Both benefit off each other's great ideas and can find possible pitfalls earlier. In any process where a plan has to be made, I realize that having a think tank is pretty beneficial because most pitfalls that you would have crashed into are avoided because of the varying perspectives.

In short, for planning collaboration is awesome, but for debugging it isn't as clear cut.

Productivity vs. Communication

When working with anyone else, organization is the most difficult aspect to nail. In group projects, lack of a proper way point leads to lessened productivity. People crave belonging and attention in varying forms, and when we work, it is a very lonesome task. So we end up communicating to another person, to fill in the void. This is bad, as work never gets done in this state. It is difficult for human beings to be 100% focused on a task when communicating, and some are better than others on masking that weakness.

How do you overcome this?

By being organized and setting proper way points. If you don't know the correct process to create a project, then doing this will be excessively difficult. The last thing you want is people talking about how best to lead, or how ineffective of a leader you are. A good leader either needs to know the way to solving an issue, or give off the perception that they do. Understanding your own motives for creating a project will actually make it easier to figure out if other people are right for your project. If you and your partners motives match, you will be able to see past problems a lot easier. Knowing that your partner is working toward the same goal you are gives an ease of mind when solving issues because you know they are not in it to hurt your project's progress. Then, all you need to focus on is dividing up the work...

Divide and Conquer...

The maximum productivity occurs when each member of your group can work in a singular environment.

In war, for example, you have a group of soldiers with swords and bows. Chances are if you are telling all of them to attack the front lines, you wouldn't want them all to attack melee range into the enemy. You'll collaborate at first telling the soldiers to attack melee while the bowmen attack from the rear. Now, when the war comes, the worst thing you want is the bowmen walking up to the footmen asking them were they should attack from every 2 minutes. Each should know their task completely and just focus on that task. Your chances for winning is intensified the less your soldiers have to collaborate.

In other words, by having an artist and a programmer, each person has a specific job to do that they can work on for maximum efficiency. Collaboration then is only used as a way of measuring progress, rather than a way to distract from productivity. There is a reason why all jobs work in this fashion. Productivity works best when people have specific tasks. The less you have to collaborate to get work done, the more productive your project will be.

Last Thoughts...

Productivity is always maximized when you are working alone. The key to getting a group project to work is making it so that each member of that group has a task in where they can work without having to collaborate on it. In order to achieve this the two things that you need is...

  • A leader that can create a good plan
  • The ability to split your project to attainable tasks

When collaboration is used as a measurement of progress rather than a measure of understanding, group projects can become effective. (Oh, and one more thing, that is only a small percentage of what is needed to actually being an effective leader in a group environment. Pointing ) Sorry for the slight derail, but there is a lot more to group projects than people think...
11  Discussions / Miscellaneous Topics / Re: Sex appeal in advertising (NSFW) on: 2014-04-06 21:53:06
To answer your question... it works.

Why?

Well, I did a little bit of research and it works as well on women as it does on men, for completely different reasons. The best video I've ever seen on the subject of "objectification" of women was said from a women's perspective.

<a href="http://www.youtube.com/v/kMS4VJKekW8?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/kMS4VJKekW8?version=3&amp;hl=en_US&amp;start=</a>

For men, I think Extra Credits probably covered it the best.

<a href="http://www.youtube.com/v/Q1qndga6SNU?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/Q1qndga6SNU?version=3&amp;hl=en_US&amp;start=</a>

Case in point, it works. By abusing it we are actually destroying ourselves as a global society. Honestly, there are other ways to advertise without having to objectify. Sex is and always will be an appealing thing because of the huge amount of taboo surrounding it. Even with access even more readily available, like the internet, it still is something so secretive. Yet, every human has to encounter sex either indirectly or directly. Given that it is so personal, nothing is more tempting to advertisers than to attack a spot where you feel most vulnerable.

I think that advertisers should have some dignity, but I also realize that most do anything just to hit their "bottom line".

Edit: (Of course I'd get my 69th medal on this topic Tongue )
12  Java Game APIs & Engines / Java 2D / Re: Java topics needed to learn game dev on: 2014-04-04 22:45:37
Pong.  Wink Then go upwards from there Smiley
13  Discussions / General Discussions / Re: Creating dev team Java 2d!! on: 2014-04-04 21:46:48
I really like this forum... we have a whole lot of people who are just excited and really want to join up with other folks. Maybe if all of you people looking for help would combine forces, then you can make a small team. However, it'll probably be a fight to who can lead such a team, and if the goals aren't aligned well... I don't see any game coming out of it. A very good learning experience, but not a game.

People are fickle...

We all have reasons for why we do things, and since our time is limited, we actually spend time on things where we "believe" that time is well spent. In my view, I always think about why someone would want to spend time playing my programs when there are programs more powerful and better than mine. When joining a team, it is really the same thing.

"Why would someone join your team when there are job corporations and huge indie development teams they can join?"

The answer is simple, and it usually is that the team has an "ideal" you believe in, and/or a game you want to work on. Most of the time, people will just volunteer their services if they see the project you are working on is worth their time. People who were on this site that have been slaving away like the developers of PuppyGames, FarSky, and Intergalactic Trash Man (etc.) are just better candidates because you can see that they "know" how to produce games from what they can show.

Anyway, keep that in mind. I would definitely love to see the people who are willing to start their own teams actually combine forces. It'd be interesting as each person obviously would have the tenacity to work. As long as each person is trying to best the other in terms of work ethic, there is a very good chance you'd be able to produce a game.
14  Java Game APIs & Engines / Java 2D / Re: Java topics needed to learn game dev on: 2014-04-04 21:12:51
As much as I'm happy for the excitement you have trying to "jump" into something like Slick2D and LibGDX, these people are correct. If you do not "feel" the language (being able to write code with your eyes closed), you are going to have a rough time understanding how to work these engines. The reasoning is that with school, you are only scratching the surface. They teach you the variables, functions, and syntax. However, learning when and how to use this syntax is a whole different beast. There are a lot of different design patterns once you've breached the surface of learning the basics.

How do I get past this defense...

Tutorials. Literally it is the difference between trying to jump across an open chasm or taking a convenient bridge. If you look for the tutorials or grab books on the subject you are trying to learn, you have a much better chance of not "falling to your death" trying to understand concepts. You'll probably learn a lot more as well, since, game development takes a lot more than simple programming knowledge.

Game development is only difficult for those who didn't take time to fortify. Everyone always thinks that coming in with a shaky sand castle will guarantee you'll survive the waves. However, those who read the tutorials already had the knowledge to build up a wall. Always brace yourself for impact by learning the tutorials, so when the "big wave" of problems come... you'll be ready.
15  Game Development / Newbie & Debugging Questions / Re: creating an array of images and setting a timer on: 2014-04-02 20:10:02
You mean an animation? Can you tell us what you are using (Java2D, LibGDX, LWJGL, JOGL)?

(Though it doesn't differ from your last topic question Pointing )
16  Discussions / General Discussions / Re: What do you do to cut development time? on: 2014-04-02 19:16:11
Key word... Focus.

In order to cut down development time, there is no better way than to cut features. When I say cut, I mean...

  • Don't work on those features in the first place
  • Leave the feature in the unfinished state it's in
  • Separate it from the rest of the project by removal
  • Outsource the feature to someone else.

This goes for all aspects of development (art, sound, programming, and marketing).

In pinch time, you only have time for the core features. Being able to visualize the fluff is so important during this time so you can get a working project out with features that is needed. My way of figuring that out is just asking if I can make a "bullet point" in my update list about it. If the feature can't be put in a bullet point, then there probably isn't any point having that feature.  Pointing

Other than that, it is just battling the toils of procrastination and project fatigue.
17  Games Center / Featured Games / Re: The Intergalactic Trashman - PLAYABLE ALPHA AVAILABLE!!! on: 2014-04-02 17:29:56
Thanks for sharing such a cool production with us. I'll be waiting to see what you come up with for the kick starter.  Cool
18  Discussions / General Discussions / Re: JGO Kickstarter on: 2014-04-02 00:52:17
But I liked the falling off the roof waving hi JGO man Tongue... (I'm going back to coding now  Cry )

Edit: YAY! He is back!! For me Tongue
19  Game Development / Newbie & Debugging Questions / Re: Parse a string to a *packed* Integer. (0xFFFFFFFF) on: 2014-04-02 00:21:51
Oh, there is another solution if you are allowed to use the
java.awt
class.

You can make a java.awt.Color out of any hex by using this code...

1  
2  
3  
4  
//For RGBA - like what you have in your example
Color thisColor = new Color(Integer.decode("<your hex here>"), true);

//Then just extract the colors from thisColor


A little bit less efficient, but a lot more direct.
20  Game Development / Newbie & Debugging Questions / Re: Parse a string to a *packed* Integer. (0xFFFFFFFF) on: 2014-04-02 00:02:03
There is a few ways you can handle your issue. You can use bit shifts and bit masks to hide the data and extract the numbers you need from the hexadecimal. Or, you can use this...

http://docs.oracle.com/javase/7/docs/api/java/lang/Integer.html#decode(java.lang.String)

Which is also useful for converting data into numbers. The bit shift and bit mask things are a bit tricky to pull off. If you need an example, I'll see if I have some old code running around that does it.
21  Discussions / General Discussions / Re: Coming back... on: 2014-04-01 18:25:19
Welcome back Yuri,

Honestly, I would just like to see you finish a game. If you can do that, it'd be great. The less bloated the process, the better it'll be. It is reasons like this why I started to code for my own passions and ignored everyone else. If you code for yourself, you are much more likely to finish something. For me, I can care less about opinions as all of them are just chances for improvement down the line. Constructive criticism is how I look at all user feedback, good or bad.

The ultimate thing to remember is that most users can't do what you can. Don't give up on it because there is no way they'll do any better than you can on your game.
22  Discussions / Miscellaneous Topics / Re: Can anyone give me 10 words all related to one thing in common? on: 2014-04-01 08:53:40
Research the Thesaurus  Pointing
23  Discussions / General Discussions / Re: Combatting Programmer A.D.D. in large projects. on: 2014-03-31 10:35:59
You're doing great. The only requirement on creating games is not giving up on coding them. As long as you are coding it, there isn't really an issue on what. This is actually the best type of procrastination as your program always wins :-)

Even for simple things, I get caught up in feature creep. Those things can be erased later on and might end you in a better (or slightly worse) state than last time. This route usually gets me the most happy accidents, in where I got a feature or improvement I didn't intend for but it works. Sometimes, I get a bug. However, all in all, the game is coming together. For me, that is the most important thing.

So yeah, let it flow... Keep surprising yourself. You never know what you may find.  Shocked
24  Game Development / Newbie & Debugging Questions / Re: Troubles Implementing Map Scrolling on: 2014-03-29 23:20:19
It has been a while... Wink

Anyway, I see you are having problems with scrolling. I wrote a small mario game that has basic scrolling, collision detection, and so on. However, it is in a very rough coding style. However, if you cut and paste it in your IDE, it should work...

http://pastebin.java-gaming.org/43823368d83

For scrolling, the best and simplest method is to separate the camera from the player movements. If you look in my code, you will see that a have a variable called "scrollx". This is solely used to control the camera. The player movements and the world are stationary and the camera is just an "offset".

1  
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g.setColor(Color.BLACK);
g.fillRect(px[i]+scrollx, py[i], psx[i], psy[i]);
//See how scrollx^^ is by itself, that is the only call back to the camera in this code
//The rest of the variables have to do with the object movement...


I hope that you can pick through the mess and see the code for how it is, but the basic idea is that I graphically pin everything to the camera and just move the camera. All camera movements are calculated separately from everything else in order to give the camera freedom of movement around the world.

I hope it helps, but the code is rather a mess. I'll see if I can write a better example, but I'll only do so upon request...  Pointing
25  Discussions / General Discussions / Re: Programming Careers and Life Lessons... on: 2014-03-27 05:19:58
Well, it doesn't seem like regret or depression.

It is like any job, it becomes repetitive and mundane after a while. Your brain works very hard to make sure everything in your life becomes this way, in order to be better prepared for when more exciting things happen. It is the major cause of procrastination, and possibly a huge cause of boredom. Most of us know that feeling that we have when we go to class and even though we are excited to go to it some days, it slowly begins to be less and less fun and more tedious as it goes along. If anything, doing a job for that long invokes the same feelings.

I can completely relate with princec's post, because, it is true. We are all working hard to not become part of the mold and branch out to be something different. "The man" is like that goo stuck on our back pulling us into the huge boring blob behind us. We keep struggling to escape and still find ourselves being sucked right back in.

As for me, that post is rather enlightening hearing it from a fairly successful indie developer. It actually makes a lot of sense that it'd be hard to keep relevant as this field always changes rapidly and makes you obsolete quick. (So many of my friends and colleagues are stuck on #3 it hurts. I think I'm somewhere between #1 and #4b...)

It is hard for me to be discouraged by this.

I hear the same things from people of every profession. It drains, it gets boring, and they want something new. I think the only reason we are told to pursue our dreams is because that is where we will find the least resistance to the blob. The effects of being in a mundane job are not going to take effect until way later in your dream career.

Definitely something to think about, at least... Thanks for that informational post princec. (That probably took forever to write up...  persecutioncomplex)
26  Discussions / General Discussions / Re: JDK 8 is released on: 2014-03-26 22:19:33
It is shameful that we can't even guarantee each user will be able to share a similar experience due to them blocking Java completely.

Java applets are dead and that's a good thing. Users should block Java in their browser. But users are fine with embedded runtimes and libraries that they don't have to think about. Look at games like Wakfu that embed a Java runtime where most users don't even realize the game was completely written in Java.

"Look at games like Wakfu that embed a Java runtime where most users don't even realize the game was completely written in Java."

This. This is the problem right here...

Since when did writing in a language become so bad that we have to make it seem like we don't write in it. I'm proud to say when I write something in Perl, Python, C++, C#, Haskell, and JavaScript. However, when something is written in Java we are working a lot harder to cover it up than actually be proud to state it exists. The extra overhead (and space) our programs have to endure can be avoided if safety and ease of use for our users was better maintained.

Writing applications (and games) is a competitive market. The last thing anyone needs is the language itself pushing against users using the product. It is just inefficient, and it results in us having to waste a lot more time and money working around the faults.

I'll be keeping my eye out for advanced concurrency applications. I mean, most applications will have a difficult time taking full advantage of it. We can already leverage threads well enough for gaming applications, but in this regard, there might be some breakthroughs. It is hard to tell as this release is still fairly new.

From a developer standpoint, Java 8 makes our code a lot more efficient to write and faster in the JVM. I can't refute that. However, what use is there for a fast program if we still have to deal with the security and user access issues. It just seems counter-productive to me...
27  Discussions / General Discussions / Re: JDK 8 is released on: 2014-03-26 02:20:58
Hmmm... Interesting discussion.  So Java 7 is to if-else as Java 8 is to ternary operator? Pointing

There is a subtle truth to what Cas said. If you want a new language, you just switch to it. But, it is unproductive to continue learning new languages every time a small feature is wanted. Java is very close to perfection, but I feel its connection to its legacy code is what is keeping us from getting all we want from the language.

I mean, Java has flexibility on its side. We are able to leverage C, JavaScript, Python, and other languages easily without being a dreaded glue language. There is a novelty that other languages can't match. Structs is and always will be the most wanted feature for me. Seriously, I can survive without much else... But the speed that it offers when programming C is just... unmatched and hard to replicate in Java.

Honestly, Java 8 is just a weak update. We got a few syntax improvements and a little bit of JVM improvements. In the grand scheme of things, I feel we are in no better position than we were in Java 7. The bigger looming problems still remain, like how people still have security issues. Also how Java is just getting harder to deploy due to them completely ridding of Applets and Webstart.

Languages are made so we have it easier to deploy applications. With Java, the amount of hoops we have to jump through is just making it harder for us as well as our user base to run something. Honestly, making Java easier to deploy for end users is the most important thing.

In my opinion, I am tired of celebrating syntax improvements. They are nice, but I feel as a development community for Java, we are grasping at straws. We should fight to make Java more accessible. It is shameful that a language that runs everywhere has so much problems with easy deployment. It is shameful that we can't even guarantee each user will be able to share a similar experience due to them blocking Java completely.

This thread was doomed to derail. I mean, to me... I just feel as though Java 8 is a very small step, but it lacks direction. The update doesn't change anything for users. It barely changes anything for us, other than helping our programs be a little smaller and faster for less readable code. I just hope our user base stays long enough to hit Java 9...
28  Discussions / Miscellaneous Topics / Re: Advice on dealing with internet trolls? on: 2014-03-25 16:53:46
"Attack the argument, not the person."

Of all the advice, this allows you to evade trolls the best. As long as you fight facts with facts you can evade a lot of garbage talk. Ignorance loses to knowledge, and most of the time, trolls don't like to lose. So they'll attack your integrity, personal beliefs, or friends to pull you down to their level. It is a primal tactic, but only one that is effective if this person is next to you and the size of a 60 ton grizzly bear. Being on the internet, you aren't next to that person so just be respectful, attack the facts, and avoid getting dragged down.
29  Discussions / Miscellaneous Topics / Re: Advice on dealing with internet trolls? on: 2014-03-25 08:38:25
Ignore them. It takes two to keep an argument going.  Wink
30  Discussions / General Discussions / Re: Great programming book offer. on: 2014-03-25 08:36:59
The books recommended here are all really good for anyone looking to expand their knowledge.

Not to go too far off-topic, but that is the reason I really like class setups a lot. You get all the benefits of learning from a book, but more importantly you get the foundation of where a certain function may be useful in an application. When I learned from scratch, I had no clue how to use advanced loops or where to apply them. Most of my functions were garbage and inefficient. Even though online tutorials are well written, it is impossible to get "the big picture" that reading a book or attending a class does. It gives a lot of perspective to design, and that is very hard to do when working with a small set of challenges.

So yeah, the information may be vast... But, learning how to use it still requires one to be taught. I've always gained more broad knowledge from reading and class than online.
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xsi3rr4x (12 views)
2014-04-15 18:08:23

BurntPizza (10 views)
2014-04-15 03:46:01

UprightPath (24 views)
2014-04-14 17:39:50

UprightPath (10 views)
2014-04-14 17:35:47

Porlus (27 views)
2014-04-14 15:48:38

tom_mai78101 (49 views)
2014-04-10 04:04:31

BurntPizza (107 views)
2014-04-08 23:06:04

tom_mai78101 (207 views)
2014-04-05 13:34:39

trollwarrior1 (176 views)
2014-04-04 12:06:45

CJLetsGame (182 views)
2014-04-01 02:16:10
List of Learning Resources
by Longarmx
2014-04-08 03:14:44

Good Examples
by matheus23
2014-04-05 13:51:37

Good Examples
by Grunnt
2014-04-03 15:48:46

Good Examples
by Grunnt
2014-04-03 15:48:37

Good Examples
by matheus23
2014-04-01 18:40:51

Good Examples
by matheus23
2014-04-01 18:40:34

Anonymous/Local/Inner class gotchas
by Roquen
2014-03-11 15:22:30

Anonymous/Local/Inner class gotchas
by Roquen
2014-03-11 15:05:20
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