Java-Gaming.org Hi !
Featured games (87)
games approved by the League of Dukes
Games in Showcase (671)
Games in Android Showcase (194)
games submitted by our members
Games in WIP (727)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
   Home   Help   Search   Login   Register   
  Show Posts
Pages: [1] 2 3 ... 11
1  Java Game APIs & Engines / Android / Re: Google releases vulkan samples on: 2016-04-13 20:34:13
and don't forget to cast your vote for an official Java / SDK Vulkan binding: https://code.google.com/p/android/issues/detail?id=204085

Up to 7 votes now... Though looking forward to LWJGL on Android as well!  Grin

LunarG samples just got posted as well:
https://github.com/googlesamples/vulkan-basic-samples
2  Games Center / WIP games, tools & toy projects / Re: 3D audio test using JavaFX and procedural java sound on: 2016-04-12 18:10:37

Quote
In this case for a spherical wavefronts physics matches perception. IE a sound source with no walls / reflections adding to the direct sound. You may potentially futz with the coefficients to change things somewhat, but still follow an inverse square relationship.

I started experimenting with this. My initial (current jar) algo was to define a max audio distance and get the % of this (expressed as a normal N), and apply it to a N^6 mapping (via LUT). This seemed to create an acceptable drop-off.

I tried a couple more things last night: scaling the distance into "attenuation units" and then deriving the volume factor by putting this value in the inverse form: 1/N. Also tried 1/(N*N). I can't say that it is all that clear to me, from a listener's perspective that one is superior to the other, yet.

More futzing and tweaking required. Come to think of it, I may have forgotten to compensate for the N^6 mapping done at the final stage. Hmmm. Have to work today--won't get a chance to think more on this for a while, except in the cracks/breaks.

I kind of meant to continue the discussion before regarding I suppose a final fun detail to try when dealing with proper scaling / attenuation.  It'd be interesting to see a plot of inverse square versus your other efforts. It could be similar. As you know in games often it's a game of approximation for audio or graphics effects being presented.

One kind of fun thing to do is apply a bias parameter to whatever formula one uses for attenuation. This is more or less the story of the motorcycle and the fly. For ease and clarity of sound generation your samples or procedural audio should be loud with perhaps a few dB below max for each source. The way you handle loud sounds like a motorcycle is have a wide bias that extends the center of the attenuation curve. So your distance (attenuation units / whatever) is much wider for the center of the motorcycle say 30' / AU before the attenuation curve starts to kick in and extends much further from the source. For a buzzing fly though one sets a really small bias of perhaps 2" center or whatever "AU" that is and by 2' away the sound drops off entirely.

I'd have to go search around to find the inverse square attenuation + bias formula I use in my efforts, but that is how you handle really loud objects and really soft ones with a natural attenuation curve if one uses the inverse square law.

This biased attenuation curve also is a good first pass for culling sound sources from the larger scene dynamically.  If you can't hear it don't render it!
3  Game Development / Networking & Multiplayer / Re: Kryonet hosting? Where and how? on: 2016-04-11 22:01:17
>Got it working on digitalocean

Excellent... If / when you move toward production you might want to consider the container direction. Docker being the current solution folks are talking a lot about.

I'm looking at putting together a combination of Rkt (https://coreos.com/rkt/), Kubernetes (http://kubernetes.io/), and Rancher (http://rancher.com/) for server deployment for web and mobile apps primarily, but of course it'd be fine for desktop apps too. I'll definitely make a post on JGO if I get all the tooling working well.
4  Discussions / General Discussions / Re: Vulkan 1.0 Release on: 2016-03-19 11:12:29
While this thread is mostly LWJGL / Vulkan progress related I just want to post the issue filed in the Android issues tracker for an official SDK binding for Vulkan. And I didn't even file it (stoked that someone else did!):
https://code.google.com/p/android/issues/detail?id=204085

Please star this issue if you are an Android dev. Of course LWJGL on Android will be great, but for stuff like my video engine updates for Vulkan / MediaCodec API will also need to be completed and an official SDK binding is the first step toward that support.
5  Games Center / WIP games, tools & toy projects / Re: 3D audio test using JavaFX and procedural java sound on: 2016-03-18 01:15:54
OSC is something I plan to look into in more depth. It ranks high on the to-study queue. All I know about it is that as a spec

Indeed a transport independent messaging protocol. Keep in mind that SuperCollider doesn't exactly follow the OSC spec exactly, but is essentially similar. You could send MIDI over OSC for instance.

One consideration: making synths that implement OSC or MIDI with any pretense to completeness is out of scope.

Essentially you'd want your synth to know nothing about OSC or MIDI. You'd marshal data from OSC or MIDI data to whatever internal representation is understood by the synth. Ideally this internal implementation is event driven.

Theoretically, inverse square makes more sense. Ears and art don't always agree with physics, so I like to verify this sort of thing. (Who should I believe, experienced audio engineers or my own lying ears?)

In this case for a spherical wavefronts physics matches perception. IE a sound source with no walls / reflections adding to the direct sound. You may potentially futz with the coefficients to change things somewhat, but still follow an inverse square relationship.

No matrices involved, beyond what JavaFX manages behind the scenes via the PerspectiveCamera.

Matrices are involved under everything in JavaFX. Each Node of which PerspectiveCamera is inherited from has a transform. The rotation of the PerspectiveCamera is all you need for ambisonics.

Having not used JavaFX you'd likely call:
https://docs.oracle.com/javase/8/javafx/api/javafx/scene/Node.html#getLocalToSceneTransform--

then:
https://docs.oracle.com/javase/8/javafx/api/javafx/scene/transform/Transform.html#toArray-javafx.scene.transform.MatrixType-double:A-

And that is what you'd send to SuperCollider or what have you to manipulate ambisonic rotation.

Maybe in a few days I'll get to the PD, SuperCollider or OSC research. But it seems like a good thing to build stuff and learn from the experience. No strategy is always right.

Like anything it may take some time to explore. It definitely doesn't hurt to know what has come before and depending on goals one might find that the existing solution is solid enough. The task then becomes filling in the gaps. Way back when I thought I'd have to spend a bunch of time creating a DSP engine then SC3 dropped and the split audio DSP server architecture fit my needs.

I fully understand the thinking of independents that don't want to spend anything.

Developers are fickle even considerably more fickle than consumers in many respects. You'll find plenty of developers independent or otherwise that will not be willing to pay for X developer tool. Rather than single tools developers will pay for platforms / ecosystems. The trick then becomes providing more value than one captures for creating some symbiosis that brings in more developers while extracting enough funds, preferably in an ongoing basis (the capture angle), to make it all viable. And at that as mentioned a free platform with some services that can be kept behind a paywall fits that pattern. IE Lumberyard w/ integration with AWS and other for pay services is a big example; tools for free, but hey isn't it sure easy to integrate with our other for pay products. As things go an interactive audio engine for games is not an easy platform to deliver as a service.

Money, money, money. Whatever.

At the end of the day rent has to be paid, food needs to get on the table, and health of all involved needs to be maintained.

Otherwise, no charge. It is a crazy business model, perhaps, trying to maximize the chance of participating in a black swan rather than up front income.

IMHO that relies on expecting the other party is honest and will keep things on the up and up. Collecting anything even from a moderate success will rely on the ethics of the other party which is a risk. If it was a truly black swan event it'd be easy for the other party to simply not pay and make it a legal situation. Anything over values that could be collected in small claims court could get locked up in a costly legal battle.

I'm not saying don't take this approach just consider that other parties may not play by any agreed upon rules as sad as that may be.
6  Games Center / WIP games, tools & toy projects / Re: 3D audio test using JavaFX and procedural java sound on: 2016-03-17 18:55:46
Indeed as @nsigma mentions... I was going to bring up Pure Data / pd as an option. OSC is as fast as anything you can send over the wire. Even 13 years ago when I got things first working via NIO it was blazing fast. Simply create a UDP packet / OSC packet, index it, and hold on to it overwriting just the necessary data sections. In the case of a slider / single parameter that is just a single float then punt it off repeatedly and well, super fast.. I'll see if I can clean up that old code and release it along with an example of getting SC up and running.

As boxsmith mentions whether it's Max / pd / SC you effectively get a patch loaded in any of these environments and at that point in the case of your demo about all you have to do is let the audio engine know the volume coefficients (inverse square law basically) calculated from world coordinates as they change / user moves and a 2D / 3D transform matrix of orientation of the user / listener which in the case of ambisonics is simply multiplied against the encoded entire mixed scene of audio and auto-magically everything rotates perfectly.

In short the biggest concept that SuperCollider 3 introduced is that the audio / DSP engine is a standalone network based server. It only is programmed / configured by OSC. Any language can interface with it. You do have a concept of a patch called a "synthdef" in SuperCollider. It's like the audio equivalent of a SPIR-V encoded shader for Vulkan.

Looks like a nice video tutorial / #3 covers synthdefs:
https://www.youtube.com/watch?v=yRzsOOiJ_p4

Remember though in any tutorial they aren't necessarily going to point out that SC3 server can be used headless via any language and purely configured by OSC.

@philfrei Creating a procedural audio engine let alone really well working spatial library is very difficult. Not saying that you don't have the passion for it as from everything I've seen / read you do. If anything use pd / SuperCollider as a strong reference point especially since they are open source. Once the light bulb clicks on getting things to work from Java it will be quite something. If anything as a rapid prototype environment... then take what you can learn about audio DSP back and create your own library for a particular purpose, but a whole procedural engine would no matter what be quite the task..

It's kind of hilarious as if you look back to the first message posted on JGO all those years ago for me it was SC related.. ;P

As far as making money with an audio engine I'm afraid that gig has been up along for the most part any developers tools. That market finally crashed with Unreal / CryEngine / newcomer  Lumberyard (CryEngine reskinned). The trick at this point seems to be to put out enough open source to entice and hope that catches the zeitgeist of people potentially flooding in then create value with pay components or other associated cloud based services that can sit behind a pay wall... As you can see though that still relies of luck. It's no way to pay SF Bay Area rent I'm afraid or that's a nut I could never crack... So contracting in general remains the best way to continue working on the really cool stuff.
7  Discussions / General Discussions / Re: Vulkan 1.0 Release on: 2016-03-17 06:55:00
MULTI-GPU SUPPORT WHEN

Let's just say I just got back from the event and a great event it was... Small plug I'm super stoked that Dan Baker's (1 of 5 Dan's in the day) / Oxide's talk on Vulkan and the slide describing engine architecture fits almost to a T how TyphonRT is structured... And I'm a little tipsy right now.. I lingered, almost uncomfortably for myself as an introvert, and a bit toward the seeming end I disappeared to show a demo of my video engine tech to the Kishonti folks who had a wall wart to power my dead phone though were interested in what it takes to make Android / mobile GPUs sweat (yep got that covered). I came back to the main reception room and was near the last one left and was invited to finish off the wine with a core Khronos member, so much to share and say... This was and may be my only contact with Khronos in 13 years of GL development and into the unknown future. Many things were discussed including the difficulties of establishing communication channels to independent voices that fight the good fight despite any direct connect; erm you know who you are in this thread...  Shocked

From the wine fueled discussion and other discussions I had with a core Nvidia driver developer multi-GPU support is primary goal #1 whether it is first exposed as an extension or Vulkan 1.1 ratified spec nonetheless is up for imminent availability.

While final glasses of wine were consumed I shared this thread and got him to bookmark it on phone with said core Khronos member and made it clear that LWJGL is the future of Vulkan for Java. I'll be so bold in stating that in the after hours of the event when beer started to be consumed and as as a fellow indie dev I imbibed, as well TANSTAFB, nonetheless I poked and prodded anyone from Google. From my understanding from opinions shared (thanks!) there will not be an official Java / SDK binding for Vulkan in Android N, so for LWJGL it's prime time to spring into support for Android as the defacto standard binding for cross-platform Vulkan support. I haven't had time to review the initial Android N pre-release to confirm if a full version of sun.misc.Unsafe is present, but that seemingly is the only barrier for LWJGL to run away with official and the only binding to support Android.

Yep... I wished I could offer more support immediately to LWJGL. I gained enough insight today to know that I have to release my video engine effort via GLES 3.1 and no longer wait for Vulkan support; the main crux being extensions for video encode via Vulkan that are not on the present horizon and could be 1-2 years out easily. For the rest of yah though I'd be super stoked to see LWJGL run away with solid cross-platform support.  Cool Pointing I'm just the latter emoji pointing to y'all...
8  Discussions / General Discussions / Re: Vulkan 1.0 Release on: 2016-03-16 22:04:43
I'm at the Khronos Vulkan sessions being streamed right now. By chance are there any concerns / questions to ask any of the bigwigs here pertaining to any present issues w/ current LWJGL support for Vulkan?

https://www.khronos.org/news/events/2016-khronos-sessions-san-francisco
9  Games Center / WIP games, tools & toy projects / Re: 3D audio test using JavaFX and procedural java sound on: 2016-03-16 03:58:29
I checked things out.

Nice little test setup; you shouldn't need to do much more for a basic environment to navigate around for now.

I'd recommend to changing to voice samples as speech will provide considerably better testing when generators are close together.

>There is a bunch to do, in that first it has to work, then you improve performance and design. I seem to have to do things wrong a few ways before I can figure out a more reasonable way to do things.

I still recommend prototyping Ambisonics directly if you can get 4 or more speakers together and / or also decode to binaural for headphones with SuperCollider with the same JavaFX setup and work backwards instead. That will provide a "gold standard" of accuracy to compare any implementation you come up with separately. Of course there is also the much simpler steps of working backward with all the DSP code on hand.

If I had any free time currently I'd set this up for you, but alas can't help out currently. 

The time you'd spend to get SuperCollider up and running and working within your test framework so you can compare results against will pay off big time.
10  Game Development / Newbie & Debugging Questions / Re: Newbie questions on game states and game libraries on: 2016-02-27 20:29:39
LibGDX + Overlap2D and / or Spine is a good place to start as the latter two have LibGDX backends.
11  Java Game APIs & Engines / Java Sound & OpenAL / Re: Comparing binaural methods on: 2016-02-26 00:48:00
I'd say to continue your investigation look into SuperCollider ugen / DSP code:

general links:
https://audioprogramming101.wordpress.com/2014/03/04/create-binaural-soundscapes-using-supercollider-and-hrtfs/
https://ccrma.stanford.edu/workshops/gaffta2010/spatialsound/

Looks like the last one might have a bunch of video from the workshop available.

Source code for binaural / hrtf loading which uses the Convolution2 ugen of SC:
https://github.com/supercollider-quarks/AmbIEM/blob/master/Classes/Binaural.sc

Convolution ugens from SC:
https://github.com/supercollider/supercollider/blob/master/server/plugins/Convolution.cpp

Stepping through both the Binaural.sc for loading the HRTF and then stepping through Convolution.cpp  will get you on the right track to implementing something yourself.
12  Java Game APIs & Engines / Java Sound & OpenAL / Re: Comparing binaural methods on: 2016-02-26 00:29:24
I'd say this is just amplitude panning; not actually binaural yet. You're more likely to end up with something that sounds like a ping-pong or tremelo effect if you alternated things quick enough with what you are doing. Perhaps try a square or saw wave if you want things to stand out a bit more.

Actual binaural audio refers to applying a HRTF (head related transfer function) to filter audio frequencies which alters more than just the onset of a sound event between each ear. From there you can also apply the inverse square law for simulated distance.
13  Game Development / Game Mechanics / Re: Calculating dFdx and dFdy of texture coordinates in 2D manually on: 2016-02-09 22:35:05
KaiHH was nice enough to help me get what I needed implemented into JOML! Thanks, Kai!

Right on @theagentd! For posterity care to post your JOML based solution?
14  Java Game APIs & Engines / OpenGL Development / Re: Post-processing effects 101? on: 2016-02-09 14:31:02
Scope out all the *.m files here for various image effect shaders. This code is for iOS / shaders will run anywhere though.

https://github.com/BradLarson/GPUImage/tree/master/framework/Source

You can also just google search "post processing shaders" and find various bits of code lying around.

Of course coming up with your own is good fun too! Just slap on a frag shader and render between FBOs.
15  Game Development / Newbie & Debugging Questions / Re: design pattern to avoid exponential number of extensions on: 2016-01-27 01:26:13
When you get a chance and can possibly post your recent coding efforts I'd be glad to do a code review and see if there are any suggestions I can offer.  Are you targeting JDK 8?
16  Game Development / Newbie & Debugging Questions / Re: design pattern to avoid exponential number of extensions on: 2016-01-25 01:26:51
composition > inheritance   Cool
17  Game Development / Newbie & Debugging Questions / Re: Modern OpenGL & Shaders on: 2016-01-23 09:58:13
Yes, though this has been the case for many years w/ GL at this point. You manage your own matrix stack as necessary.
18  Game Development / Game Play & Game Design / Re: Is a Binaural Sound Engine in Java possible? on: 2016-01-23 09:48:02
I saw something related to this on Reddit a few weeks ago. http://www.devdungeon.com/content/binaural-beats-java.

A slight further derailment ahead...  Grin In this case 'binaural' as with two ears is the only connection per se and not connected with binaural spatialization. But this does stoke another passion of mine which is tuning systems. Beating insofar as acoustics is concerned is something we hear daily with Western temperament (12 TET). I'm a big fan of just intonation and microtonal music in general. A convenient example at this time of the beating that we are faced with daily is this Youtube clip w/ nice visual display...   Roll Eyes
19  Game Development / Game Play & Game Design / Re: Is a Binaural Sound Engine in Java possible? on: 2016-01-22 07:24:54
Small necro here.. I took a week off around the new year and didn't get back to this..  Roll Eyes

@nsigma Why yes.. Will check out your efforts more soon! I'll probably take a look at your gstreamer integration which I'll likely use for initial testing my video engine efforts w/ Vulkan on the desktop.  Glad to hear that someone capable is dealing with the Java bindings for Jack! Grin

No issue with that!  You seemed to be saying that running audio in a separate process was beneficial / the only way to make best use of multi-core, without really saying why processes rather than threads.  It's a more complicated way of working which can offer benefits in certain cases, sure, but not sure I'd advocate it as the go-to solution in all cases.  I am genuinely interested in your reasoning.

I was just pointing out that using SuperCollider you get audio in a separate process "for free". Indeed a bit more complicated per se, but not really bad. In moving my library / framework / engine work towards being highly multithreaded I favor in general protocols much more over standard APIs.

In regard to the OP and desire to have realistic audio. With using SuperCollider it would be darn neat to work with Ambisonics. In particular to "I also of course could adjust this pan to match my head movement." One of the fantastic properties of Ambisonics is that when things are in the encoded state all one has to do is multiply the rotation matrix of the players head and this will automatically rotate the entire audio scene. No need to track individual sounds and move them around. Also Ambisonics can be decoded to binaural audio or discrete speaker arrangements.

It actually was neat to read that OpenAL Soft uses Ambisonics internally to provide better results, but this is an internal implementation detail. On a quick review of the HRTF example code it shows manually moving a sound around. I'm not sure if you can provide a rotation matrix as described above to apply to the frame of reference which would manipulate the internal Ambisonic implementation rotating the entire audio scene. It would be neat if that is possible with OpenAL Soft.

>Would you agree libraries like nanomsg are pointless given that scaling is done through sockets and multiple processes coordinating?
No, why?

Ahh.. Was just a rhetorical question as I didn't understand where you were coming from with the multi-thread / process angle.  Grin

Original poster! Have you made any progress?
20  Discussions / General Discussions / Re: Android to move to OpenJDK????? on: 2016-01-12 00:50:13
I'm excited because if we might get proper sun.misc.Unsafe access that is if it can play nice with ART I suppose. I'm keen for that as we might finally get the Distruptor on Android which couldn't come at a better time with conceivable Vulkan support in Android N. That is the dream at least...
21  Game Development / Game Play & Game Design / Re: Is a Binaural Sound Engine in Java possible? on: 2015-12-28 15:32:00
>I'm not sure having a native bound audio engine in or out of process would make much difference?

Historically audio hasn't been a deep experience for games. There is quite a bit possible pushing things forward where it would be handy as long as there is no cache thrashing; re: measure. Granted my interest is rather involved having a 32 speaker hemisphere to work with for high order Ambisonics with a bunch of multichannel convolution reverb and real time synthesis potentially running in addition to loops / one off samples. www.egrsoftware.com for picts. Now if only audio / music-tech could actually pay SF rents; :: sigh ::

If you're doing status quo audio for a typical game scenario then there is no real benefit.

> I'm trying to understand why you said running audio in a separate process is to do with multi-core?

Let's flip this around.. How is it not?

I simply was pointing out that working with SuperCollider server as a headless audio engine grants this out of the box. Take it or leave it...

I mean why do anything such as switch to Vulkan if not for the multi-core architecture possibilities (why yes with threads!).

>RE: OSC - I am questioning why you'd want to code with it when you can make use of a native library with proper Java bindings.

SuperCollider.... It really has been "the" most advanced open source audio engine for many years now.

>JCollider is LGPL!

Well... http://www.sciss.de/jcollider/  says it's GPL, but indeed LGPL is listed on the Github page. Most of his other work is GPL.. Of course one is always free to negotiate a different license with any GPL author if there is a benefit.

>why is running code in multiple processes better than multiple threads?

So the squabble is over T_O_mato / Tom_A_to? In the use case mentioned (SuperCollider) it's just how things are...

Would you agree libraries like nanomsg are pointless given that scaling is done through sockets and multiple processes coordinating?
22  Game Development / Game Play & Game Design / Re: Is a Binaural Sound Engine in Java possible? on: 2015-12-28 13:13:30
>Despite what some others have said, Java itself is great for coding real-time audio processing, learning DSP, etc.

Uh... I think you misunderstood what I was specifically getting at above. If you want to play around with Java for audio go ahead. I had fun making VST plugins with Java back in the day and of course we're talking ~'05 - '08 for that and zippy it was... Totally possible. Run wild in fact.

If you're making a game engine especially one that is taxing in graphics, physics, AI, etc. then it's clear splitting off audio to a separate process is _potentially_ beneficial definitely if one is also doing heavy audio processing; like anything else measure and adjust if necessary.

>why the hell anyone would prefer OSC I don't know!

Zillion times better than MIDI having it's start ~15+ years after the last MIDI spec and obviously much faster.. Floating point resolution for control values and much more. It's just a well defined network protocol. What do you think is better than OSC for audio control data and such?

Yeah.. Too bad JCollider is GPL and in a seemingly defunct state. Indeed I have a whole Java OSC / Supercollider framework; will actually be dusting it off soon. The JCollider fellow contacted me back in the day if I was going to release my efforts before he got started. Glad to see the fellow continue w/ ScalaCollider, but all of his stuff looks to be under GPL.

>Trying to work out if that sentence makes any sense?!  Wink

I think you're just pulling my leg...

>I don't see why this statement has anything to with multi-core?

Whether you launch a separate VM or have an audio engine running in a separate process the benefit is reducing the work done in main game engine / VM process. Let the OS figure it out.
23  Game Development / Game Play & Game Design / Re: Is a Binaural Sound Engine in Java possible? on: 2015-12-27 04:12:21
Yea, I might switch to C++ or something. Of course I think I saw that SuperCollider is js. It's somewhat easy to port code from js to Java. I did it once with a sonic communication library. Got the encoder working. The decoder will be another story.
Thanks guys!

A quick note SuperCollider is not JS and the server and language (sclang) is done in C/C++. The nice thing though is that you can just use the server as a headless real time audio engine and interface with it via OSC / Open Sound Control / IE use UDP networking to localhost from the Java game engine. This has the benefit of running heavy audio loads in a separate process from any game engine which is great in the multi-core world of today. I totally can vouch that this is a solution for high quality real time audio w/ low overhead control from Java.

For simplicity though try OpenAL first especially if using LWJGL and if that doesn't give you the result you're looking for then consider SuperCollider. Anything beyond that will start moving down the sub-optimum direction of using Java for a complete game engine + simultaneous audio processing which is especially undesirable if sharing a single JVM instance for it. Could it work.. Sure... But...

I'm sure there are other native audio engines to choose from as well with Java bindings. FMOD being the historically popular one for a lot of game dev and various Java bindings are around over the years.
24  Game Development / Game Play & Game Design / Re: Is a Binaural Sound Engine in Java possible? on: 2015-12-26 09:12:05
Sure... Indirectly at least. I'd bundle your game with SuperCollider and punt all audio processing to an instance of SC Server running and interface with it over OSC / the network essentially. This is how TyphonRT started in '03 to create significantly more expressive GUIs for SC, but I also experimented with creating a game engine and having SC run surround sound via Ambisonics (which can also be delivered as binaural simultaneously) a while back. You could even get super fancy and get a Soundfield microphone and blow people away by mixing real life 3D audio w/ synthesized aspects as well. Since SC has stable versions of the audio server for all desktop OSes this is a realistic option. Java itself.. Yah no... Sort of I guess.. At least that is how I'd go about doing something detailed with audio for a real time game.
25  Java Game APIs & Engines / OpenGL Development / Re: GL_MAX_UNIFORM_BLOCK_SIZE meaning? on: 2015-12-21 07:15:06
While I chilled out on working w/ modern GL while waiting for Vulkan to drop I don't have firsthand experience, but dug up these links / info.

It seems GL_MAX_UNIFORM_BLOCK_SIZE is the limit of what can be bound and is addressable and you can have a much larger buffer allocated; see 'TheChubu' comment here:
http://www.gamedev.net/topic/673534-instancing-and-the-various-ways-to-supply-per-instance-data/

Also good discussion between vendors here:
http://www.yosoygames.com.ar/wp/2015/01/uniform-buffers-vs-texture-buffers-the-2015-edition/

Are you getting 16 kB for GL_MAX_UNIFORM_BLOCK_SIZE w/ NVidia card?  Seems like the common NVidia value is 64kB.

Good luck!
26  Discussions / General Discussions / Re: Does anyone here have paid apps on the google play store? on: 2015-12-19 02:50:24
I'd be more worried about creating something people want to buy. That and figuring out a way to not list your home address as the business entity is more of a concern to me at least in regard to the current rules for paid apps on Google Play. Ultimately you'll want to hire an accountant ($350-500 a year) to help you file your taxes if you make any significant income. Having a separate bank account for your business is pertinent and makes it easier to keep an itemized list of what you spent for business use and income generated; rent (which you don't have?) + buying equipment reduces your tax burden, etc. You'll likely have to accrue $40k-50k+ back federal taxes before you really become a target, so don't worry at all as 9 cents will not have anyone knocking on your door. Always pay your state taxes every year as they'll come after you right away; but even with that the major way they'll do that is if you get an actual W-2 employee job IE withholding on paychecks. A good accountant helps a ton in all of these matters; I lucked out on finding a good one and it's been a huge help. As far as business entity a sole proprietorship is fine and even then it's not too important per se. Don't worry about LLC / Inc; I wasted $4k+ on paying minimum LLC fees for my state taxes for several years that were pointless. Bringing it all around though well you got to create something people want to buy so focus on that first.
27  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Good tutorials teaching how to use Nifty in LWJGL? on: 2015-12-14 22:19:37
@KaiHH  I think porting blendish / OUI to Java as a 3rd party library using the LWJGL NanoVG bindings would be best as it's rather specific and requires larger amount of resources that aren't appropriate for LWJGL inclusion due to the size of the blender icon SVG resources. It shouldn't be too bad since there is a roadmap and working implementation to examine.
28  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Good tutorials teaching how to use Nifty in LWJGL? on: 2015-12-14 21:24:52
For those interested in investigating NanoVG for GUI applications perhaps checking out blendish / OUI is pertinent for inspiration.
29  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Nostalgic factor... my Artemis project... on: 2015-12-11 05:42:44
Well, you set the beast free at a good time when the topic was relatively hot and new to many. Due to Adam's (B^3) entity system blog posts not having a full blown implementation that more or less fell / defaulted to your effort at the time. As far as I'm aware there are no other public entity system implementations for Java that diverge from the general structure of what you put out with Artemis; Ashley for example borrows a lot at least when I read the code a while back on its launch. As far as Java goes for anyone interested in ES I point them to `@junkdog`'s effort with artemis-odb for something maintained and updated.

I've been sitting for years on a stable full blown component architecture / entity system implementation that differs from anything else out there. I'd love to get it out, but until I have some sort of breakthrough success that brings some monetary freedom for me I view a release as just helping the competition as sadly the developer tools / middleware market is not one I wish to play in for my livelihood. Sucks... When that day comes I'll definitely be releasing a metric ton of goodies. At least for me while I wait for Vulkan to drop I'm doing a lot of interesting Javascript / ES6 / JSPM / SystemJS library / framework work that I'm actively open sourcing and can't wait to publicize it in a month or so. Kind of nice to get something out there and simply released. It will be interesting if any of that spreads; we'll see...

So take pride that your summer of R&D spread so far and influenced so many ports and the introduction of entity system concepts to so many.
30  Java Game APIs & Engines / OpenGL Development / Re: Generating 3D models using a seed on: 2015-12-01 20:33:36
I'd gander that the fewer seeds or coefficient values you start with will result in a more geometrically constrained scene. Involving non-random sequences from a single seed value is possible. Take for instance the Hailstone sequence. Eventually it repeats & effectively ends. If you can store several seeds which feed generating functions / sequences that fit what is being modeled (the hard part) or variations of coefficients with constraints that feed into various more specific mathematical models certainly it's possible; the key being constraints.

One would want to stop at a certain point as speed still trumps uniqueness for real time rendering. IE generate X amount of models for a particular type of object then as things go reuse those models with variation (rotation, scale, texture, etc.) or combine / subdivide multiple models where applicable (easier with geometry shapes of course). For the latter here is a fun video for inspiration: https://vimeo.com/77829968

For natural objects a little digging came up with these resources:
https://en.wikipedia.org/wiki/Patterns_in_nature
http://mcfns.com/index.php/Journal/article/view/MCFNS.4%3A2
http://www.amazon.com/Branches-Natures-Patterns-Tapestry-Three/dp/0199604886
http://www.amazon.com/Shapes-Natures-Patterns-Tapestry-Three/dp/019960486X
http://www.amazon.com/Flow-Natures-Patterns-Tapestry-Three/dp/0199604878

Good luck.. ;P
Pages: [1] 2 3 ... 11
 
IanParcs (38 views)
2016-04-18 14:18:53

KaiHH (38 views)
2016-04-18 08:35:41

KaiHH (69 views)
2016-04-15 12:43:58

theagentd (71 views)
2016-04-14 02:16:17

theagentd (79 views)
2016-04-14 02:15:43

IanParcs (95 views)
2016-04-12 03:51:16

IanParcs (39 views)
2016-04-12 03:50:03

IanParcs (35 views)
2016-04-12 03:49:54

IanParcs (32 views)
2016-04-12 03:49:52

IanParcs (40 views)
2016-04-12 03:49:52
Website offering 3D Models specifically for games for free
by vusman
2016-04-29 12:56:17

List of Learning Resources
by SilverTiger
2016-02-05 09:39:47

List of Learning Resources
by SilverTiger
2016-02-05 09:38:38

List of Learning Resources
by SilverTiger
2016-02-05 09:35:50

Rendering resources
by Roquen
2015-11-13 14:37:59

Rendering resources
by Roquen
2015-11-13 14:36:58

Math: Resources
by Roquen
2015-10-22 07:46:10

Networking Resources
by Roquen
2015-10-16 07:12:30
java-gaming.org 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‑gaming.org
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!